scholarly journals By two: A two-dimensional mobile game model for novice developers

Author(s):  
Abdallah Qusef ◽  
Abdallah Ayasreh ◽  
Adnan Shaout ◽  
Muhanna Muhanna

The objective of this research was to discuss the processes and challenges encountered in the creation of mobile games for both Android and iOS platforms, which would help the novice game developers to enter the big world of mobile game industry. We highlighted each phase of the mobile game development. These involved suggestions on efficient brainstorming of ideas, proper selection of game engine, game design, number and type of pages, creation of levels, and distribution of complexity across the game level. In addition, other factors were considered such as the creation of User Interface and User Experience (UI/UX) as well as definition of the screen object’s sizes and positions that would be suitable in all mobile devices. The importance of agile cycles of alpha and beta testing was also discussed, particularly its influence on the enhancement of game features. However, a successful game is recognized based on its earnings. Hence, a guide on how to properly market the game was also included. A model game called “By Two” was used in this study to illustrate and explain the steps in detail.

2020 ◽  
Vol 2020 ◽  
pp. 1-8
Author(s):  
Yanhui Su ◽  
Per Backlund ◽  
Henrik Engström

With the continuous development of the game industry, research in the game field is also deepening. Many interdisciplinary areas of knowledge and theory have been used to promote the development of the game industry. Business intelligence technologies have been applied to game development for game design and game optimization. However, few systematic research efforts have focused on the field of game publishing, particularly with regard to independent (indie) game publishing. In this paper, we analyse data collected from a set of interviews with small indie game developers. The results indicate that most of the indie game developers have already used business intelligence for game self-publishing, although three main challenges have been identified: first, how to conduct marketing promotion and improve the return on investment (ROI); second, how to collect game publishing data; and third, how to analyse the data in order to guide game self-publishing. Our interviews also reveal that the business model applied to a game significantly impacts the role of game analytics. The study expands and advances the research on how game analytics can be used for game publishing, particularly for indie game self-publishing.


Author(s):  
Christoffer Mitch C. Cerda

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work for Filipino video game developers and the dominance of non-Filipino video games played by Filipino players, has hindered the development of original Filipino video games. Using four Filipino video games as primary texts discussed in class, students were exposed to Filipinomade video games, and shown how these games use Filipino history, culture, and politics as source material for their narrative and design. Issues of how video games can be used to selfexoticization, and the use of propaganda is discussed, and also how video games can be used to confront and reimagine Filipinoness. The paper ends with a discussion of a student-made game titled Alibatas, a game that aims to teach baybayin, a neglected native writing system in the Philippines as a demonstration of how students can make a Filipino video game. The paper then shows the importance of student-made games, and the role that the academe plays in the critical understanding of Filipino video games, and in defining Filipino culture and identity.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Rachel Gallagher

Over the past 20 years, instructional designers in the Learning Games Lab at New Mexico State University have developed a design model for game development that brings researchers, educators, and game developers together throughout the design process. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves in both content and game design, and (c) test extensively throughout development with members of the target audience. In this chapter, the authors describe the model as it was used in development of several math games during a four-year development cycle for the Math Snacks project. They discuss the implications of this approach for the creation of other educational games or suites of games and share recommendations for expansion of the model to other developers.


2021 ◽  
Vol 6 (1) ◽  
pp. 52-59
Author(s):  
Anggy Trisnadoli ◽  
Jan Alif Kreshna

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.


2019 ◽  
Vol 15 (8) ◽  
pp. 1004-1025
Author(s):  
Matthew E. Perks

Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.


2016 ◽  
Vol 20 (06) ◽  
pp. 1650045
Author(s):  
BJÖRN REMNELAND WIKHAMN ◽  
ALEXANDER STYHRE ◽  
JAN LJUNGBERG ◽  
ANNA MARIA SZCZEPANSKA

This paper reports an in-depth qualitative study about innovation work in the Swedish video game industry. More specifically, it focuses on how video game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it’s extreme market success and continuous ability to adapt to shifts in technologies and demands. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers; (1) the ability to separate between a creative work climate and the effectiveness in project organizing; (2) the balancing of inward and outward ideation influences, and (3) the diversity in operational means and knowledge paired with shared goals and motivations, derived from the love of video games and video game development.


2012 ◽  
Vol 2 (3) ◽  
pp. 87-110 ◽  
Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Rachel Gallagher

Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves’ in both content and game design, and (c) test extensively throughout development with members of the target audience. The authors describe the model, discuss the implications of this approach for the creation of effective educational games, and share case studies based on the design model in practice.


Author(s):  
Eeva Liisa Nygren ◽  
Teemu H. Laine ◽  
Erkki Sutinen

<p class="0abstractCxSpFirst"><span lang="EN-US">Understanding engagement in games provides great opportunities for developing motivating educational games. However, even good games may induce disturbances on the learner. Therefore, we go further than presenting only results and discussion related to the motivation aspects and disturbance factors of the playing experience in UFractions (Ubiquitous fractions) storytelling mobile game. Namely, we define the dynamics between these two important game features. Sample of the case study was 305 middle school pupils in South Africa, Finland, and Mozambique.</span></p><p class="0abstractCxSpLast"><span lang="EN-US">Guidelines for game developers, users and educators were derived from the interplay of disturbance factors and motivations. Furthermore, we defined six different learning zones deriving from disturbances the player is facing and the player’s motivation level.</span></p>


2014 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
Adhitama Ksatriya Nugraha ◽  
Kodrat Iman Satoto ◽  
Rinta Kridalukmana

Currently, the globalization and modernization of the country make us forget the traditional culture. Not surprisingly, more people are not familiar with puppet , let alone moved to preserve it. Therefore, in this era get involved use of mobile devices such as smartphones as the most efficient tool as interactive learning media. Now, the use of smart mobile devices are no longer limited by age, therefore developers will try to exploit this as a media that can be used for interactive learning.Puppets as one of traditional Indonesian art is very typical of Indonesia. Aside from the form or shape, it can be seen also particularities of the story and the character of each puppet characters . Games that are culturally especially puppet is still rare, especially for mobile devices based on its iOS operating system. Thus the authors tried to make a game design that aims to increase knowledge about the names of the puppet characters.Game development tool use to make this game is GameSalad, with object -oriented programming concepts. GameSalad is one of game development tools that game developers can use to facilitate the making of the game for mobile devices based on the iOS operating system. The design phase begins with analysis requirement and system design. Implementation stage is done by building and developing the game in accordance with the draft that has been made, the implementation of the program. The testing phase is done with a black-box method.The results show that this game can run well on mobile devices with the iOS operating system. The buttons and functions on the game also can function properly and in accordance with their respective functionality. Based on the assessment provided by a sample of users, the game "Gelembung Huruf (Tokoh Wayang)” is considered attractive, easy to understand and play, able to gain knowledge about the names of the puppet characters, raises curiosity, as well as look good game, so the user's attention to play this game again. 


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