scholarly journals UI/UX Mobile Games Transformation towards Translated Language

2021 ◽  
Vol 3 (2) ◽  
pp. 50-55
Author(s):  
Andreas Kurniawan ◽  
Hervina Dyah Aprilia

The purpose of this research study is to get data of user experience towards mobile game design and the transformation of its interface due to translated language. Most of popular mobile games came from China with their local language and writing system. Chinese alphabetic is appropriate for vertical or horizontal orientation, but English and Indonesian alphabetic are not appropriate with vertical orientation. Ragnarok M: Eternal Love with MMORPG’s genre is the game sample model, originally from China server and now this game is translated into several languages such as English and Bahasa Indonesia. Ragnarok M: Eternal Love’s game developer used a unique method with combined icon and text in order to solve layout’s problem that they encounter when converted in to several languages. We conduct the experiment within 2 period of time, based on 25 participants (gamer), all participants tried user interface from a game model sample. The result confirmed that the display of the UI (user interface) used by the developer team of Ragnarok M: Eternal Love, had demonstrated a good solution in developing a user interface for mobile game, when confronted by fixed layout and forced to adapt to various different language, but it still need some adjustment time to fully understand the function of every button.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Qianwen Yang ◽  
Xiang Gong

PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.Design/methodology/approachThe research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.FindingsThe empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.Originality/valueThis study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.


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.


2020 ◽  
Vol 179 ◽  
pp. 02037
Author(s):  
Shen Qi ◽  
Chen Chun-Chih ◽  
Wu Shu-Ming

The purpose of this paper is to explore the game player’s experience and preference for tactical competitive shooting mobile games, and to identify the attractiveness quality factors that affect the tactical competitive shooting mobile game design. In this paper, Game For Peace is the subject of discussion and research; qualitative research methods are adopted to go deeper into interviews involving deeper gamers; the attractiveness of the tactical competitive shooting mobile game is summarized; the evaluation grid is constructed and analyzed, which provides a reference for the subsequent tactical competitive shooting mobile game design and improvement.


10.2196/24449 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e24449
Author(s):  
Seyeon Lee ◽  
Hyunyoung Oh ◽  
Chung-Kon Shi ◽  
Young Yim Doh

Background The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults’ gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults’ game experience in a holistic manner are rare. Objective The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adopting a human-centric approach, this study analyzes middle-aged and older adults’ gameplay experience and suggests practical design guides to increase accessibility and satisfaction. Methods We organized a living laboratory project called the “Intergenerational Play Workshop.” In this workshop, 40 middle-aged and older adults (mean age 66.75 years, age range 50-85 years) played commercial mobile games of various genres with young adult partners for 1 month (8 sessions). Using a convergent parallel mixed-method design, we conducted a qualitative analysis of dialogue, game diaries, and behavioral observations during the workshop and a quantitative analysis of the satisfaction level of the game elements for the mobile games that they played. Results This project was active from April 2019 to December 2021, and the data were collected at the workshops from July 1 to August 28, 2019. Based on the identified themes of positive and negative experiences from the qualitative data, we proposed 45 design guides under 3 categories: (1) cognitive and physical elements, (2) psychological and socioemotional elements, and (3) consumption contextual elements. Our empirical research could reaffirm the proposals from previous studies and provide new guidelines for improving the game design. In addition, we demonstrate how existing commercial games can be evaluated quantitatively by using the satisfaction level of each game’s elements and overall satisfaction level. Conclusions The final guidelines were presented to game designers to easily find related information and enhance the overall understanding of the game experience of middle-aged and older adults.


2021 ◽  
Vol 5 (2) ◽  
pp. 48-53
Author(s):  
Andreas Kurniawan ◽  
Nunnun Bonafix ◽  
Hendri Hartono

The purpose of this research study is to get correlation between left-hand-dominant people with normal layout from mobile games application, and also to get the best suggestion layout for user interface & user experience design (UI/UX) mobile games towards left-hand-dominant people. Quantitative method is used for examination between left- hand-dominant people with user interface layout design. There were 22 left-hand-dominant people who love playing mobile game based. All participants played mobile game (PUBG- PlayerUnknown’s BattleGround) for 10 minute with 2 different layouts, normal design from developer and our modified design layout. Result; normal design layout is not significantly give any issues. Left-hand-dominant people accepted that normal basic layout. Before mobile games era, there were gamepads or joysticks with same standard layout buttons towards UI/UX mobile games screen and they were feeling fine about it.


2020 ◽  
Author(s):  
Seyeon Lee ◽  
Hyunyoung Oh ◽  
Chung-Kon Shi ◽  
Young Yim Doh

BACKGROUND The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults’ gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults’ game experience in a holistic manner are rare. OBJECTIVE The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adopting a human-centric approach, this study analyzes middle-aged and older adults’ gameplay experience and suggests practical design guides to increase accessibility and satisfaction. METHODS We organized a living laboratory project called the “Intergenerational Play Workshop.” In this workshop, 40 middle-aged and older adults (mean age 66.75 years, age range 50-85 years) played commercial mobile games of various genres with young adult partners for 1 month (8 sessions). Using a convergent parallel mixed-method design, we conducted a qualitative analysis of dialogue, game diaries, and behavioral observations during the workshop and a quantitative analysis of the satisfaction level of the game elements for the mobile games that they played. RESULTS This project was active from April 2019 to December 2021, and the data were collected at the workshops from July 1 to August 28, 2019. Based on the identified themes of positive and negative experiences from the qualitative data, we proposed 45 design guides under 3 categories: (1) cognitive and physical elements, (2) psychological and socioemotional elements, and (3) consumption contextual elements. Our empirical research could reaffirm the proposals from previous studies and provide new guidelines for improving the game design. In addition, we demonstrate how existing commercial games can be evaluated quantitatively by using the satisfaction level of each game’s elements and overall satisfaction level. CONCLUSIONS The final guidelines were presented to game designers to easily find related information and enhance the overall understanding of the game experience of middle-aged and older adults.


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Melyani Melyani ◽  
Yaya Heryadi ◽  
Agung Trisetyarso ◽  
Bachtiar Saleh Abbas ◽  
Wayan Suparta ◽  
...  

Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.


Perception ◽  
2021 ◽  
pp. 030100662110065
Author(s):  
Klaus Landwehr

The Oppel–Kundt illusion consists in the overestimation of the length of filled versus empty extents. Two experiments explored its relation to the horizontal-vertical illusion, which consists in the overestimation of the length of vertical versus horizontal extents, and to the oblique effect, which consists in poorer discriminative sensitivity for obliquely as opposed to horizontally or vertically oriented stimuli. For Experiment 1, Kundt’s (1863) original stimulus was rotated in steps of 45° full circle around 360°. For Experiment 2, one part of the stimulus remained at a horizontal or vertical orientation, whereas the other part was tilted 45° or 90°. The Oppel–Kundt illusion was at its maximum at a horizontal orientation of the stimulus. The illusion was strongly attenuated with L-type figures when the vertical part was empty, but not enhanced when this part was filled, suggesting that the horizontal-vertical illusion only acts on nontextured extents. There was no oblique effect.


2021 ◽  
pp. 1-13
Author(s):  
Melek Deniz Paker ◽  
Murat Cinar

Abstract A significant portion of world oil reserves reside in naturally fractured reservoirs and a considerable amount of these resources includes heavy oil and bitumen. Thermal enhanced oil recovery methods (EOR) are mostly applied in heavy oil reservoirs to improve oil recovery. In situ combustion (/SC) is one of the thermal EOR methods that could be applicable in a variety of reservoirs. Unlike steam, heat is generated in situ due to the injection of air or oxygen enriched air into a reservoir. Energy is provided by multi-step reactions between oxygen and the fuel at particular temperatures underground. This method upgrades the oil in situ while the heaviest fraction of the oil is burned during the process. The application of /SC in fractured reservoirs is challenging since the injected air would flow through the fracture and a small portion of oil in the/near fracture would react with the injected air. Only a few researchers have studied /SC in fractured or high permeability contrast systems experimentally. For in situ combustion to be applied in fractured systems in an efficient way, the underlying mechanism needs to be understood. In this study, the major focus is permeability variation that is the most prominent feature of fractured systems. The effect of orientation and width of the region with higher permeability on the sustainability of front propagation are studied. The contrast in permeability was experimentally simulated with sand of different particle size. These higher permeability regions are analogous to fractures within a naturally fractured rock. Several /SC tests with sand-pack were carried out to obtain a better understanding of the effect of horizontal vertical, and combined (both vertical and horizontal) orientation of the high permeability region with respect to airflow to investigate the conditions that are required for a self-sustained front propagation and to understand the fundamental behavior. Within the experimental conditions of the study, the test results showed that combustion front propagated faster in the higher permeability region. In addition, horizontal orientation almost had no effect on the sustainability of the front; however, it affected oxygen consumption, temperature, and velocity of the front. On the contrary, the vertical orientation of the higher permeability region had a profound effect on the sustainability of the combustion front. The combustion behavior was poorer for the tests with vertical orientation, yet the produced oil AP/ gravity was higher. Based on the experimental results a mechanism has been proposed to explain the behavior of combustion front in systems with high permeability contrast.


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