scholarly journals What Lead to the Successful Mobile Phone Game? – Story of birds who cannot fly but they have enough angriness

Author(s):  
Jaakko Iivonen ◽  
Yang Liu

This article will consist of analyzing some factors which are the most important forthe successful mobile phone game. There are going to be some common history of how mobilephone games are developed and how this whole game application business has started. Mainfocus in this article is based on analyzing and finding some key factors which are the mostrelevant for successful mobile phone game and how they can be designed. This article is notbased on technical details of mobile phones and there is only some information which consistsof a little bit of technical phrases. Angry Birds mobile phone game is excellent example ofsuccessful mobile game and it will be analyzed rather deeply in this article. Analyzing will notbe based on only how to play game but whole Angry Birds phenomenon will be considered.Developments of mobile phone games have been very fast even though the first and nowadaysclassic mobile phone games (such as Snake) become in 1970s. Last year has been golden agefor mobile phone game designers and this business area is still developing very fast. RovioEntertainment is one of the winners so far. Since few years ago Rovio was close to bankruptcyand nowadays it is globally known entertainment media company. Rovio is behind the AngryBirds which is the most popular mobile phone game.

Author(s):  
Renatus Michael Mushi

This chapter describes how the adoption and usage of technologies is influenced by a number of factors. Such factors tend to affect the perception of people to accept or reject a technology in their usage context. Mobile phone technology has gained popularity as a dependable tool in SMEs. In Tanzania, for example, it is used to accomplish activities such as marketing, communication and mobile money transactions. This chapter highlights the key factors which influence the acceptance of mobile phones as they are used by individual peoples in the SMEs. The conceptual model shows that TAM can be extended by factors such as perceived values in explaining the acceptance of mobile phone technology in Tanzanian SMEs.


Author(s):  
George M. Giaglis

The term “mobile era” as a characterization of the 21st century can hardly be considered an exaggeration (Kalakota & Robinson, 2001). Mobile phones are the fastest penetrating technology in the history of mankind, and global mobile phone ownership has surpassed even the ownership of fixed phones. Mobile applications, despite potentially being very different in nature from each other, all share a common characteristic that distinguishes them from their wire-line counterparts: they allow their users to move around while remaining capable of accessing the network and its services. In the mobility era, location identification has naturally become a critical attribute, as it opens the door to a world of applications and services that were unthinkable only a few years ago (May, 2001).


2019 ◽  
Vol 8 (2) ◽  
pp. 167-181 ◽  
Author(s):  
M. M. Sulphey

Nokia, more than a century-old company, rose to stardom as the market leader for mobile phones in the 1990s and continued to be so until the early 2000s. Thereafter, the decline of Nokia started. The firm had to sell many of its assets and its mobile phone division to Microsoft. It later became a truncated company and ultimately faded into oblivion. Management and academic experts have analysed the reason for the failure of Nokia from various dimensions. The present work analyses Nokia’s failure from the viewpoint of organizational ambidexterity (OA). OA is defined as the ‘ability to simultaneously explore and exploit, enabling a firm to succeed at adaption over time rather than pursuing limited activities’. This can be considered as the first attempt to analyse the failure of Nokia through the lens of ambidexterity. It is concluded with compelling evidence that the story of Nokia would have been different had it followed exploitation and exploration simultaneously.


2011 ◽  
Vol 135-136 ◽  
pp. 759-765
Author(s):  
Jun Jin ◽  
Chun Xiao Fan ◽  
Yue Xin Wu

Cloud computing as a new model of information technology, which is emerging as computing concept that promises provision of computational resources on demand and abstraction of technical details from the clients, in the IT sector has attracted more and more attention. Nowadays, with the popularity of smart mobile phones, the increasing functions of smart mobile phone could not meet the requirements of users. To solve this problem, cloud computing is applied in smart mobile phone. Finally, the detail of the current station of the application of cloud computing in smart mobile phone and some introductions of how to develop the application will be introduced.


Telematika ◽  
2015 ◽  
Vol 7 (1) ◽  
Author(s):  
Muhammad Dhimas ◽  
Novrido Charibaldi ◽  
Wilis Kaswidjanti

Handphone besides as a communication tool also has a function as a medium of entertainment. Various multimedia services and communications facilities contained therein, one Bluetooth. Games is one application that always exist in the mobile phone, and with a wider variety of games development by utilizing the services in mobile. In this research, the development of the multiplayer games for mobile phones utilizing Bluetooth communication media using the programming language Java Micro Edition (J2ME). Design method using the grapple, NetBeans IDE 6.1 is used as tools to assist programming.


Author(s):  
George M. Giaglis

The term “mobile era” as a characterization of the 21st century can hardly be considered an exaggeration (Kalakota & Robinson, 2001). Mobile phones are the fastest penetrating technology in the history of mankind, and global mobile phone ownership has surpassed even the ownership of fixed phones. Mobile applications, despite potentially being very different in nature from each other, all share a common characteristic that distinguishes them from their wire-line counterparts: they allow their users to move around while remaining capable of accessing the network and its services. In the mobility era, location identification has naturally become a critical attribute, as it opens the door to a world of applications and services that were unthinkable only a few years ago (May, 2001). The term “mobile location services” (MLS) [or “locationbased services (LBS), as they are sometimes also referred to] has been coined to group together applications and services that utilize information related to the geographical position of their users to provide value-adding services to them (Rao & Minakakis, 2003). This article provides a concise introduction to the major types of MLS and also introduces the reader to the most important positioning technologies that render the provision of MLS possible. Finally, the article also introduces a number of issues that are critical for the future of MLS, including privacy protection, regulation, and standardization.


2018 ◽  
Vol 3 (1) ◽  
pp. 62-71
Author(s):  
Prakhas Candra Joni

Mobile game merupakan aplikasi game yang terdapat dalam mobile phone. Ada beberapa genre mobile game yang berkembang saat ini, salah satunya yaitu Role Play Game (RPG). Berdasarkan survei yang dilakukan Agate Studio salah satu studio game yang produktif di Indonesia, game yang paling disukai gamer Indonesia sekarang saat ini adalah game bergenre Role Play Game (RPG). Hasil survei menunjukkan bahwa game RPG diperingkat pertama dengan presentase 46%. Namun masih sedikit developer game yang menjadikan game bergenre RPG sebagai game edukasi. Oleh karena itu , perlu dilakukan pengembangan edukasi bergenre RPG. Pada penelitian ini dilakukan analisis kualitas software pada pembangunan mobile game RPG berdasarkan kebutuhan kualitas untuk mobile game. model kualitas yang diusulkan untuk menganalisis kualitas mobile game adalah model kualitas untuk Mobile Game yang dikembangkan oleh Trisnadoli,dkk. Mobile game yang dibangun menggunakan kasus gigi yang bersifat edukasi sebagai pengimplementasian game untuk menganalisis kualitas game yang dihasilkan. Mobile game RPG dibangun dengan menggunakan tools Game Maker. Analisis hasil kualitas yang telah diusulkan membuktikan  kesesuaian dan kecocokan antara konsep mobile game RPG dengan nilai aktual dari masing-masing metrik yang di usulkan, rata-rata memiliki nilai kualitas yang baik dan sudah terpenuhi dari dua pengujian yang telah dilakukan.  


2014 ◽  
Vol 35 (3) ◽  
pp. 158-165 ◽  
Author(s):  
Christian Montag ◽  
Konrad Błaszkiewicz ◽  
Bernd Lachmann ◽  
Ionut Andone ◽  
Rayna Sariyska ◽  
...  

In the present study we link self-report-data on personality to behavior recorded on the mobile phone. This new approach from Psychoinformatics collects data from humans in everyday life. It demonstrates the fruitful collaboration between psychology and computer science, combining Big Data with psychological variables. Given the large number of variables, which can be tracked on a smartphone, the present study focuses on the traditional features of mobile phones – namely incoming and outgoing calls and SMS. We observed N = 49 participants with respect to the telephone/SMS usage via our custom developed mobile phone app for 5 weeks. Extraversion was positively associated with nearly all related telephone call variables. In particular, Extraverts directly reach out to their social network via voice calls.


Author(s):  
Huyen Thi Nguyen ◽  
Ngoc Minh Nguyen

The purpose of this study is to examine the effect of prestige sensitivity on mobile phone customer’s price acceptance in Vietnam and the mediating role of product knowledge and price mavenism on this relationship. We used the convenience sampling method for data collection via questionnaires with a sample of 605 consumers who purchased mobile phones. The collected data was analysed by applying a structural equation modelling method. The result indicates that prestige sensitivity has both direct and indirect effects on price acceptance via product knowledge and price mavenism. The findings suggest that prestige sensitivity can be used as a market segmentation criterion for mobile phones when making price decisions and providing customers with adequate information could improve price acceptance.


Author(s):  
L.V. Vetchinnikova ◽  
◽  
A.F. Titov ◽  
◽  

The article reports on the application of the best known principles for mapping natural populations of curly (Karelian) birch Betula pendula Roth var. carelica (Mercklin) Hämet-Ahti – one of the most appealing representatives of the forest tree flora. Relying on the synthesis and analysis of the published data amassed over nearly 100 years and the data from own full-scale studies done in the past few decades almost throughout the area where curly birch has grown naturally, it is concluded that its range outlined in the middle of the 20th century and since then hardly revised is outdated. The key factors and reasons necessitating its revision are specified. Herewith it is suggested that the range is delineated using the population approach, and the key element will be the critical population size below which the population is no longer viable in the long term. This approach implies that the boundaries of the taxon range depend on the boundaries of local populations (rather than the locations of individual trees or small clumps of trees), the size of which should not be lower than the critical value, which is supposed to be around 100–500 trees for curly birch. A schematic map of the curly birch range delineated using this approach is provided. We specially address the problem of determining the minimum population size to secure genetic diversity maintenance. The advantages of the population approach to delineating the distribution range of curly birch with regard to its biological features are highlighted. The authors argue that it enables a more accurate delineation of the range; shows the natural evolutionary history of the taxon (although it is not yet officially recognized as a species) and its range; can be relatively easily updated (e.g. depending on the scope of reintroduction); should be taken into account when working on the strategy of conservation and other actions designed to maintain and regenerate this unique representative of the forest tree flora.


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