scholarly journals Game Design for Global Services of Mobile Games -Focusing on the Japanese service case of Lunosoft casual games-

Author(s):  
Mu-Sik Jung ◽  
Jung-Yoon Kim
Author(s):  
Elizabeth Evans

The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of gameplay. Free to download, but structured around micropayments, these games raise the complex relationship between game design and commercial strategies. Although offering a free gameplay experience in line with open access philosophies, these games also create systems that offer control over the temporal dynamics of that experience to monetize player attention and inattention. This article will examine three ‘freemium’ games, Snoopy Street Fair, The Simpsons’ Tapped Out and Dragonvale, to explore how they combine established branding strategies with gameplay methods that monetize player impatience. In examining these games, this article will ultimately indicate the need for game studies to interrogate the intersection between commercial motivations and game design and a broader need for media and cultural studies to consider the social, cultural, economic and political implications of impatience.


2013 ◽  
pp. 63-101
Author(s):  
Marion A. Hersh ◽  
Barbara Leporini

This chapter presents an overview of accessibility and usability for educational computer-based games and the first survey of the accessibility and usability of digital educational games. The overview includes a discussion of accessibility and usability, both in general and in the specific context of educational games, as well as a brief presentation of issues relating to game design, including of mobile games. Since there are no previous studies of the accessibility and usability of educational computer-based games, studies of the accessibility and usability of the related areas of virtual learning environments, digital games for entertainment and PDF documents, are also presented. The overview of accessibility and usability and the results of the survey are used to draw up a structured list of 62 guidelines and recommendations, organised into three categories at the first level and ten at the second level. These guidelines and recommendations are illustrated by an example of their application to a fictitious new educational game.


Author(s):  
Marisardo Bezerra de Medeiros Filho ◽  
Farley Fernandes ◽  
Felipe Matheus Calado ◽  
André Menezes Marques Neves

This chapter presents an ARM (acquisition, retention, and monetization) framework for F2P (free-to-play) mobile games to be used as to support game design practice and research. ARM strategies are dispersed throughout various sources such as websites, papers, and books, hampering the work of researchers and practitioners in this field. The aim of this framework is to list and organize these strategies into a single source. A literature research about ARM strategies in F2P mobile games was conducted to identify and select elements. Based on surveys with game development professionals, some of these elements were polished, merged, or removed. Finally, these elements were organized into a single framework, consisting of 3 main categories (acquisition, retention, and monetization), 8 subcategories, and 59 specific elements.


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.


Author(s):  
Xiaoming Liu ◽  
Qing Li

The engaging, interactive power of digital games makes them a compelling tool for teaching and learning. With the emergence of mobile technologies into our daily life, mobile digital games start to gain attention from both researchers and educators. In this paper, the authors synthesize the existing literature on mobile digital games in the field of education. This review of the current state of educational mobile games indicates the following four strands. The first strand of literature focuses on exploring the attitudes of both students and educators towards mobile digital games in classrooms. The second body of literature addresses the educational values of mobile digital games. The third line of research focuses on ways to integrate mobile digital game design into current teaching and learning practices. Finally, some studies examine the specific challenges when developing mobile digital games both from designers' perspectives and educators' points of view. This article finishes with a discussion of the future direction of research related to educational digital mobile games.


SISFORMA ◽  
2015 ◽  
Vol 2 (1) ◽  
pp. 23 ◽  
Author(s):  
Geraldus Galehantomo P.S

In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacksAll platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.


2016 ◽  
Vol 26 (5) ◽  
pp. 531-546 ◽  
Author(s):  
Olga Radchuk ◽  
Wolfgang Kerbe ◽  
Markus Schmidt

Public participation in science and gamification of science are two strong contemporary trends, especially in the area of emerging techno-sciences. Involvement of the public in research-related activities is an integral part of public engagement with science and technologies, which can be successfully achieved through a participatory game design. Focusing on the participatory dimension of educational games, we have reviewed a number of existing participation heuristics in light of their suitability to characterize available mobile and browser science games. We analyzed 87 games with respect to their participatory and motivational elements and demonstrated that the majority of mobile games have only basic participative features. This review of the landscape of participative science games in the domain of life sciences highlights a number of major challenges present in the design of such applications. At the same time, it reveals a number of opportunities to enhance public engagement using science games.


POIÉSIS ◽  
2019 ◽  
Vol 20 (34) ◽  
pp. 375
Author(s):  
Pablo Gobira ◽  
Emanuelle De Oliveira Silva ◽  
Ítalo Cardoso Travenzoli

O objetivo deste trabalho é apresentar o jogo SAD Defense, do gênero Tower Defense, desenvolvido por equipe do Laboratório de Poéticas Fronteiriças (CNPq/UEMG - http://labfront.tk) para a quinta edição do Congresso Internacional de Arte, Ciência e Tecnologia: Seminário de Artes Digitais, edição de 2019. Através da pesquisa para o desenvolvimento do jogo, abordando o seu game design, apresentamos a jogabilidade e os elementos gráficos do advergame que remetem ao tema do evento em questão, ou seja, a “projeções e memória da arte”, bem como às edições anteriores. Desse modo, além de apresentar o campo de estudos dos mobile games, advergames e dos serious games, este artigo vai além da apresentação e discussão sobre um produto promocional, uma vez que propõe entendê-lo como um recurso que reforça a memória desse evento acadêmico.


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