scholarly journals Dynamics between Disturbances and Motivations in Educational Mobile Games

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 5 (2) ◽  
pp. 1
Author(s):  
Átila Valgueiro Malta Moreira ◽  
Vicente Filho ◽  
Geber Ramalho

As mobile game distribution costs gets near zero, the number of available games on app stores, which is already enormous, continues to grow. It gets increasingly difficult for game developers to build a mobile game and achieve the top positions on charts. With it in mind, this paper’s main purpose is to investigate the relationship between game features and the performance achieved by mobile games in terms of number of downloads and gross revenue. A total of 37 game features were analyzed in order to study how each of them influence mobile games’ performance on app stores. The performance of mobile games is measured based on their current position in download and revenue charts on Google Play store. A linear regression model that maps game features and charts performance is trained using a M5 prime classifier and data from 64 mobile games. Results show how each game feature influences the download and revenue performance of successful mobile games.


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.


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


Author(s):  
Wahyu Rafdinal ◽  
Agri Qisthi ◽  
Sharnuke Asrilsyak

This study aims to analyze the factors in mobile game adoption that are influenced by game features and technology acceptance models. Partial least square is used to analyze the relationship between game features, perceived ease of use, perceived usefulness, attitude, and intention to play mobile games. This study uses a sample of 408 respondents who have played mobile games in the past month. The results showed that game features are a determinant of intention to play mobile games. Game features also affect players' intentions and attitudes to play mobile games if the game features are easy to play and useful when played. Increasing mobile adoption requires features that are easy to play and useful if played. It will affect the player's attitude and intention to play. Game developers, game designers and game companies must create game features that create a pleasant experience for gamers. This study bridges the gap in the literature on mobile game adoption by explaining the relationship between game features and technology adoption.


2012 ◽  
Vol 4 (2) ◽  
pp. 30-48 ◽  
Author(s):  
Eeva Nygren ◽  
Erkki Sutinen ◽  
A. Seugnet Blignaut ◽  
Teemu H. Laine ◽  
Christo J. Els

UFractions (Ubiquitous fractions) is a storytelling mobile game that utilizes fraction rods in solving real life related math problems. The prototype of UFractions was tested during the period March 2009 to May 2011 in South Africa, Finland, and Mozambique amongst 279 players, ranging in age from 10 to 32, the majority being grade eight students. A multi-method approach, comprising of both qualitative and quantitative data collection strategies, was employed to develop a trans-cultural taxonomy for play motivation in mobile games, as observed in the evaluation of UFractions, i.e., altruism, challenge, cognitive restlessness, curiosity, fantasy, relations, and technology.


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


Author(s):  
Risto Rajala ◽  
Matti Rossi ◽  
Virpi Kristiina Ruunainen ◽  
Janne Vihinen

In this chapter, we explore the revenue logics and related product distribution models of mobile game developer companies. Mobile gaming is facing a transformation in both technical infrastructures and business models as it grows at a very fast pace. The former change originates from the technological shift of the environment of use; for example, from specific game consoles toward mobile phone platforms. The latter change relates to the possibility of delivering and playing games online, which affects both the distribution partnerships and the revenue stream options of mobile game vendors. We present a set of possible business models for game developers and concentrate on the possible combinations of revenue logics and distribution models for different games.


The Race Card ◽  
2019 ◽  
pp. 138-174
Author(s):  
Tara Fickle

This chapter uses the mobile game Pokémon GO as a case study of how video game developers have successfully harnessed the self-centering power of ludo-Orientalism, using augmented reality and GPS technology to construct virtual spaces ripe for playful exploration as well as economic exploitation. In focusing on Nintendo’s sophisticated marketing and aesthetic strategies to erase all signs of Japanese “cultural odor” from its games, scholarly appraisals of the Pokémon franchise have largely followed the traditional reduction of race to an explicit visual or linguistic feature of games. This chapter instead uses Pokémon GO’s seemingly inadvertent exposure of U.S. racial fault lines as an opportunity to explore how race is not erased but rather embedded in the game’s disorienting technology. It reveals the unacknowledged legacy of Japanese racial ideologies, imperialist ambitions, and atomic history that lurk beneath the game screen. The chapter argues that this illusion of ahistorical universality crucially buttresses the fantasy of Pokémon GO as a truly “free” game, masking the invasive and dehumanizing data mining structures that make it enormously profitable for its developers.


2009 ◽  
pp. 2463-2474
Author(s):  
Risto Rajala ◽  
Matti Rossi ◽  
Virpi Kristiina Tuunainen ◽  
Janne Vihinen

In this chapter, we explore the revenue logics and related product distribution models of mobile game developer companies. Mobile gaming is facing a transformation in both technical infrastructures and business models as it grows at a very fast pace. The former change originates from the technological shift of the environment of use; for example, from specific game consoles toward mobile phone platforms. The latter change relates to the possibility of delivering and playing games online, which affects both the distribution partnerships and the revenue stream options of mobile game vendors. We present a set of possible business models for game developers and concentrate on the possible combinations of revenue logics and distribution models for different games.


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