Socio-Spatial Relations in Mobile Gaming

Author(s):  
Paul Martin

This chapter explores the opportunities of mobile games to critique and constitute the networks of which they are a part, attending particularly to location-based games. It discusses how these kinds of mobile games reconfigure people's relationships with other people and objects in their environment. In order to understand this reconfiguration, a model is put forward that clarifies the various ways in which people and objects are presented to the mobile game player. Using this model, examples are discussed of games that make interactions available that are disruptive of a social or political order, arguing that this disruption may be drafted into socio-political critique. Other examples demonstrate how mobile games bring everyday life within a capitalist logic, monetizing leisure and the mundane. This suggests that mobile gaming as a technology, practice, or product is neither fundamentally emancipatory nor fundamentally regressive but rather can be employed in various ways.

Author(s):  
Yasin Bulduklu

The aim of this study was to determine the attitudes of university and high school students towards mobile games, and to investigate their motivation and gratification needs in terms of mobile gaming. The descriptive method was used in the study. The sampling group was composed of 846 participants. The data were collected through the Mobile Gaming Motivation Survey. The reliability coefficient of the survey (Cronbach’s alpha) was found to be 0.893. The data analysis revealed that the mobile gaming motives of participants were self-realization/individual gratification, rivalry, social interaction, addiction and escaping. It was concluded that the motivation of the participants to play mobile games and the time they spent on mobile gaming decreased as their education level increased. It was also found that the mean scores for each factor got lower as the age progressed.


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.


Author(s):  
Sky LaRell Anderson

Unlike traditional games that anchor players to a controller in a designated gaming space, mobile games invite haptic interfaces wherein players may touch, hold, play, move, sit, and otherwise reconfigure their bodies through various spaces and times. I call this characteristic mobile gaming’s corporeal agency, and while mobile games include many limitations to player agency, the increased freedom of bodies to traverse time and space merits discussion and analysis. This study focuses on interviews conducted with mobile game players, and those interviews reveal that mobile games invite behaviors conducive to a corporeal agency that break away from traditional conceptions of gaming time and space. I argue that mobile gaming bodies demonstrate a more fluid relationship with touch, space, time, and physicality than traditional forms of gaming, allowing players to move their fingers, hands, and bodies through time and space while performing the corporeal task of gaming. The analysis consists of sections dedicated to three primary elements of mobile gaming’s corporeal agency: physicality, temporality, and spatiality.


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.


Author(s):  
Risto Rajala ◽  
Matti Rossi ◽  
Virpi 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.


2020 ◽  
Vol 13 (2-3) ◽  
Author(s):  
HUI XIONG ◽  
JIE WEI YU

Over recent years, the freemium business model has been a major revenue source for mobile games, namely to attract virtual consumption of players through differentiated game experience. This trend may pose challenges to the idea of “fair play,” an essential precondition for players to enjoy the game, player-versus-player (PVP) mobile game in particular. To keep track of players’ behavioral reactions to the freemium business model and their assessment of in-game experiences, we conducted a survey to disclose the relationship among the virtual goods purchase, game satisfaction, and perceived justice of PVP mobile game players (N=262). The results indicate that (1.) the game satisfaction mediates the effect of virtual goods purchase on perceived justice, and (2.) the utilitarian satisfaction demonstrates a greater significant indirect effect upon perceived justice than hedonic satisfaction. This study also discusses the implications of the above findings in terms of commerce, psychology, and culture.


Author(s):  
Marliana Marliana Marliana ◽  
Natalia Natalia Natalia

The purpose of this study is to determine the customers preferences in developing UNIPIN’s mobile application that can help PT. Dua Puluh Empat Jam Online increases their sales of mobile games vouchers. Data collection methods using questionnaires and interviews on 100 gamers of UNIPIN. The research method used in this study is conjoint analysis which was preceded by Cochran Q-test to test the validity of application attributes and conjoint analysis to know the utility value of each attribute that became the main preference of gamers. The attributes tested include the attributes contained in the 7C Framework such as context, content, community, customization, communication, connection, and commerce. The results of this study are application attributes that can be applied by UNIPIN to increase their sale of mobile game vouchers which are context, content, communication, and commerce attributes. The results of this study are attributes that meet the need to develop UNIPIN’s mobile application in order to increase sales in the mobile gaming market are the integrated level of the contex attribute, the product-dominant level of the content attribute, the one-to-one non responding user level of the communication attribute, and high level of commerce.


2015 ◽  
Vol 13 (4) ◽  
pp. 385-405 ◽  
Author(s):  
Soonhwa Seok ◽  
Boaventura DaCosta

This study investigated problematic mobile gameplay. Adopting Diagnostic and Statistical Manual of Mental Disorders-style criteria for pathological gambling to identify cases of problematic play, the study compared the mobile gaming habits, preferences, and demographics of problematic and nonproblematic game players. Of the 1,950 mobile players sampled, 3% ( n = 58) demonstrated signs of possible pathological behavior. The nonproblematic players showed characteristics identifiable with the casual mobile game player, who plays as a quick distraction to pass time when waiting or out of boredom. By comparison, the problematic players were found to play as a means of avoiding responsibilities and as a possible distraction from pain and discomfort. The findings help substantiate claims that mobile gameplay is a casual activity at least for the majority of individuals. However, for some, mobile gaming can interfere with different aspects of life and, in worst cases, may lead to pathological dependence.


2016 ◽  
Vol 3 (1-2) ◽  
pp. 60-78
Author(s):  
Kyong Yoon ◽  
Dal Yong Jin

Drawing on the empirical findings, the present study discusses how mobile media and gaming practices are integrated with young people’s everyday lives in Seoul, Korea. In particular, the present study aims to critically examine mobile gaming as a social practice, by adopting the notion of “gamification”. The study has found that users coped with urban everyday life by appropriating mobile apps and thus engaging with the gamification of mobile communication. Various mobile games have become popular add-ons on smartphones and offered casual involvement in gaming in daily moments such as commuting, waiting, and eating times. Gamified communication practices may imply that smartphone-mediated communication redefines our world as the gameful world while urban space and agency constantly engage with gameplay. However, the seemingly gameful world that may empower certain casual gamers may conceal the hegemonic process in which mobile gamers are subject to existing power relations.


Author(s):  
Amira Mohd Ishak ◽  
Mohd Hishamuddin Abdul Rahman

Bidang permainan mudah alih pada era ini telah melonjakkan evolusi pendidikan dan juga membangunkan kemahiran kognitif, spatial dan kemahiran motor (skill) serta meningkatkan kemahiran ICT. Pembangunan ICT dan teknologi telah memberi banyak peluang dan ruang untuk diterokai dalam bidang permainan mudah alih. Sifir Run merupakan sebuah aplikasi permainan mudah alih yang bertemakan pembelajaran sifir. Pembangunan aplikasi ini bertujuan untuk meningkatkan kemahiran menghafal sifir dalam kalangan murid sekolah rendah. Objektif projek ini adalah untuk mengenalpasti permasalahan murid dalam operasi darab, mereka bentuk dan membangunkan permainan mudah alih yang bertemakan sifir dan mengkaji kebolehgunaan aplikasi permainan mudah alih tersebut. Pembangunan aplikasi ini dijalankan dengan menggunakan model ADDIE. Terdapat seramai 20 orang responden dipilih oleh pengkaji bagI menjalani fasa penilaian untuk menguji kebolehgunaan aplikasi permainan mudah alih Sifir Run. Development of 'Sifir Run' Mathematical Mobile Game for Learning Multiplication Topics in Primary School Students Abstract: The field of mobile games in this era has accelerated the evolution of education and also developed cognitive, spatial and motor skills (skills) as well as improve ICT skills. The development of ICT and technology has provided many opportunities and spaces to be explored in the field of mobile gaming. Sifir Run is a mobile game application themed on learning ciphers. The development of this application aims to improve the skills of memorizing ciphers among primary school students. The objective of this project is to identify students' problems in multiplication operations, design and develop cipher -themed mobile games and study the usability of such mobile game applications. The development of this application was carried out using the ADDIE model. A total of 20 respondents were selected by the researcher to undergo the evaluation phase to test the usability of the Sifir Run mobile game application. Keywords: Educational Games, Mobile Computer Games, Multiplication.


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