scholarly journals Which features matter to make a successful mobile game?

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):  
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>


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.


1985 ◽  
Vol 17 (1) ◽  
pp. 97-106 ◽  
Author(s):  
John H. Relethford

SummaryA method is presented for examining the relationship between effective population size and accumulated random inbreeding in human populations. For a set of populations, the inverse of inbreeding is regressed on effective population size using a linear regression model. This procedure allows testing of several hypotheses regarding the common and unique influences on population structure. Deviations from the expected curve suggest demographic or historical change. This method is applied to surname data from nine Irish isolates. The results show that the method is very useful in assessing differential influences on population structure.


2012 ◽  
Vol 204-208 ◽  
pp. 320-325
Author(s):  
Jia Kun Liu ◽  
Jian Ping Wang ◽  
Min Zhu ◽  
Xiao Jie Hou

Grey linear regression model is a covert grey combined model that is built based on GM(1,1) model and linear regression model. It improves undervaluation of linear regression model which can not in press the exponential growth and come to deficiency of grey GM (1, 1) model which has not linear factor. This paper briefly introduces the establishment and precision examination method of the grey linearity regression model and establishes the grey linear regression model to predict the relationship of load and settlement. Based on the data of static load test, the load-settlement curve is simulated and analyzed. The result of study shows that Grey Linear regression Model can effectively predict the settlement of pile foundation, and be of the theoretical and actual meaning for further analyzing the bearing capability of pile foundation.


2016 ◽  
Vol 12 (1) ◽  
pp. 15-25 ◽  
Author(s):  
Hasan Mohamed Hasan Al-Mannaei ◽  
Allam Mohammed Mousa Hamdan

The study aims to assess corporate governance and innovation in selected listed companies at Bahrain Bourse. The study sample included 39 companies in the year 2013. The study built one Linear Regression Model to study the relationship between corporate governance and innovation. After testing the first hypothesis, there is an accepted level of corporate governance in selected listed companies at Bahrain Bourse. And after testing the second hypothesis, there is no relationship between corporate governance and innovation in selected listed companies at Bahrain Bourse, whether the corporate governance is strong in selected listed companies at Bahrain Bourse or not, it has no relationship to Innovation. In Kingdom of Bahrain the innovation is weak due to the fact that Bahrain imports innovation from other countries. The study recommends that all companies listed in Bahrain Bourse to send their employees for special courses on corporate governance, which shows its benefits and to increase their awareness and advises to conduct a workshop of innovation in companies listed in Bahrain Bourse by professional institutes


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.


2015 ◽  
Vol 36 (3) ◽  
pp. 131-137 ◽  
Author(s):  
Karolin Roeser ◽  
Korbinian Riepl ◽  
Christoph Randler ◽  
Andrea Kübler

Individual differences in morningness/eveningness are associated with measures of personality and performance. Yet, little is known about the relationship between morningness/eveningness and creativity. We tested N = 163 participants in the morning or in the evening, using the Composite Scale of Morningness and subtests of the Berlin Model of Intelligence Structure (BIS) Test to measure creativity. Creativity composite scores were derived for fluidity, that is the number of responses, and flexibility, that is the diversity of responses. Morningness was significantly associated with higher fluidity scores. Flexibility scores were positively, but not significantly related to morningness. We observed no significant effects of testing time or synchrony/asynchrony. In a linear regression model, older age, female sex, and higher morningness preference significantly predicted fluidity, indicating that morning types produce more creative solutions than evening-orientated individuals, independent of time of testing. Future studies should aim at replicating this result in larger samples and across other measures of creativity.


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.


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