Academic literature on the topic 'Game apps'

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Journal articles on the topic "Game apps"

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Zaki, N. A. A., N. Z. M. Zain, N. A. Z. M. Noor, and H. Hashim. "Developing a Conceptual Model of Learning Analytics in Serious Games for STEM Education." Jurnal Pendidikan IPA Indonesia 9, no. 3 (September 30, 2020): 330–39. http://dx.doi.org/10.15294/jpii.v9i3.24466.

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Utilizing serious games as teaching aid can stimulate students’ interest in learning and enhancing students’ understanding of STEM learning. The use of serious game on learning analytics for STEM learning provides assessment data to measure students’ performances and achievements of predefined learning outcomes. While numerous researches on learning analytic in serious games have been conducted, studies on their association with STEM learning are scarce. Past studies also indicate that teachers use serious games in teaching but yet to utilize serious games as assessment tools. This situation leads to the need of developing a conceptual model of learning analytics in serious games for STEM education (APPS-STEM). The conceptual model was initially developed through the focus group approach and literature review to examine the learning metrics of serious games, which is appropriate for STEM learning before being verified by experts. Based on the result from expert review, the conceptual model of APPS-STEM contains nine themes, namely effectiveness, problem-solving thinking and creativity, flexibility, key stakeholders, emotions, serious game design, curriculum profiles, learning profiles, and target user norms. This conceptual model is expected to serve as a guide for stakeholders to implement learning analytics in serious games design for STEM learning. Further study will be the development of serious game prototypes to determine the effectiveness of the APPS-STEM model in the STEM learning paradigm.
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Laranjeiro, Dionísia. "Development of Game-Based M-Learning Apps for Preschoolers." Education Sciences 11, no. 5 (May 12, 2021): 229. http://dx.doi.org/10.3390/educsci11050229.

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Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content recommended in the Curriculum Guidelines for Pre-School Education (CGPE). The project used Design-Based Research (DBR) methodology, which combines scientific research and technological development. It was divided into three phases: preliminary study (literature review, search for existing apps, study of preschool curriculum), development (specifications, scriptwriting, design and programing) and evaluation (tests with users and conclusions). The preliminary study identified the needs to define robust apps. The evaluation with children and educator validated the development and defined improvements in the apps. As a result, we obtained four thematic apps—environment, health, citizenship and professions, composed of a set of games, suitable for autonomous use for children or for educational activities guided by educators in kindergarten. In addition, a website collects children’s play data, which is represented with flowers in a virtual world, to illustrate their participation/collaboration for a better future.
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Pratikto, Heri, Rizal Hanafiya, Muhammad Ashar, Muhammad Iqbal Akbar, and Yudi Tri Harsono. "Entrepreneurship Game Apps to Enhancement Student Skill Thinking Analytic in Class Online." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 08 (April 23, 2021): 155. http://dx.doi.org/10.3991/ijim.v15i08.21575.

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The use of educational entrepreneurship game apps as a medium for an online class for students to improve analytical skills regarding business processes. Learning that is only through gamification in game learning. This learning is carried out on a number of students who have the ability to play games well. There is also a desire to study business without using entrepreneurship textbooks as the object of this study. Game-based mobile apps development using entrepreneurial learning materials such as laundry and beverage sales is designed using the Design Thinking Process method. With a game prototype made according to the real market location and market potential which is quite profitable. Determination of initial capital is very important in this educational game to successfully play the game until the final level. (there are 5 trial levels). The results obtained from this gameplay show an increase in entrepreneurial analysis in students with the ability to answer post-test questions well with an average of 88.2 percent with an average game time of 42.8 minutes per level
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Yin, Pai-Ling, Jason P. Davis, and Yulia Muzyrya. "Entrepreneurial Innovation: Killer Apps in the iPhone Ecosystem." American Economic Review 104, no. 5 (May 1, 2014): 255–59. http://dx.doi.org/10.1257/aer.104.5.255.

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The mobile applications (apps) industry has exhibited rapid entry and growth in the midst of a recession. Using unique data from the iPhone application ecosystem, we examine how the development of 'killer apps' (apps appearing in the top grossing rank) varies by market and app characteristics. We find that previous app experience and no updating increase the likelihood of becoming a killer game app, while more updates increase the likelihood of becoming a non-game killer app. Development opportunities, level of competition, and demand preferences are possible drivers of the opposing innovation process results in game and non-game markets.
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Ghareb, Mazen Ismaeel. "HTML5, future to solve cross –platform issue in serious game development." Journal of University of Human Development 2, no. 4 (December 31, 2016): 443. http://dx.doi.org/10.21928/juhd.v2n4y2016.pp443-450.

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serious games as a learning medium have progressed in the previous couple of years. They have been connected to support learning in different fields, for example, security, medical services, and instruction. Serious games can scale from low spending recreations up to high spending diversions relying upon the recreations' destinations and elements. For example, military may use recreational software with 3D reenactment. This is the majority of scenarios in learning environments focusing on motivation to learn. Nevertheless, game development stays as a tedious, complex, and difficult process. With the use of HTML5, however, there is a growing shift towards web apps as opposed to native code. HTML5 technologies are enabling game applications to run in the browser with some native app functionality. HTML5 has received a great deal of attention since its release in 2009, there are numerous articles and discussions on the Internet. In this work, we present how we can use HTML5 canvas as game engine and use it as a cross platform engine for developing a serious game with implementation of some simple games. We mention the advantage and simplicity of canvas HTML5 for web game development. In addition, we review further cross-platform compilers that support HTML5. Finally, we make a comparison of 10 of cross platform apps that support HTML5 in game development in order to help specify which cross platform can be used in game development generally and serious game specifically.
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Neupane, Aatish, Derek Hansen, Jerry Alan Fails, and Anud Sharma. "The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review." Multimodal Technologies and Interaction 5, no. 2 (January 22, 2021): 5. http://dx.doi.org/10.3390/mti5020005.

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This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.
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Gillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz, and Muhammad Nawas Akram. "The Factors of Why the People of Pakistan Do Not Purchase Paid Apps." International Journal of Online Marketing 10, no. 2 (April 2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.

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Despite the huge growth potential that has been predicted for purchase intention toward paid apps and the mobile game market, little is known about what motivates game players to make such purchases. The purpose of this article is to build a research model based on the satisfaction literature and studies of value theory to identify the antecedents of paid app purchase intention in the context of mobile games. The proposed model was empirically tested and uses data from 310 players of different games groups. Multiple regression, Process Macro, and moderation regression were used to measure the research model. The results tell that satisfaction to the mobile game has a significant influence on a player's intention to make paid app purchase. The perceived values of the game have a direct influence on the satisfaction of all players but appear to have relatively moderation impact of price have significant negative impact on the purchase intentions of players. Specifically, our study revealed a high price decrease the purchase intention of a satisfied player.
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Maulana, Mohammad Rizky, Mujahidah Ulfa, and Abdulrahman Tryanti. "A CASE STUDY OF SEVEN ELEMENTARY STUDENTS IN LEARNING LISTENING SKILL THROUGH MOBILE GAMES." Lingua 1, no. 01 (January 28, 2019): 43–51. http://dx.doi.org/10.34005/lingua.v1i01.158.

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This study aims to explore, describe and analyze the use of mobile game application byelementary students to support EFL (English as a Foreign Language) learning particularlylistening skill. In this study, observation and interview are utilized to obtain the data. 8(Eight) Elementary students were participated in this study. Finding shows that studentsuse mobile game application to access content such as listen to English words or sentenceby native speaker and vocabulary. The participants of this study show positive responsetoward the use of mobile game apps in learning English listening skill. They believed thatusing mobile game apps helped them in listening, vocabulary and spelling. As theimplication of this study, it is recommended to use mobile game application for EFLstudents in order to boost their interest in learning English and the apps can be one of bestmedia to teach listening for young learners.
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Vazirabad, Aylar Fallah, and Farahman Farrokhi. "Investigating Digital Apps: Gaming Elements and Learning Context." International Journal of Applied Linguistics and English Literature 9, no. 3 (May 31, 2020): 25. http://dx.doi.org/10.7575/aiac.ijalel.v.9n.3p.25.

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The present study investigated four methods implemented to improve phrasal verb knowledge by two digital apps among Iranian learner-players. A total of 174 students of intermediate level took part in this mixed-method, quasi-experimental research. The first group was blended learning, in the second group the apps acted as the main tutor, the third group played autonomously, outside of the class and the fourth group was gamified as well as non-digital, investigating digital apps, through gaming elements and various learning context. One-Way ANOVA and Tukey HSD was used to analyse the quantitative data and ANCOVA was used for adjusting both quantitative data and pre and post-test covariation. Qualitative data analysis was based on game diary and questionnaire results by means of descriptive statistics. The results revealed that all groups improved their knowledge. Although students in game as blended learning in both digital game types outperformed other groups. Game as tool did not improve as high as game as tutor. Students in Phrasal Nerds outperformed Kahoot. Play time in game as tutor was the highest. Game as tool had the least improvement. Majority of participants prefer a classroom coach. Comparing Nerds and Kahoot, participants prefer Nerds app as it includes a story line. However, among game features, the degree of learning and playing leaded to a focus on reading and repeating game stages for new phrasal verbs to make new sentences to use in daily life rather than using them to discuss how to rescue grandfather or implicit learning by playing informally.
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Waweru, B. W., P. S. Joseph Ng, and H. C. Eaw. "Gamesy." International Journal of Business Strategy and Automation 2, no. 3 (July 2021): 36–52. http://dx.doi.org/10.4018/ijbsa.20210701.oa3.

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Games have existed since time immemorial and have proved to significantly change people's mentality and attitudes towards countless scenarios. Although games are ‘time wasters', we should acknowledge the one thing that games offer, constant testing, and learning a simple game engages the brain and proves that games are an asset in mental development. Thus, gamification can be used to provide a fun learning environment. In this article, the authors discuss how gamification has been implemented in various applications over the years, people's take on gamification and gamified apps from a survey and interview conducted, and thereafter design a student-oriented gamified study app, Gamesy, that makes use of game elements to improve performance in school and change/improve study habits in a game environment via progressive game design. With this, better performance may be realized in the tertiary education level.
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Dissertations / Theses on the topic "Game apps"

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Neupane, Aatish. "A Review of Fitness Tracker Game Elements and a Novel Game Approach for the Design Space." BYU ScholarsArchive, 2021. https://scholarsarchive.byu.edu/etd/8919.

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Physical activities like walking have proven health benefits. People are adopting fitness trackers to track physical activity, but they often stop using them after a relatively short time. Many apps and games exist in the app markets that use gamification to tackle this problem of motivation. In this thesis, we examined these existing gamified fitness tracker apps from app markets and looked at the usage of different game elements within these apps. We conducted a systematic review of existing fitness Tracker Apps from Google Play Store and Apple App Store and used a mixed-method approach to identify apps, categorize them by different game elements used and found gaps in the design space using basic statistics, group clustering algorithms, and network analysis using NodeXL. We also developed a mobile game that combines step tracker data, a compelling narrative, and a strategic resource management mechanic with social cooperative-collaborative gameplay to encourage users to keep using fitness trackers and exercise more. It utilizes game elements and mechanics that haven't been explored by previous research or games as validated by our results from the systematic review of gamified fitness tracker apps.
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Speller, Thomas Hughes III. "The business and dynamics of free-to-play social-casual game apps." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/70824.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 95-100).
The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. However, concerns about Zynga's longevity (as well as the longevity of other social-oriented firms, including Groupon) persist for a variety of reasons, including the novelty of its business model, the dependence on hit products with short lifecycles, and the stress placed on internal development teams. This thesis analyzes some of the key problems faced by Zynga and its competitors, including how to monetize free products, how to maintain a user base over time (using platform strategy concepts), and how to develop short and long-term product management and new product development policies (using System Dynamics). An additional chapter develops principles for launching social platforms and products by comparing and contrasting key factors that influenced the growth of five major social media websites. The principles are then discussed as they pertain to Zynga and social-casual gaming, in which case there are notable applications and key exceptions based on Zynga's circumstances. The thesis concludes by discussing several future areas of research that pertain to the socialization of products and technology.
by Thomas Hughes Speller, III.
S.M.in Engineering and Management
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Zhou, Jiayang. "The reference functions of digital hospice care apps from a Serious Game theory perspective." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15813.

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The thesis identifies a multiplicity of existing challenges and dilemmas in the hospice care field, such as the increasing demands, limited access, difficulties caused from people with life-limiting conditions living at home and other concerns. The thesis proposes a way of combining the advantages of Serious Games and mobile apps to possibly solve some challenges, namely, a digital app designed for patients from a Serious Game perspective, which could be a complement of current hospice care services and assist in remote hospice care. The analysis of existing resources exposes a lack of hospice care apps containing game elements and designed for patients. The thesis therefore formulates two criteria and conducts a review of apps in health & fitness category in the Swedish App Store. Criterion 1 is for identifying the apps and functions that meet the needs of patients with non-small-cell lung cancer (NSCLC). Criterion 2 is for making sure the functions selected containing game elements. The thesis identifies and lists 85 eligible functions and provides brief summaries and analyses. These outcomes can be considered as Reference functions for improving existing hospice care apps and inspiring future researchers and designers.
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Skobeltcyn, Aleksandr, and XIN SHEN. "How to increase revenue in Free-to-Play mobile games." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240676.

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The Free-to-play (F2P) model is the primary business model applied in indie mobile games nowadays. However, the fact that less than 5% of players are paying is still a big problem for developers. There is a theoretical gap in understandings of how to increase revenue without lowering the quality of the game and deliver more valuable and better gaming experience for players. Some assumptions and empirical methods need to be verified. The aim of this research is to understand a series of specific design and development questions of F2P games, including game inner mechanics, game structures, and monetization strategies. We attempted to find consensus between developers and players. In addition, this research also sought to find out how F2P mobile game can provide as a comprehensive service in order. It sought to find a sustainable and profitable business model for each game by integrating monetization organically inside of the game without sacrificing players’ enjoyment. We used a mixed methods research approach, including both interviews and surveys, to examine the opinions and behavior of developers and players based on the Acquisition-Retention-Monetization funnel.
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Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.
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Sharan, Smita. "Checkers game app." Kansas State University, 2016. http://hdl.handle.net/2097/32920.

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Master of Science
Department of Computing and Information Sciences
Daniel Andresen
Android Phones and Tablets are driven by apps and becoming more and more popular these days. Enthusiastic game players around the world are always looking for fun and exciting games which are easily accessible from their handheld devices like smartphones, tablets etc. Checkers is one such mobile game app based on the popular game American Checkers or Draughts and is developed on Android platform. This game is turn based in which players play against each other. The player capture the pieces of opponent and progresses diagonally, trying to become the winner by capturing all the pieces of opponent or blocking the opponent so that there is no legal moves left. There are various features in the game. Instant messaging allows players to chat during the game.. Saved Games feature lets users to play the incomplete games later. Leaderboards and Scores make the game competitive as players can see their rankings and scores after the game. Tournaments and Scheduling enables players to schedule matches. Tournament is scheduled with Round Robin process wherein each player plays with all other players in turn and finally winner is declared after end of the game.
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Arcuri, Michelangelo. "Ninja typing: Typing game su piattaforma android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6578/.

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NinjaTyping è un cosiddetto "Typing Game", sviluppato per terminali Android. L'utente deve scrivere il testo visualizzato su schermo, nel minor tempo e con la minor incidenza possibile d'errore. I punteggi effettuati dagli utenti, possono essere condivisi su Facebook oltre che su un apposito server dedicato, atto a gestire i migliori punteggi. Inoltre è prevista anche una modalità online in cui gli utenti possono sfidarsi in partite a turni. Anche questa feature è gestita tramite il server dedicato.
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Cruz, Renata de Fátima Santana. "APP MIX GAME : ferramenta educacional para adolescentes com deficiência intelectual /." Bauru, 2020. http://hdl.handle.net/11449/192242.

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Orientador: Eliana Marques Zanata
Resumo: O presente trabalho teve por objetivo desenvolver e avaliar a usabilidade um aplicativo no formato de jogo, como uma ferramenta de apoio para a aprendizagem, tendo como público-alvo adolescentes com deficiência intelectual, cursando do sexto ano do ensino fundamental a terceira série do ensino médio, que recebem atendimento educacional especializado. Foram conduzidos dois estudos, o primeiro sendo o desenvolvimento do aplicativo – Mix Games e o segundo a aplicação do produto educacional desenvolvido e a avaliação da execução e usabilidade do mesmo. O app Mix Game foi desenvolvido para dispositivos móveis que utilizam o sistema Android, visto que 65% dos participantes da pesquisa tem celular ou tablet e 30% utiliza de algum familiar ou amigo. Para a avaliação da usabilidade do produto foram utilizados como instrumento de avaliação dois diferentes questionários do System Usability Scale (SUS), um modelo para professores e outro modelo adaptado para alunos com perguntas sobre o jogo e a escala Likert adaptada com a utilização de emotions para sua classificação. Pudemos verificar que tanto alunos quanto os professores consideraram o aplicativo aprovado quanto a execução e usabilidade do produto.
Abstract: This work aimed to develop an application in the game format, as a support tool for the learning of students with intellectual disabilities, targeting adolescent students with intellectual disabilities, from the sixth grade of elementary school to the third grade of education medium, who receive specialized educational assistance. We conducted two studies, the first being the development of the application - Mix Games and the second the application of the developed educational product and the evaluation of its execution and usability. The Mix Game app was developed for mobile devices that use the Android system, since 65% of the survey participants have a cell phone or tablet and 30% use a family member or friend. To evaluate the usability of the product, two different questionnaires of the System Usability Scale (SUS) were used as an assessment tool, a model for teachers and another model for students adapted with simple and clear questions about the game and the Likert scale adapted with the use of emotions for your rating. We were able to verify that both students and teachers considered the application approved as the execution and usability of the product.
Mestre
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Capra, Ilaria. "Spellbound: un serious game per l'epilessia." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/22007/.

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Obiettivo di questa tesi è creare un progetto di servizio mirato a supportare i caregiver (chi si prende cura delle persone in difficoltà causa malattia/disagio), con particolare riferimento all’epilessia, utilizzando come strumenti game design e gamification. Per raggiungere l’obiettivo, la ricerca ha individuato i target (focus su famiglie e pazienti in età pediatrica) e le tecniche di game design. L’output è un kit: un card game per facilitare la comunicazione all’ambiente circostante di una malattia, l’epilessia, spesso ignorata o trascurata a causa del modo in cui si manifesta, e un’app, strumento che aiuti i caregiver a gestire gli imprevisti legati all’epilessia nel miglior modo possibile e, in entrambe le componenti, con un approccio leggero tramite l’utilizzo del gioco (gameful).
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Kadow, André Luis Dal Santo. "A gamificação no desenvolvimento de aplicações móveis para smartphones e tablets." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18139.

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Made available in DSpace on 2016-04-29T14:23:25Z (GMT). No. of bitstreams: 1 Andre Luis Dal Santo Kadow.pdf: 10906966 bytes, checksum: f2074dfcf9f800daa95f3ba5d4e259e3 (MD5) Previous issue date: 2014-02-21
The concept of gamification applied to mobile devices is extremely new, in view that cell phones began to offer the necessary characteristics to an effective project since the second half of last decade through a major interactivity, new interfaces and communication performed through the principle of location due to the arrival of 3G. The main idea of this work is the design and the concepts of gamification, its similarities and differences comparing to electronic games and its applicability through mobile devices. The result will be a study of the current conditions and the future of gamification. This research is based on a methodology that analyzes application data and performs field surveys. Among the mobile devices applications that use gamification effectively, Zombies, Run!, Foursquare, FuelGood, Waze and Nike+ Running can be mentioned. The latter two will be the objects of study of this essay since they are applications with a big and extremely active users base, facilitating data collection in several layers. This analysis was held based on contributions from Henry Jenkins, Lucia Santaella, Werbach and Pierre Levy about social networking, participative culture and collective intelligence and takes into consideration the from Paul Schuytema about the concept of electronic games and Johan Huizinga about the psychology of games, among other authors
O conceito de gamificação aplicada aos dispositivos móveis é extremamente novo, tendo em vista que os celulares passaram a oferecer as características necessárias para um projeto efetivo a partir da segunda metade da década passada através de maior interatividade, novas interfaces e comunicação realizadas através do princípio da localização com a chegada do 3G. A ideia central desse estudo é o design e os conceitos da gamificação, suas semelhanças e diferenças com jogos eletrônicos e sua aplicabilidade através de dispositivos móveis. O resultado será um estudo sobre as condições atuais e o futuro da gamificação. Este estudo está baseado em uma metodologia que analisa dados de aplicativos e realiza pesquisas de campo. Entre os aplicativos para dispositivos móveis que usam de maneira efetiva a gamificação podemos citar Zombies, Run!, Foursquare, FuelGood, Waze e o Nike+ Running. Estes dois últimos serão objetos de estudo dessa dissertação por se tratarem de aplicativos com uma grande base de usuários grande e extremamente ativa, facilitando a coleta de dados em diversas camadas. Essa análise foi conduzida a partir das contribuições de Henry Jenkins, Lucia Santaella, Werbach e Pierre Levy a respeito de redes sociais, cultura participativa e inteligência coletiva e leva em consideração as observações de Paul Schuytema, sobre o conceito de jogos eletrônicos e Johan Huizinga sobre a psicologia dos jogos; entre outros autores
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Books on the topic "Game apps"

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Beginning Facebook game apps development. New York: Apress, 2012.

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Bura, Juriy. Pro Android Web Game Apps. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1.

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Graham, Wayne. Beginning Facebook Game Apps Development. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3.

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Writing Game Center apps in iOS. Sebastopol, CA: O'Reilly, 2011.

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Christopher, Cunningham, ed. Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, Calif: O'Reilly Media, 2011.

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Tap, move, shake: Turning your game ideas into iPhone & iPad apps. Sebastopol, CA: O'Reilly Media, 2011.

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DiMarzio, J. F. Android Arcade Game App. Berkeley, CA: Apress, 2012.

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DiMarzio, J. F. Android Arcade Game App. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4546-9.

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HTML5 game engines: App development and distribution. Boca Raton: CRC Press, Taylor & Francis Group, 2014.

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Mullen, Tony. 3D for iPhone Apps with Blender and SIO2. New York: John Wiley & Sons, Ltd., 2010.

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Book chapters on the topic "Game apps"

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Graham, Wayne. "Launching Your Game." In Beginning Facebook Game Apps Development, 301–31. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_12.

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Graham, Wayne. "HTML5 Game Engines." In Beginning Facebook Game Apps Development, 333–54. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_13.

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Graham, Wayne. "Essential Game Components." In Beginning Facebook Game Apps Development, 81–107. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_5.

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Bura, Juriy. "JavaScript Game Engines." In Pro Android Web Game Apps, 541–64. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1_14.

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Bura, Juriy. "Creating the First Game." In Pro Android Web Game Apps, 89–121. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1_3.

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Graham, Wayne. "Creating Your First Facebook Game." In Beginning Facebook Game Apps Development, 231–63. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_10.

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Trebilcox-Ruiz, Paul. "The Android TV Platform for Game Development." In Android TV Apps Development, 89–110. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-1784-9_5.

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Graham, Wayne. "First Steps." In Beginning Facebook Game Apps Development, 1–14. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_1.

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Graham, Wayne. "Adding Facebook Components." In Beginning Facebook Game Apps Development, 265–99. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_11.

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Graham, Wayne. "Facebook Fuzed." In Beginning Facebook Game Apps Development, 355–403. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_14.

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Conference papers on the topic "Game apps"

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Khalid, Hammad, Meiyappan Nagappan, Emad Shihab, and Ahmed E. Hassan. "Prioritizing the devices to test your app on: a case study of Android game apps." In the 22nd ACM SIGSOFT International Symposium. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2635868.2635909.

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Schmidt-Kraepelin, Manuel, Scott Thiebes, Minh Chau Tran, and Ali Sunyaev. "What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2018. http://dx.doi.org/10.24251/hicss.2018.150.

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Mohd Norowi, Noris, Habibunnajar Azman, and Nor Wahiza Abdul Wahat. "Apple Swipe: A Mobile Game Apps for Visually Impaired Users Using Binaural Sounds." In CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3429360.3468209.

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Sun, Chenglong, Zhenyu Zhang, Bo Jiang, and W. K. Chan. "Facilitating Monkey Test by Detecting Operable Regions in Rendered GUI of Mobile Game Apps." In 2016 IEEE International Conference on Software Quality, Reliability and Security (QRS). IEEE, 2016. http://dx.doi.org/10.1109/qrs.2016.41.

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Case, Denise M., Colton Steeve, and Matthew Woolery. "Progressive Web Apps are a Game-Changer! Use Active Learning to Engage Students and Convert Any Website into a Mobile-Installable, Offline-Capable, Interactive App." In SIGCSE '20: The 51st ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3328778.3367007.

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Buta, Monica, Lavinia Cheie, and Laura Visu-Petra. "A computer mediated training program to reduce children’s math anxiety." In 2nd International Conference on Advanced Research in Education. Acavent, 2019. http://dx.doi.org/10.33422/2nd.educationconf.2019.11.805.

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Mathematics anxiety is widespread among children, interfering with their ability to solve math problems in academic and every-day situations. This has detrimental, long term effects on academic achievement, engagement in STEM-related careers and employability. While a number of apps and programs have been created to improve children’s mathematical competence, they were mostly created for commercial purposes, lacking scientific validity and being prone to inaccuracies. Therefore, we designed an evidence-based, adaptive training program (Math-trolls) in order to investigate how computer mediated tutoring might reduce math anxiety. Math-trolls is an interactive online computer game designed so that children successively discover 7 planets following an intense cognitive tutoring program. With the help of a tutor, the game helps children make meaning in math, improving number sense. The space exploration theme is engaging and child-friendly, employed to reduce children’s anxiety. We conducted a pilot study on 60 primary-school children, who completed the Math-trolls game in 8 sessions. We also measured children’s math anxiety and math performance pre- and post- computerized tutoring. Preliminary results of this pilot study suggest that Math-trolls, a computer mediated training program, is efficient in decreasing young children’s math anxiety, also improving number sense and math performance. This offers valuable insights regarding the natural progression of the interrelationships between math anxiety and math performance. The program has the potential to become a valuable tool to be used within the classroom by educators, within the family by parents or by children themselves.
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Hernández, Luisa, Paulo Afonso Júnior, and Heitor Costa. "API Recommendation System for Software - Game Category." In XV Simpósio Brasileiro de Qualidade de Software. Sociedade Brasileira de Computação - SBC, 2016. http://dx.doi.org/10.5753/sbqs.2016.15126.

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Software development depends on Application Programming Interfaces (APIs) to achieve their goals. However, choosing the right APIs remains as a difficult ask for software engineers. Considering that recommendation systems are emerging to support software engineers in their decision-making task and Games industry has a huge economic and cultural success, we proposed a technique that considers Game category from SourceForge and recommends PIs to software engineers with software in initial (not using APIs) or advanced (using some APIs) stage of software development. We used collaborative filtering technique along with frequent Itemset mining technique for generating the corresponding large and top-N lists of APIs recommended. We evaluated lists performance based on two classification accuracy metrics (precision and recall) and one efficacy metric (recall rate), obtaining promising outcomes. Thus, the results of evaluation metrics showed that our technique could make useful API recommendations for software engineers with Game software that used a small number of APIs or did not use any API. Besides, our technique was able to put relevant APIs even in high-ranking positions, even in small top-N lists, of APIs recommended.
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Lu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." In InSITE 2015: Informing Science + IT Education Conferences: USA. Informing Science Institute, 2015. http://dx.doi.org/10.28945/2237.

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This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then dis-play associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. A revision of this paper was published in Interdisciplinary Journal of Information, Knowledge, and Management Volume 10, 2015
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Blackley, Seamus. "From arcades to apps." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329829.

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Zarzycki, Andrzej. "Urban games." In SIGGRAPH Asia 2012 Symposium on Apps. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2407696.2407704.

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Reports on the topic "Game apps"

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Digital games, apps and e-therapy show promise for helping children manage obesity, anxiety and other long-term conditions. National Institute for Health Research, March 2021. http://dx.doi.org/10.3310/alert_45867.

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