Academic literature on the topic 'Game apps'
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Journal articles on the topic "Game apps"
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.
Full textLaranjeiro, 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.
Full textPratikto, 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.
Full textYin, 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.
Full textGhareb, 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.
Full textNeupane, 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.
Full textGillani, 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.
Full textMaulana, 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.
Full textVazirabad, 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.
Full textWaweru, 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.
Full textDissertations / Theses on the topic "Game apps"
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.
Full textSpeller, 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.
Full textCataloged 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
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.
Full textSkobeltcyn, 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.
Full textHu, 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.
Full textSharan, Smita. "Checkers game app." Kansas State University, 2016. http://hdl.handle.net/2097/32920.
Full textDepartment 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.
Arcuri, Michelangelo. "Ninja typing: Typing game su piattaforma android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6578/.
Full textCruz, Renata de Fátima Santana. "APP MIX GAME : ferramenta educacional para adolescentes com deficiência intelectual /." Bauru, 2020. http://hdl.handle.net/11449/192242.
Full textResumo: 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
Capra, Ilaria. "Spellbound: un serious game per l'epilessia." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/22007/.
Full textKadow, 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.
Full textThe 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
Books on the topic "Game apps"
Bura, Juriy. Pro Android Web Game Apps. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1.
Full textGraham, Wayne. Beginning Facebook Game Apps Development. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3.
Full textChristopher, Cunningham, ed. Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, Calif: O'Reilly Media, 2011.
Find full textTap, move, shake: Turning your game ideas into iPhone & iPad apps. Sebastopol, CA: O'Reilly Media, 2011.
Find full textDiMarzio, J. F. Android Arcade Game App. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4546-9.
Full textHTML5 game engines: App development and distribution. Boca Raton: CRC Press, Taylor & Francis Group, 2014.
Find full textMullen, Tony. 3D for iPhone Apps with Blender and SIO2. New York: John Wiley & Sons, Ltd., 2010.
Find full textBook chapters on the topic "Game apps"
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.
Full textGraham, 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.
Full textGraham, 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.
Full textBura, 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.
Full textBura, 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.
Full textGraham, 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.
Full textTrebilcox-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.
Full textGraham, 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.
Full textGraham, 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.
Full textGraham, 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.
Full textConference papers on the topic "Game apps"
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.
Full textSchmidt-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.
Full textMohd 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.
Full textSun, 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.
Full textCase, 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.
Full textButa, 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.
Full textHernández, 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.
Full textLu, 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.
Full textBlackley, Seamus. "From arcades to apps." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329829.
Full textZarzycki, 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.
Full textReports on the topic "Game apps"
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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