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1

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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2

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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3

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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5

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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6

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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9

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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10

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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11

Innocenti, Nicola. "Kibi - social game interattivo in ambiente iOS." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6642/.

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12

Evans, Julie McIntyre. "Comparison of Early Literacy iPad Apps: Evaluation of Teachers' Perceptions." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/6970.

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A recent dramatic increase in the availability of early literacy applications (apps) for mobile devices has led teachers to incorporate them into their educational programs. This study explored teachers' perceptions and opinions regarding three early literacy apps: Endless Reader, Preschool Matching Game: Rhyming Words, and Hideout: Early Reading. The study consisted of 15 preschool teachers who interacted with each app and answered questions regarding their opinions about the apps and the use of digital devices in the classroom in general. Teacher responses were analyzed and categorized based on common topics that emerged from the data set. The results of the study imply that teachers prefer apps that include sound pedagogical principles as well as game-like features to keep students engaged in learning. Future research should explore the processes and guidelines teachers use when selecting apps for classroom use as well as investigating what students actually understand from early literacy apps and other apps used in the classroom.
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13

Gustafsson, Andreas. "App StreamingBringing games to the weak client." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-142441.

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This thesis focuses on the problem of AppStreaming which is: moving the execution of application logic to the server-side and forwarding the User Interface (UI) to a weak client. Also, this proposal will be evaluated and compared to a current solution. The target hardware for the solution is Amazons cloud-based server rental service and weak Digital boxes. Current solutions require a fair amount of server power, and a great deal of bandwidth. The solution proposed in this thesis focuses on a smaller range of applications than the current solution and as such makes assumptions about the nature of the applications and thus exploits these to increase performance. The solution was implemented proof-of-concept style and evaluated with good results. The applications chosen for evaluation (three dierent browser-games) had much lower requirements on the proof-of-concept implementation than the business implementation of the current solution. The proposed solution is a mix of several well known compression schemes with a few intuitive adjustments.
Detta examensarbete fokuserar på en lösning för Appströmning (AppStreaming) som är: yttandet av exekvering av applikationslogik till serversidan för att avlasta en svag klient. Denna lösning utvärderas och jämfors med en existerande lösning. Målhårdvaran för lösningen är Amazons molnbaserade serveruthyrningstjänst och klena Digital-TV boxar. Nuvarande lösningar kräver kraftiga servrar och mycket bandbredd. Lösningen som föreslås i detta examensarbete fokuserar på ett mindre utbud av spel an nuvarande lösning. Som en följd av detta kan antaganden göras om spelmiljöerna och utnyttja dessa antaganden för att öka prestandan. Lösningen implementerades som ett bevis-av-koncept och utvärderingen gav goda resultat. Applikationerna som valdes för utvärderingarna (tre olika webblasarspel) visade sig ha lägre serverkrav samt lägre bandbreddskonsumtion än den nuvarande lösningen. Den föreslagna lösningen är en blandning av era etablerade kompressionsalgoritmer med justeringar för dessa applikationertyper.
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14

Waller, Talaya. "Marketing Strategies of Mobile Game Application Entrepreneurs." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1809.

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Mobile game application entrepreneurs can offer many benefits to the U.S. economy; however, 80% of the entrepreneurs in this study stated that marketing their mobile applications was a major business challenge. Successful strategies that entrepreneurs have used to overcome their mobile game application marketing challenges may be beneficial to other entrepreneurs. Based on Schumpeter's theory of economic development and new value creation of technological innovation, the purpose of this phenomenological study was to explore the strategies that entrepreneurs have used to market their mobile game application development businesses successfully. Twenty mobile game application entrepreneurs from northern California, who successfully sustained their businesses for 3 or more years, completed semistructured interviews. The entrepreneurs responded to open-ended questions designed to determine how they successfully marketed their mobile game applications. Moustakas's modified van Kaam method was used and included coding and organizing data into 5 primary themes that emerged from the analysis. The primary themes that emerged from the analysis were marketing challenges, social network influences, financing opportunities, innovative marketing approaches, and marketing strategies. The findings suggest that social media and networks are essential for marketing success, and mobile games should be innovative to ensure competitive advantages. The knowledge generated from this study may help mobile game entrepreneurs successfully market their mobile game applications and sustain their business. An increased number of businesses may lead to social change by helping to create jobs, thus reducing unemployment.
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Loria, Enrica. "Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification." Doctoral thesis, Università degli studi di Trento, 2004. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
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Ho, Hsiang, and 賀祥. "Did You Download Game Apps Today? Exploring Factors Affecting Mobile Device Users'' Intention and Behavior to Download Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/75462727638127410662.

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碩士
國立中山大學
傳播管理研究所
101
Mobile gaming now accounts for one of the top consumer behaviors on mobile device with estimates of 15billion market value by 2015. The goal of this study is to explore factors affecting mobile device users to download game apps based on the Unified Theory of Acceptance and Use of Technology(UTAUT) model while considering the moderating effects of game experience. Two of the constructs of UTAUT, effort expectancy(EE) and social influence(SI) are adopted and two additional constructs,game review and game popularity are developed..Particularly, this study investigates the role of personality factors in the UTAUT model. 475 participants completed an online survey and analysis of Moment Structures (AMOS) was used to test the measurement and structural model. The results show that the Big –Five personality traits are significant predictors of downloading game apps.EE, normative SI,game review and game popularity also have significantly postive effects on download intention while game-download intention is significantly postively related to download behavior. This study extends the UTAUT model by adding more constextual variables to understand mobile game users’ download intention and behavior. Theoretical and practical implications are also discussed.
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HUANG, SHIH-HUEI, and 黃詩惠. "A Study of the Evaluation Factors for Game APPs." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/01789133449928306346.

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碩士
華梵大學
資訊管理學系碩士班
104
The advent of the era of smartphones, influence factor contains the hardware, the software and the motion service and so on all receives is of help.in reality, mobile combined with the application already by widespread utilization. Game application weed out the old and bring forth the new constantly product,since form mobile game "Snake", "Real Time Strategy" game and Rhythm game,mobilephone user perhaps to install and enjoy the game application,and run after time, give some valuation. Some users hope give more and more service form game,so they use money buy virtual device and service in the games. This research proposed affects user downloading and the appraisal plays the APP factor,use K.J.(Kawakita Jiro) means and analytic hierarchy process to summarized the results,and get user's game valuation funtion, penetration questionnaire to understanding user like game design, service satisfaction, or screenplay preferences,calculates the weight after the statistical analysis,conclude user preferences and give difference valuation. Keywords: K.J.(Kawakita Jiro) means、Application、AHP(Analytic Hierarchy Process)
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Lee, Ying Chun, and 李盈君. "A Study on the Factors Affect In-App Purchase for Users of Game Apps." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/jy592f.

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Sun, Ding-Ya, and 孫鼎雅. "Explore the Visual Appeal of Icon Design for Game Apps." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/a93bsr.

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碩士
國立臺中科技大學
商業設計系碩士班
103
People become more dependent on application software products (Apps) since the invention of smartphones has greatly changed the way of human life. Thus, grabbing the commercial opportunities relating to smartphones is important. To immediately attract the users’ attention from the enormous number of Apps, the design of App icons is crucial. Will certain types of icons appeal to the users more than the others? If they will, what are their visual characteristics? Based on the theories of visual communication, the current study analyzes the shapes and the colors of 36 icons of popular free Apps randomly selected from the App Store and the Google Play through a questionnaire survey conducted on the bulletin board system PTT and the website Gamebase, the sites that heavier users of game Apps frequently visit. The results show that: 1) certain types of iconic composition attract more visual attention; 2) there is a significant difference between the icons of high and of low visual appeal; 3) the visual appeal of App icons is gender-specific; 4) color and the level of the icon’s sophistication correlate with the subject’s age and occupation; 5) whether the subjects have the background in visual design does not affect the result; 6) the level of the subjects’ involvement in game Apps correlates with the visual dynamics induced by the icons; 7) the subjects’ preferred types of game Apps also correlates with the visual dynamics induced by the icons; 8) the memorability of the icons is the most important functional factor among the others.
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Tsau, Yu-Lun, and 蔡侑倫. "Evaluation of Preference Degree for Game Apps Based on Brainwave." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/krbgmh.

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碩士
國立臺中科技大學
資訊管理系碩士班
107
Rapid smart phone adoption has driven a thriving market for a wide range of mobile apps. According to statistics of App Annie, the world’s largest commercial intelligence platform for mobile apps, mobile game publishers dominate global mobile app revenue. While the Apple App Store and Google Play provide rankings and scoring mechanisms for mobile apps, these mechanisms are vulnerable to manipulation by publishers seeking to artificially raise the profile of their products. Moreover, the five-star rating system used by both the App Store and Google Play results in low accuracy and highly subjective rankings. Establishing an objective and accurate scoring mechanism for mobile apps would be of use to both publishers and consumers. Previous studies on the evaluation of preference degree have seldom used brainwave measurements for preference quantification. This paper measures physiological brainwaves to identify pole points and characteristic values related to preference degree as a basis for future research.
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YEH, LI-AN, and 葉立安. "The Effects of App Icon Design on Consumers’ Download Behavioral Intention Research - A Case Study of Game Apps." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/93048431355844014560.

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碩士
輔仁大學
應用美術學系碩士班
102
Back in the history, icon played an important role in human communication. Developed with time and technical progress, especially the use of smart phone, icon design has grown dramatically. App icon is the first image and the only entrance to enter the interface. An app icon not only represents the visual image of its platform, but also has great influence on users’ download behavioral intention. The methodology of this study are through content analysis which based on theories of icon design and application, and the game App samples that take from Apple Inc. in the United States area, in order to categorize design elements toward game Apps and summarize the trend on current App icon design. Beside documentary studies, the questionnaire was designed to understand more on consumers’ preference on icon design and cognitive difference, to verify and generalize the principles of design. To draw conclusion from this research: (1) According the statistics analysis, there is significant positive correlation with layout, colors, visual connotation transition and independent variable in App design that influence the consumers’ download behavior intention. (2) Shown by the statistics from multiple regression analysis, download behavior intention is affected by four variables: game props and scenes, contract colors, similes and animated design. (3) Among eleven icon design elements, there are four elements that have significant difference between different genders, which are: game props and scene, similes, metaphor and reflective shine effect. (4) According to Analysis of Variance, there is no great difference among people whose age from 20 to 39. (5) After the research, the elements and principles of App icon design are matched with the original research context, which are simplicity, significance, identification and meaning. Also the research proved that the quality of App icon design does influence consumers’ download behavior intention. Finally, the research provided some design suggestions which could be references for future designer.
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22

Hong, Zheng-han, and 洪正翰. "Exploring the Impact Factors of Usage Intention of Game Apps from Motivation Theory." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/hd378e.

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碩士
國立中正大學
資訊管理學系暨研究所
103
With the developing of mobile phone and mobile network, more and more apps offered by app download platform like Google Play and App Store. Mobile phone is not only the device which is calling and sending messages, but also become indispensable in life. And mobile phones have many features nowadays. Entertainment is one of three top download types of Apps. Therefore, understanding what factors will encourage users to play apps is the most important. In this study, our purpose is to understand the motive factors that will affect the usage intention of Game apps. We use online survey questionnaire in this research. Data for the study were collected from 209 valid questionnaires. This research analyzed by structural equation modeling with SmartPLS approach to validate the hypotheses. The results show that users’ attitude to play Game apps can be affected by function, convenience, enjoyment, attractive, use context, interpersonal influence, and external influence and enjoyment is the most significant. In addition, attitude has significant affect usage intention to play game apps. Based on the results, our study provides both the practical implications for Game Apps marketing strategies and the theoretical implications.
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23

Hsu, Wei-Ling, and 胥煒齡. "A Study on Factors Influencing Players’ Paying Attitudes toward Mobile Gambling Game Apps." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9g3z3z.

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碩士
國立臺北商業大學
企業管理系碩士班
106
Game apps have been evolving and innovating due to the ubiquity of smartphones. The number of game players is breaking to new highs every year. Mobile games are obviously one of the most important entertainments for modern people. In recent years, the number of gambling game apps has been slowly increasing. Among the highest grossing apps, three to four out of the top ten are gambling game apps, on which related studies are increasingly crucial. This study chose the players of gambling game apps and applied motivation theories, investigating the influences of the social, financial, and psychological motivations on players’ game playing and attitudes toward paying. It adopted questionnaire methods and used SPSS Statistics V22.0 to perform descriptive statistics analysis, reliability and validity analysis, and regression analysis. The results found that the social, financial, and psychological motivations all had positive influences on player’s attitudes toward continued playing and paying. Flow experiences in the psychological motivations and financial income in the financial motivations had the strongest influences on attitudes towards games and attitudes towards paying respectively. Finally, solid suggestions were offered based on the research results for the reference of the R & D and operation of gambling game apps industry.
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24

Wei-Hsiang-Wang and 王韋翔. "Deep learning combined with genetic algorithm for the life cycle prediction of game Apps." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4v7evy.

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碩士
元智大學
資訊管理學系
106
Hardware development has led to the growth of deep learning. In recent years, deep learning is popular in many field, especially in speech recognition and image recognition. This study retrieves comments from the web and convert it into meaningful information by using text mining techniques. Then use deep learning to predict the vertices and valleys of the game life cycle of Google Play, and compare the results with traditional machine learning. Finally, combine convolutional neural networks and feature extraction of genetic algorithm to reduce the amount of computation for deep learning and enhance the effects. The results show that the prediction result of convolutional neural network is 97.5%, and the effect of feature extraction by convolutional neural network combined with genetic algorithm reaches 98.44%, and its growth rate is 0.94%.
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25

LIEN, PEI-YU, and 連珮妤. "Digital Game-Based Learning for EFL Learners: University Students' Acceptance and Perceptions of English Vocabulary Learning Assisted by Mobile Game Apps." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/j79rjp.

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碩士
朝陽科技大學
應用英語系
107
Due to continuous advancement of technology and the ubiquitous usage of mobile devices, multiple researchers have suggested the possible benefits of using mobile learning (M-learning) as a tool to improve students’ learning which include, reduced learning anxiety and active engagement in self-learning. Vocabulary is the simplest but most indispensable element for students to learn English as a foreign language. Although numerous researchers have explored the positive effect of integrating game-based teaching for EFL learning, very few have focused on utilizing digital games for self-learning outside of the classroom. Therefore, this study investigated university EFL students’ acceptance and perceptions on using mobile game Apps for self-learning to improve their English vocabulary. Purposive and convenience sampling was used to recruit 250 EFL students in a university in Taiwan. The participants were asked to answer a survey questionnaire immediately after using the pre-assigned mobile game Apps for vocabulary learning. Quantitative data was analyzed using descriptive statistics, t-test, one-way ANOVA, and Pearson product-moment correlation coefficient using SPSS v22 with the significance level set at 0.1. In addition, a semi-structured interview with 10 students was conducted immediately after the survey. The interviews were analyzed using content analysis method. The results showed that students have significantly high acceptance and perception on the use of mobile game Apps for vocabulary learning. Moreover, this study found that students’ acceptance was positively related to their perception. The t-test results showed that senior students have significantly higher acceptance and perception than students on other grade levels. In conclusion, this study observed that university EFL students in Taiwan have a high-level of acceptance and perception on the use of mobile game Apps for self-learning to improve their English vocabulary. Additional discussion was provided for practical implications of this study’s results and directions for further research.
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26

Tzu-FenWang and 王姿棻. "Exploring the Affecting Factors of Hedonic App Sales through Opinion Mining - As a Case Study on Top Game & Media Apps." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/7hah2b.

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碩士
國立成功大學
電信管理研究所
104
With the ubiquity of Internet, the development of technology, and the increasing number of mobile devices, app market grows intensively. After using app services, mobile users can share their own experience or opinions as a reference to potential customers on App Store. However, for potential consumers, a large number of comments may make purchasing decisions difficult; for app developers, tracking product reviews is a huge project as well. Thus, this study used opinion mining method called double propagation proposed by Qiu et al. in 2011 to expand opinion words and extract targets by several syntactic relations between them. With information system success model and regression analysis, we performed a systematic analysis of customer reviews to find out the software characteristics attracting consumers to download and consume in apps. Mobile applications are categorized into utilitarian and hedonic segments based on the purpose, motivation and experience of users. In this study, we sorted out 23 top game and 15 media apps in 2015 as a representative of hedonic apps, and conducted the opinion mining on consumer reviews. The results showed that for the game apps, the download was affected by service quality but not system quality, and the IAP had nothing to do with the WOM. For media apps, service quality affected both downloads and IAP. Furthermore, the amount of IAP related to system quality as well. The statistical results said the reputation of service quality and system quality indeed affected consumer behavior of media apps.
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27

TSAY, TZONG-SHIAN, and 蔡宗憲. "An Action Research of Integrating Game Apps into Remedial Math Instruction on the Fifth Graders." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/36641558099714801067.

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碩士
國立屏東大學
數位學習教學碩士學位學程
104
This study aims to investigate the effect of integrating mathematical mobile apps into Integer Four Fundamental Operations of Arithmetic Calculation Unit on students' learning effects and learning interests. Besides, the researcher explores what problems the teacher encountered and how he solved the problems when he integrated math games into instruction. This study adopted Action Research, and five students, who are low-achievers in learning math, were chosen as research subjects. This remedial instruction lasted for four weeks, one session each week; math mobile apps running on iPad were used as after-class practice to explore if it is suitable to apply math game apps to the remedial instruction of integer arithmetic operations. During the process of implementing the remedial instruction, the researcher reflected and revised the remedial instruction based on collected students' worksheets and in-class answers and responses.In addition, the researcher carried out the "After School Alternative Program technology-based testing,ASAP-tbt." The result revealed that the remedial instruction was able to enhance the lower-achievers' performance of learning integer arithmetic operations, especially in numeracy. However, there was no remarkable effect in students’ understanding of mathematical word problems. Students show positive attitudes toward the integration of math game apps into instruction, displaying that it can raise students' learning interests and improve their learning results. Students also responded that they are willing to keep using the math game apps to learn math.
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28

Lin, Yi-Chen, and 林羿辰. "A Study of the Factors Affecting the Purchase Intention of Mobile Game Apps Using UTAUT Model." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/87876478734821735024.

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碩士
中國文化大學
資訊管理學系碩士在職專班
103
With the popularity of mobile devices such as smart phone, tablet, and others, consumers’ need for application (abbreviated as App in the following) also rocketed. The research data about App downloading amount of a technology research institute called Gartner indicated that the App amount that worldwide smart phone users downloaded was nearly the double of 2011’s amount. Smart phone users’ favorite App was game App and the second place was social networking App. The market share of global smart phone grew rapidly, and therefore the development of App also was rising and flourishing. Unified Theory of Acceptance and Use of Technology (UTAUT) had integrated and improved the past technology acceptance models, and UTAUT was proved to have stronger significant influence on users’ behavior intention and using behavior than the other 8 types. Most past researches about the influence of price and involvement on users’ behavior intention and using behavior didn’t include price and involvement simultaneously, and hence the researcher of this study used UTAUT as the theoretical basis and further expanded the model of UTAUT - to increase “price” dimension and “involvement” variable to investigate consumers’ purchasing intention of paid App. The researcher issued and retrieved questionnaires by the method of questionnaire survey and then used related analyzing tools to conduct data analysis. The results showed that as users used game App their “performance expectancy” and “social influence” had significant influences on their “behavior intention” of using game App; “effort expectancy” had no significant influence on the “behavior intention” of using game App; “facilitating conditions” and “price” had significant influences on their “purchasing intention” of using game App.
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29

Cunha, João Nuno de Oliveira e. "Desenvolvimento de um jogo physics-based em ambiente iOS." Master's thesis, 2013. http://hdl.handle.net/10400.14/17644.

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This dissertation aims to study and analyze the evolution of mobile gaming, as well as its market and change brought to the society due to its expansion and usage. The focus of study passes through physics-based games that have become very popular in the digital stores of producers of smartphones and tablets. It will also focus on the processes required to develop a game with its gameplay centered on physics. The industry of smartphones and tablets has grown strong in the market of gadgets and has become more present in people's lives. The concept of mobile technology is no longer a surprise, surpassing the portability of personal computers. This dissertation seeks to make an approach to the history of the growth of the mobile industry, passing through the mobile gaming industry, the rise of mobile applications, physics-based games popular App Store and the Google Store, and also the use of Unity 3D engine while trying to understand the advantages and methods of its operation that allow developing similar games for the same platforms. Among the most popular games refered, we can talk about Angry Birds, Cut the Rope, World of Goo, Tiny Wings, Bastion and Fruit Ninja. Along with the dissertation it a mockup of a video game was developed for a mobile platform (Dead Harvest for iPhone) in which were put into practice some methods of 3D production that enable aim to have good results in terms of performance on a platform such as the iPhone. Since this was a mockup of the game it was not needed the use of a game engine such as Unity.
Esta dissertação tem como objetivo o estudo e análise da evolução do mobile gaming, bem como do seu mercado e das tendências criadas por associação. Em concreto, o foco de estudo passa pelos jogos physics-based que se tornaram muito populares nas lojas digitais das produtoras de smartphones e tablets mais populares do mundo. Será também feita uma análise dos processos necessários para desenvolvimento de um jogo com a jogabilidade centrada na física. A indústria dos smartphones e dos tablets tem vindo a ganhar um lugar forte no mercado de gadgets e tem vindo a tornar-se cada vez mais presente na vida das pessoas. O conceito de tecnologia móvel já não é uma novidade, ultrapassando a portabilidade dos computadores pessoais. Na dissertação procura-se fazer uma aproximação à história do crescimento da indústria móvel, abordando-se o mobile gaming, a indústria das aplicações móveis, os jogos physics-based mais populares da App Store e da Google Store e também a utilização do motor de jogo Unity tentando entender as vantagens e métodos de funcionamento que permitem desenvolver jogos semelhantes para as mesmas plataformas. Entre os jogos mais populares podemos falar de Angry Birds, Cut the Rope, World of Goo, Tiny Wings, Bastion e Fruit Ninja. Juntamente com a dissertação foi desenvolvido um mockup de um videojogo para uma plataforma móvel (Dead Harvest) onde foram colocados em prática alguns métodos de produção de 3D que permitem obter bons resultados em termos de performance numa plataforma como é o caso do iPhone. Já que se tratou apenas de um mockup e não da concepção do jogo propriamente dito, ultrapassou-se a utilização de um motor de jogo como é o caso do Unity.
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30

Chen, Chien-Ching, and 陳建靖. "The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/56545792910036021674.

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碩士
國立高雄師範大學
事業經營系
102
Recently, with the popularity of smartphones and mobile Internet, more and more applications (Apps) on smartphones spring up like mushrooms, and which becomes the focus of consumers’ life. Among those apps, game app is the most favored one. However, under the rapid development of market scale and quantities of game App, the choices for consumers become much multiple. That resulted in the life circle of product is getting shorter and shorter. Therefore, it is essentially important to find out the factors influencing consumers’ continued using game App. The study takes expectation confirmation theory as the basic theory, and has senior and vocational high school students who have frequently downloaded game App and use it be the objects of study with the variables such as challenge, perceived playfulness, perceived ease of use and social influence so as to discuss the factors influencing their continued using game App on smartphones. I adopts questionnaire method to do the survey in this study, and the survey has been carried out by using the paper-based questionnaires in two stages. There are 110 returned and effective samples of continued use of game App on smartphones overall. Under the analysis of PLS-SEM, the result of the study shows the eminent influence of challenge to perceived playfulness, of confirmation to perceived ease of use, of perceived playfulness and confirmation to satisfaction, and of satisfaction and social influence to continuence intention. Nevertheless, there is no eminent influence of perceived ease of use to satisfaction in these two stages. The result of this study leads game designers to focus more on the design of the degrees of difficulty for challenging and on users’ playful satisfaction other than easy mode of games in the future. Besides, they should strengthen the social relationship between real and virtual world for the purpose of enhancing users’ attempt to game App continuence intention.
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31

CHEM, YEN-NI, and 陳妍妮. "The Study on Mobile Operating Performance of Graphic Patterns and Linear Velocity- A Case Study on Music Game Apps." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/qz7g7h.

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碩士
國立聯合大學
工業設計學系碩士班
104
In recent years mobile applications (apps) have evolved into powerful tools for a wide variety of purposes. This rapid proliferation has lead to a lack of explicit criteria for user interface (UI) design. This study explores how the shape and speed of game graphics influence gamers’ performance, which is measured by the speed and accuracy of hits and total scores. We examined the performances of three groups of gamers: teens, young adults, and middle-aged people. Apps for music-based games were used as the research tool, and we employed one-way ANOVA, two-way ANOVA, and multivariate analysis to conduct research. Results indicate the following: (1) Users achieved a slightly better performance on a 10-inch screen than a 5-inch one. (2) As to the tempo, 140BPM worked better than 90BPM, even if most participants did not show an obvious preference or display variation in performance. (3) With regard to the speed of game graphics, gamers performed better at 3.5cm/sec than at 1.75cm/sec, because the increased difficulty led participants to focus more on the game. (4) Among the three shapes selected for the graphics, rectangular patterns worked best, followed by linear and round patterns. Rectangular patterns make a slower visual effect, whereas lines led users to believe they had hit the target before they actually did. Round patterns were reported to be most distracting. (5) The relationship between age and performance was inversely proportional. (6) The speed and shape of graphics are vital to the design of music-based games, as speed is considered a major factor to scoring, whilst the importance of the shape of graphics lies in their visual attraction and visual recognition. Generally speaking, participants regarded round patterns as more inviting yet distracting, or even misleading in the process of game playing. It is suggested that patterns not overlap to avoid interfering with gamers’ judgments. (7) For middle-aged people, the crucial factor is the speed of the graphics. Although these gamers at first felt a little intimidated by a high speed, their attention were sharpened when it was set at 3.5cm/sec, because it made the game challenging for them. Furthermore, it was found that a 10-inch screen and rectangular interface design better satisfy the needs of middle-aged users. Keywords: Graphic Patterns, Graphics velocity, Visual Recognition, Operation Performance, Music Game Apps
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32

Chang, Shu-Yun, and 張書芸. "Use Technology Acceptance Model and Conformity Theory to Explain Consumers’ Intentions to Download Game Apps---Cultural Distance as the Moderator." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/ztutbt.

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碩士
淡江大學
國際企業學系碩士班
102
Based on Conformity Theory and Technology Acceptance Model, this study aims to discuss consumer’s intentions to download Game Apps on mobile devices. In addition, this study also discusses the potential moderation effects from Cultural Distance. The questionnaire of this study was distributed via the internet. We collected 588 valid responses and used SPSS and LISREL to conduct the Statistical analysis. Empirical results suggested that consumers’ Normative Conformity and Informative Conformity positively influence consumer’s Perceived Ease of Use and Perceived Enjoyment, separately. In addition, consumer’s Perceived Enjoyment positively influences Perceived Ease of Use, and they both positively influence consumer’s purchase intentions. However, all the hypothesized moderation effects are insignificant. The results have academic and practical implications.
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33

lin, san, and 林勝凱. "Research on Taiwan game companies' business model– case study for mobile games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94820957528174872885.

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碩士
國立臺灣科技大學
企業管理系
103
Abstract Due to the rise of the mobile game market and the popularity of smartphones and broadband the gaming industries are changing rapidly. Gaming companies have to launch the new products in order to cope with both increasing opportunity and competition. As a result, the life cycle of gaming products are getting shorter and shorter. To enhance competitiveness and meet market demand, gaming companies constantly develop new products. In 2007, Apple launched their first smartphone - iPhone, and built up the App Store, the application platform for iPhone and iPad in the following year. In the same year, Google introduced Google Play - an application for Android smartphones. These two major platforms for smartphones initiated a new business model. However, gaming companies in Taiwan are still operating under an older model. For example, developing or being an agent for games, or doing both as a business. This entails a lot of challenges for them. Taiwan gaming companies need to adopt different business models for different stages. They need to review and understand their own advantages and disadvantages as well as the environment in order to become more competitive. There is little published reference material on the mobile game industry, especially on business models and strategic theory. Therefore this study focuses on the operational and strategic models from Taiwanese companies' perspective with interviewing several senior managers in gaming industries to review and draw conclusions, as well as explore the different approaches on their business models and strategies. Through these analyses, this research suggests alternatives in improving the current business models for mobile game companies in the future development. Keywords: Mobile game companies, Taiwan game companies, business model
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34

Li, Ya-ting, and 李雅庭. "A Research on Users'' Game Experience of Mobile Casual Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/60376733010669524529.

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碩士
國立高雄第一科技大學
資訊管理研究所
103
The related research of mobile casual game and game experience noted that with the competition of game industry, the innovation of game is fast to allow gamers having the dominance of choice games. A successful game is the game can cater to gamers which means users’ preferences and feeling must be considered during the game design process, and bring them enjoyable game experience which includes enjoyment, immersion, challenge, interested, satisfaction, and happiness. However, the mobile casual game can elicit what kinds of experiences, and how to design something that elicits a certain kind of experience. The research field of mobile causal game has yet been much explored the correlation between game design attributes and game experience. Therefore, this study is aim at researching the correlation between game design attributes and game experience, and proposed effective design suggestions form the representative (the hot) mobile casual games.. This study used semi-structured questionnaire which composed of two questionnaires and open-ended questions; first, game design attributes questionnaire which is developed via the related literatures; second, game experience questionnaire (GEQ) which is provided by Poels et al. Results of this study showed that mobile casual games included three important positive game experiences (Competence, Immersion, and Positive affect), and two negative game experiences (Tension and Negative affect). Competence, Immersion, and Positive affect are positively correlation between three game design factors- System Design Factor, Visual Presentation Factor, and Additional Function Factor. Tension and Negative affect are negatively correlation on Operation and Scenario Factor. In this study, we get the importance ranking of game design attributes through the score statistics. The top 5 is Quality of system, User Interface, Reward, Activities, Rules. Furthermore, we gain the game design suggestions from six selected mobile casual games. We expect that the design suggestions can be a reference target to give mobile casual game designers when improve their games and design new games, and increase gamers’ satisfaction of games.
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35

Oglander, Torah, and 歐陽濤. "Video Games for Native English Speakers'' Mandarin Tone Perception: An Exploratory Study of Game-Based Learning." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/34942314961386080787.

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碩士
淡江大學
課程與教學研究所碩士班
102
Tones are a difficult challenge for native English speakers who want to learn Mandarin. In this mixed methods empirical study, the theoretical lens of cognitive Load Theory is adopted to interpret this challenge, and two simple video games were developed to help novice and intermediate level native English speaking Mandarin learners practice their Chinese tone-awareness. Ten participants were drawn from the pool of native English speakers who are learning Mandarin in Taiwan. The participants were given a chance to play the games, and interviewed after playing. They were also tested for tone perception capability before and after playing the games to measure learning effectiveness. The participants’ responses, attitudes, and the benefits and challenges encountered with this video game based approach to CLF tone learning is discussed, and inferential statistics are applied to interpret the quantitative data. The qualitative findings from this study confirm that the participants liked the idea of video games for practicing Chinese, and felt that these games enhance motivation, and provide useful practice. The quantitative results support the research hypothesis—that the games can help learners improve their tone perception. However, whereas the intermediate level CFL learners did show improvement on the post-tests, the beginner level participants did not. The conclusions explain this result in terms of CLT as an example of the so-called ‘expertise reversal effect.’
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36

Tseng, Hua-Jui, and 曾華銳. "The Era of Games Unplugged: The Joy and Pain of the People behind Taiwan''s Board Game Industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8c3bam.

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碩士
國立臺灣大學
新聞研究所
107
In recently five decades, video game industry becomes a giant with global market revenue over hundreds of billion. Comparing with video game industry, board game industry, whose product lacks fancy computer graphics and background music, does not become outdated. Instead, it is getting popular in the last few years. The scale of Taiwan board game industry develops into over 30 game publishers and 300 board game shops in only 17 years. Also, Taiwan is the second biggest board game market in Asia. However, although most Taiwanese are aware of the development of board game industry, only few of them know how it develops, or they just focus on famous publishers. The study found that, the development of Taiwan board game industry is deeply related with Sunflower Movement in 2014. On one hand, Sunflower Movement made the masses familiar with crowdfunding, and crowdfunding infiltrated board games from subculture into mass culture. On the other hand, with local consciousness aroused by Sunflower Movement, board games with politic theme became popular. Moreover, practitioners’ passion is the key to the development of Taiwan board game industry. Without their enthusiasm, board game, as a foreign culture, would not have been rapidly popularized in Taiwan, and Taiwan board game industry would not have grown so fast. Therefore, the in-depth report highlights two core issues. The first issue finds out how board game industry prospers in Taiwan, thus leading readers to learn about the context of the development of this emerging industry. The second issue reports the sweets and bitters which only insiders know, letting people who intend to join this industry understand its routine works.
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37

Chen, Xue-Xin, and 陳學鑫. "MMORPG ONLINE GAME PLAYERS' PURCHASE INTENTION OF GAME ITEMS AND GAME POINT CARDS." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/cra26k.

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碩士
大同大學
事業經營學系(所)
106
A good game experience can inspire the player's intention to play the game, and ultimately lead to the player's intention to modify the game, especially the massive multiplayer online role-playing game (MMORPG). Online games have been thriving for more than a decade. In Taiwan, MMORPG has become one of the essential activities for many people's daily life and entertainment. The limitation is that the factors that encourage players to spend money online are not specifically studied. Previous studies have shown that game customization and social interaction can influence the sale of online game products through psychological engagement. The theory of consumption value is discussed in many fields as a factor to influence consumers' purchase intention. Therefore, this study will propose game customization, perceived value and social interaction as factors positive influence game items and game point cards purchase intention. In order to further understand whether game customization, perceived value, and social interaction will positively influence game items and game point cards purchase intention. This study proposes to game customization through character identification, perceived value through game satisfaction, social interaction through engagement positively influence game items and game point cards purchase intention to understand game players’ items and game points card purchase intention in the game. In addition, the study also analysed whether character identification can positively influence game satisfaction and whether game satisfaction can positively influence engagement. In this study, 288 MMORPG valid questionnaires were collected. Structural equation model (SEM) analysis shows that game customization positively influence game items and game point cards purchase intention through character identification; social interaction positively influences game items and game point cards purchase intention through engagement, but perceived value can't positively influence game items and game point cards purchase intention through game satisfaction. In addition, character identification positively influences game satisfaction; game satisfaction positively influences engagement. Respondents to this study were all from players who had played MMORPGs, and the finding provided further evidence for the application of perceived value in online games. The results also provide suggestions for game developers and distributors in Taiwan to provide marketing of game items and game point cards.
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38

Huang, Kuo-Wei, and 黃國偉. "Discussion on Taiwan''s video game entertainment industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/rctuqd.

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碩士
國立中山大學
財務管理學系研究所
107
Enterprises pursue sustainable development, and now face social, environmental and economic challenges, consumer behavior is constantly changing, and how companies respond and manage becomes an important issue. If enterprises want to continue to operate and last for a long time, they need to continuously invest in resource development. R&D and innovation will keep the company from being replaced by the trend of the times. In recent years, Taiwan''s high-tech industry is facing ups and downs, network connections have developed to 5G networks, but many traditional information electronics industries are facing digital shocks. However, through a series of financial and business strategies to transform into video game concept stocks, companies can continue to persevere. Operating. This paper collects and organizes the case company data and summarizes the development of the electronic industry strategy. The content of this research explores the origin of the game, the development of the game, the current situation of the e-sports industry, and the legal system management. It reflects the current strategy, management and management of the enterprise, and enhances the value of the enterprise through industrial transformation and financial analysis.
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39

Hsiang, Li Yuan, and 李圓香. "The Study of the Effects of Healing through Mobile Games—An Example of Multinational App Game." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/3af4aq.

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Abstract:
碩士
大葉大學
管理學院碩士在職專班
103
Recenty, the commerical opportunites of healing seem to be revival under the recession.With the advancing development of technology, healing style toys are not limited in sensory experiences or digital interactive toys. Therefore , this study uses smart phone App games to explore the relationship between the App game traits, which include clear goals, immediate feedback, challenge-skill balance and social interaction , and the game flow experience about concentration and sense of control. Moreover, the study also plans to explore the healing effects of stress relaxation and enjoyment. This study used the Internet and paper-and-pencil questionnaires and the selected group of members were over fifteen. In sampling method, this research used the purposive sampling and limited the people who had the experience of playing App games to complete the survey. The effective samples were 754, and the rate of effective was 94%. And then the research used SPSS, AMOS to analyize the data. The result explored that the App game traits obviously affected the concentration and the sense of control of game flow experience; the concentration and the sense of control of game flow experience obviously affected the stress relaxation and enjoyment effects of the healing. Therefore, App games had the healing effects.
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40

Chen, Chia-Yi, and 陳佳怡. "Take Game Theory with app Games as the Medium to Convey Type 2 Diabetes Health Education Knowledge." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9kns6e.

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Abstract:
碩士
國立臺北科技大學
互動設計系
106
Initiating an app game with the game theory to convey the type 2 diabetes education knowledge in the scenario of a situational game, hoping that the combination of game theory and app game can increase the effect of knowledge-conveying, and activate the motivation of knowledge-exploring, as well as inspire users to think positively toward the diabetes. In the beginning when the game was designed and completed afterwards, the nephrology doctor’s opinions have been commented to this research, and help the infrastructure of this research to be on the right track at the medical field. Meanwhile, an interview with 30 persons, aged between 20 to 60, including the normal people, family members with diabetes and diabetes themselves, have been done to solicit their kind inputs about this app game. The purpose of the above is to make sure this app game can demonstrate its function to be well achieved towards the three targets as proposed.
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41

Chen, Yuan, and 陳遠. "The effects of product placement in children''s online game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/34463319309712784586.

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Abstract:
碩士
銘傳大學
資訊管理學系碩士在職專班
100
Recently, the proportion of children with access to the World Wide Web is increasing, their trial age is getting younger, and the Web is becoming a bigger part of children lives at home and at school, therefore, the effects of Web-based interactive promotions such as a product placement in online game on children may be significant. According to the increasing practice of in-game product placement and its potential as an alternative advertising medium, product placement in online game may be the most promising of all new forms of advertising. Some research has been done regarding the effects of in-game product placement, and known about in-game product placement will influences gamers perception for the brand, attitude toward the brand, and intent to purchase. For the online game industry, the placement of brands in games can mean additional revenue and enhanced realism of the games. Many researchers concentrate on examined to game players aged 18~35 years, but only little empirical attention has been paid to evaluating how children are affected by product placement. In this article, I consider two types of product placement which are prominence and congruity to measuring the effects to the children; besides, there is another variable, product involvement, which to be considered into the influence to the interaction of product placement types. It use Experiment on the famous children on-line game Mole in Taiwan, for testing the brand perception, attitude toward the brand, intent to purchase. The results indicate positive and significant effects of all three dimensions (prominence, congruity, and product involvement)on brand perception, attitude toward the brand and intent to purchase of players for the product placement, these finding have significant implications. In addition to theoretical and managerial implications, limitations and suggestions for future research are also provided.
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42

Chiu, Cheng-Chung, and 邱正忠. "The research of bringing interactive game into children''s picture book." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/43082641410271745374.

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Abstract:
碩士
元智大學
資訊傳播學系
99
With the development and mature of digital game technique, the use of digital game is getting widely. Nowadays there are many e-picture books bringing the element of game into it, and wish this could raise the willingness of reading and learning for children, however it still has certain degree of difficulty combines the game with it. From the viewpoint of game design, many products just like "broccoli coated with chocolate", not really attracts young readers to play, and hard to expect the effect. Therefore this research brings the concept of game design, from image performance, game content, interface interaction, game interaction, and result evaluation, to design and produce the interactive picture book. This research brings the concept of digital game design into it, and combines interactive game with e- picture book. Through good digital game design, improves the former e-picture books lacking of good interaction and playfulness. Using the original learning content of e-picture books, to change the stereotype of digital games not having real learning purpose. First of all, this research will use the digital game design as basis, and combines with e-picture book and digital learning concept, integrates the design principle of interactive game picture book; and use this principle as base, combines with image recognition technique, actually develops the interactive game picture book. After developing, presents it to the children of elementary school, to understand the situation how children play with this kind of interactive game picture books. Within the display, discovers children are very interested in the element of digital game this research brings into, and this indeed raises the playfulness and re-playability of interactive game picture book. They are also interested in image recognition system, and operate it intuitively and smoothly as well, and unexpectedly finds out this kind of games can encourage children to discuss and cooperate more. Through games not only provides the motive of learning, the appropriate game contents also can make children quite an impression with what they had learnt. This could help children to learn easier and more fun. And in the industry, if the manufactures could develop and design games from children''s viewpoint, and add interactive element properly with some rising techniques, in Taiwan, the game learning market could find a different “red ocean” as well.
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43

Tsai, Chia-min, and 蔡家旻. "Parents'' and Children''s Attitudes and Literacy towardDigital Games." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/47094632744769273259.

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Abstract:
碩士
國立臺南大學
數位學習科技學系碩士班
98
The purpose of this study is to investigate the status of digital game literacy and the attitude of parents and children in cognition, emotion, and behavior on digital game activities. This study intends to provide an overview of digital games. First, this study discussed the attitudes and literacy relationships between parents and children to digital games. Second, this study connected the attitudes of digital games and related research results. Next, the study investigated the attitude and literacy of digital games on parents and children through questionnaires. The questionnaire aims at collecting data from the children of the elementary schools and their parents in Tainan. This study collected 501 valid paired sample questionnaires. The results of statistic analyze showed that parents have less experiences and lower game playing frequencies than their children. Furthermore, parents are not very often play digital games with children and children usually play games alone in most of the time. For digital game literacy, there are significant differences between parents and children. The results showed that parents usually focus on how to control children’s game playing behavior. However, children do not want to be limited. For the attitudes, there are distinct differences on the attitudes of digital game between parents and children. The “cognitive attitudes” and “emotional attitudes” of parents toward digital games show that parents usually do not approve digital games usage to their children. In the teaching method of digital games about “behavior and attitudes”, it shows that the parents’ perception is more aggressive than the children. In sum, mothers’ perspectives of digital games differ from fathers’. Furthermore, parents with high school degrees are less supportive than any other education level in digital game playing.
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44

Hung, Yun-Ping, and 洪勻苹. "Analysis of In App Purchase Behaviors on Gaming Credits in Mobile Games—the Case of A company’s B game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/6739x3.

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Abstract:
碩士
國立臺灣大學
商學研究所
106
In recent years, the game industry in Taiwan has grown rapidly. The revenue of the game industry in Taiwan is approximately US$1 billion, ranking 15th in the world. And Taiwan is the country with the lowest population among the top 20 countries in game revenue. With the advancement of the Internet, mobile devices, and the drastic cost reduction in game release, the development of mobile games has become increasingly rapid, and the competition among mobile games is also getting fiercer. How to attract players to install games and to purchase in games has become one of the biggest challenges in this industry. This study applies the raw data of a game to extract required parts. By descriptive statistics, chi-square test, and linear regression, it analyzes whether the relationship between innovation diffusion theory, marketing events, media sources and players'' charge behaviors are relevant quantitatively. As a result, time, reason and channel for players to enter the game are all significantly related to the player''s charge rate by grouping of innovation diffusion theory, marketing events and media sources. Whereas the specific stage of innovation diffusion and marketing events are significant for player''s charge amount, social networking media sources have no significant effect on it. The statistical methods and recommendations in this empirical research are used to assist companies in organizing and analyzing players'' information. Based on the analysis results, the companies can adjust current marketing, operating methods, and future strategies so that they can better understand players'' behavior. With better understanding on players'' behaviors, marketing and operating costs could be reduced, and the overall revenue of the game will be increased as well.
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45

Chen, Tsai-Chieh, and 陳采潔. "Taiwan Game Developer''s Transformation Strategy- Taking I Company as an Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/h4k62q.

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46

Jie, Tu, and 塗婕. "Exploring the Effects of Game-based Learning on Students'' Logical Reasoning Ability." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/pe5by8.

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Abstract:
碩士
淡江大學
教育科技學系碩士班
106
Problem solving is a series of cognition process. During the processes, the individual would organize and elaborate knowledge they already have to a new scheme while giving them a puzzle. In all types of problem, logical problem is the most basic and important. The individual must have the ability of solving logical problem before solving all types of problem, the ability called logical reasoning ability, and it makes the ability more important. According to related research, game is an effective tool to excite learner, it provided an opportunity to analyzing, reasoning, and making decision. Through the result of conducting that decision, the learner could examine if the decision made by themself is effective. Above all, it has some potential benefits that learners enhance logical reasoning ability by game-based learning. This research based on the concept of basic program logic, design and develop a game-based learning mode that including 3D escaping game and machine car game. This study explores if learner can generate logical reasoning process by operating game mission, generate their behavior to finish game mission, and migrate to the test of basic program logic. This study adopted quasi-experimental research, samples of this study were 84 first grade students in New Taipei City. They were divided into experimental group 1 and experimental group 2, participated in two game-based learnings: straight scaffolding and questionable scaffolding. This study messureed the difference between group 1 and group 2 of game achievement in escaping game, machine car game. The results of research finding are: there are no significant finding in game achievement of 3D escaping game between group 1 and group 2. But in the achievement of machine car game and in the test of basic program logic, the group 1 performs significantly better than the group 2. This study suggests that the design of scaffolding must be clear and straightforward to help learner to engage in the process of logical reasoning. Based on the result, this research concludes the importance of scaffolding design in instructal game-based learning.
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47

Lin, Chia-Ying, and 林佳穎. "The Research of Online Games and Web Games'' Market Segmentation and Marketing Strategy." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/77576151662240401121.

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Abstract:
碩士
銘傳大學
企業管理學系碩士班
99
As the major telecom companies continue to expand the bandwidth and low-cost computer trend, more and more people use the internet. Computer games develop from stand-alone to multiplayer, the internet makes players to break through space and time constraints. Thus, making Taiwan’s online games industry has a positive growth. Even after the impact of financial tsunami, compare with other industries the otaku economy grows fast. And because of the Facebook the web games are popular once again, many companies want to cooperate with the Facebook, even the distributor 7-11. The use of behavior and motivation whether are difference between online games and web games. The previous literatures only research online games, there are few literatures both online games and web games. The research target is who are playing online games or web games, and using questionnaires collect the data. Total questionnaires are distributed 279 and are returned 253. To take out null 31 and the actual usable is 222. Motivation, service quality, switching costs and other variables are data reducted by factor analysis and named factors. Then, using cluster analysis does market segmentation and analyze segmentations by chi-square test and ANOVA. Find that the respondent of online games can be effective segmented by motivation, service quality, switching costs and other variables, there are four segmentations and the web games are divided into three segmentations. According to results, here only provide reference for game industry through marketing strategy.
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48

FEI, TSING-JU, and 費宗儒. "Game-Based Workout Music App Design and Implementation." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8sz3be.

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Abstract:
碩士
世新大學
資訊管理學研究所(含碩專班)
105
Regular workout, like jogging, can help people to stay fitness and health. In 2016, more than 600 marathon activities held in Taiwan. Existing jogging Apps can help the users to record the jogging information and share the jogging information with their friends. However, none of existing jogging Apps can support initiating large scale jogging competition. In addition, existing jogging Apps usually do not include the music module so that the user have to select the music playlist manually before workout. In this thesis, we develop a jogging App called PKRUN that can support large scale jogging competition and can generate the users’ personal music playlist on the fly. Two kinds of jogging competition are supported in PKRUN. The first one is PK where the users can PK with their friends to earn the other users’ MD jogging credits. The second one is Game where the user can initiate a Game with real winning prizes (e.g., jogging shoes). In the Game, two kinds of weapons (sword and shield) can be used to attack and defend the MD in the competition. We use the non-cooperative game theory to give a mathematical deduction on the attacking and defending strategies. We show that by introducing two kinds of weapons, interesting social cooperation happen between the competitive users. Besides competition, by introducing the intelligent music learning and prediction algorithm, PKRUN can generate the personalized music playlist before workout so that the users can jog with their preferred music tempo.
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49

Lee, Yi-Hsian, and 李奕宣. "User’s Intention ofContinuous Usage of Mobile Game App." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/33773652035764517641.

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Abstract:
碩士
國立臺灣大學
資訊管理學研究所
102
Today, smartphone becomes important part of our life. With the rapid development of smartphone application market, developers and commercial organizations care more about the usage and continuous usage of smartphone application because both will affect the revenue stream and market share of their product. This paper focuses on user’s cognitive level to study smartphone application. Based on expectancy disconfirmation theory, this paper presents a two-stage model with the factors of perceive enjoyment and attitude. Furthermore, considering the importance of social influence in the context of smartphone application usage, we also extend this theoretical model to include the factor of perceive critical mass to study the impact on the intention of continuous usage. The results suggest that perceive enjoyment significantly reinforces the intention of continuous usage. Although perceive critical mass has no significant impact on the intention of continuous usage, we find that it reinforces the user’s attitude about the smartphone game application. Therefore, we argue that smartphone game’s developer should pay attention not only on adding interesting game elements, but also on the connection of the social factors to make smartphone game’s user feeling good and continuing using their products.
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50

Li, Yu-Chun, and 黎俞均. "The Design Process of APP Game Derivative Product." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/83767481420051532321.

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Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
101
In recent years, our government has promoted and upgraded Taiwan’s”Digital Content Industry” and encouraged a policy of “diversified manufacture”. Digital derivative merchandise has been consistently supported and has resulted in the prosperity we enjoy today. Take”Shake City” for example, the APP Game designed for this study. This game not only demonstrates the derivative merchandise design process, but also validates the development steps. In this study use is made of Content Analysis to evaluate the APP Game. The game was released into the market in order to appraise the process, as well as the key elements of derivate merchandising, as they develop. The study utilizes the characters as the key elements and analyzes their images. A questionnaire was used to gather and collate player opinions with respect to the derivative merchandise value of the game. Furthermore, a second Questionnaire was used to explore the effects of the game and the degree of satisfaction. The results indicated that the evaluation of the derivative merchandise by the subjects can increase player interest in the APP Game. The results of this study suggest that the manufacturers of APP Games are able to follow the elements (including the Derivative Merchandise Licensing Process, Digital Material Formation, the Commodity Value Chain, and the Added-Value process), as well as the process of manufacturing, to promote the values of games and merchandise in the future.
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