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1

Mossum, Veronika. "Designing for smartphone AR games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20259.

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Efter en tillfällig intresseminskning åren efter 2012, har AR nu nått en stadig takt av ökat intresse. Med smartphones som en ny plattform för AR applikationer, förflyttas forskningen till ett bredare fält och når en större användargrupp. Syftet med denna undersökningen är att bidra med kunskap i detta snabbväxande område, med fokus på interaktionsdesign för AR applikationer. Hur ser design strategierna ut i AR spel och om det finns några riktlinjer, hur används dem? En tvådelad innehållsanalys har genomförts som en del av denna uppsats. Första delen använder sig av ett kodsystem för att under
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2

Holmgren, Johan. "Addiction to smartphone games : Using smartphone game components to create an addiction." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121946.

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Smartphone games are very popular and have the highest revenue of all smartphone application categories. Some even suggest that the the games can create an addiction. This addiction has however not been classified as a disorder and the components in the games that create an addiction have not been determined. This thesis had two goals. The first was to investigate and identify addictive components in smartphone games. The second goal was to use these components to develop an addictive proof of concept smartphone game prototype. The prototype was also to be evaluated regarding usability and how
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Schneider, Oliver Stirling. "Gait sensing on smartphones to support mobile exercise applications and games." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43129.

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To encourage and support physical activity in increasingly sedentary lifestyles, many are turning to mobile technology. Modern smartphones are equipped with a wealth of sensors, including Global Positioning Systems (GPS) and accelerometers, suggesting great potential to be integrated with fitness and exercise applications. So far, GPS-enabled devices have been used to support running, cycling, or even exercise games that encourage people to be physically active, but GPS- enabled devices lack fine-grained information about the user’s activity. Accelerometers have been used to some effect to det
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Kadow, André Luis Dal Santo. "A gamificação no desenvolvimento de aplicações móveis para smartphones e tablets." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18139.

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Made available in DSpace on 2016-04-29T14:23:25Z (GMT). No. of bitstreams: 1 Andre Luis Dal Santo Kadow.pdf: 10906966 bytes, checksum: f2074dfcf9f800daa95f3ba5d4e259e3 (MD5) Previous issue date: 2014-02-21<br>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 con
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Bach, Carina, and Kenny Ek. "Köpprocessen : APPlicering vid nedladdning av spelappar på smartphones." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-960.

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Appar är idag en stor marknad eftersom de flesta äger en smartphone och därför är potentiella appkonsumenter. Trots att endast en tredjedel av alla svenskar betalar för mobilspel spenderas hundratals miljoner kronor på köp av appar varje år. Spel är den mest populära appkategorin i svenska App Store och Google Play vilket gör att utvecklare som inte skapar spel har svårt att synas. En etablerad modell i marknadsföringsområdet är köpprocessen, som beskriver hela processen genom ett köp från behovsupptäckande till utvärdering av inköpt produkt. Förståelse för vad som påverkar konsumenter i de ol
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Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race r
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Allen, Kacie C. "Developing and Testing Smartphone Game Applications for Physical Activity Promotion in Adolescents." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/22050.

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Though the benefits of physical activity are numerous and well-known, very few adolescents are meeting physical activity recommendations. Moreover, past research shows that physical activity declines with increasing age with this decline beginning in adolescence. One approach to promote physical activity is through mobile technology such as a mobile phone. Since mobile phone ownership is relatively high (77%) and there is no digital divide by race/ethnicity or socioeconomic status, mobile phones may be suitable for physical activity promotion. Few studies have promoted PA using a mobile phone
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8

Ciman, Matteo. "Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion." Doctoral thesis, Università degli studi di Padova, 2016. http://hdl.handle.net/11577/3424364.

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Ubiquitous Computing, the third computing era, has taken into people' life a huge amount of invisible and pervasive devices, i.e., smartphones, tablets, sensors, etc. Considering their pervasiveness and their presence in people' everyday life, in the last few years research focused its attention on how it is possible to use smartphones to improve people' life. In particular, nowadays smartphones are equipped with an ample set of different sensors, i.e., accelerometer, barometer, light sensor, etc., that can constantly acquire data from the surrounding environment of the user, or about his/h
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Löwegren, Marcus, and Rikard Johansson. "Using your Smartphone as a Game Controller to your PC." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4384.

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Many people in the world today own a smartphone. Smartphones of today usually have an advanced array of inputs in forms of tilting, touching and speaking, and outputs in forms of visual representation on the screen, vibration of the smartphone and speakers for sound. They also usually have different kinds of connectivity in forms of WLAN, Bluetooth and USB. Despite this we are still not seeing a lot of interaction between computers and smartphones, especially within games. We believe that the high presence of smartphones amongst people combined with the advanced inputs and outputs of the smart
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Fitz-Walter, Zachary J. "Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/83675/1/Zac%20Fitz-Walter%20Thesis.pdf.

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This thesis investigates the design of motivating and engaging software experiences. In particular it examines the use of video game elements in non-game contexts, known as gamification, and how to effectively design gamification experiences for smartphone applications. The original contribution of this thesis is a novel framework for designing gamification, derived from an iterative process of evaluating gamified prototypes. The outcomes of this research can help us to better understand the impact of gamification in today's society and how it can be used to design more effective software.
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Salih, Jaffar, and Keisha Bakosi. "Using smartphones and shared displays to connect and coordinate people in playful contexts." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22743.

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This paper explores the social aspects of a new kind of mobile games where players interact with each other in a shared physical space as well as in-game. As technology spreads throughout layers of culture and everyday life, and gaming becomes increasingly widespread, we see a future in social digital games through the use of smartphones, because of their prevalence and their technical versatility. This poses new challenges for designers. By using the context of music selection in semi-public to public situations and with the help of prototypes, we explore the problems of making selections and
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Diring, Ellinor, and Simon Sundelin. "”Man behöver inte folks nummer längre” : En studie om hur studenter använder meddelandekommunikation via smartphones." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-21433.

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How do young adult students communicate through their smartphones today? Which applications and features do they choose? What motivates their choices for the various possible situations? In this paper we investigate which communication channels young adult students in Sweden use for private message communication in their smartphones, in what way they use the channels and why they choose specific channels for different types of communication. In Sweden today, there are numerous of different ways of communicate through smartphones. We have interviewed ten Swedish young adult students regarding t
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Gordini, Veronica. "Gamification: applicazioni sociali e mobili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8273/.

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L'obiettivo di questa tesi, in base all'analisi di atti di convegni e workshop, lettura di libri e articoli pubblicati in siti Web, in materie di gamification, è per prima cosa, spiegare il concetto della gamification, partendo da alcune definizioni date da ricercatori e progettisti di videogiochi, cercando di capire sia i fattori positivi, sia i fattori negativi. Si vogliono elencare e spiegare gli elementi di gioco che compongono la gamification, con particolare attenzione alle meccaniche, come punti, distintivi, premi e dinamiche, come competenza, espressione di sè, status sociale, elementi
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Orazi, Gabriele. "Progettazione e sviluppo di un bot automatico per giochi di strategia su device mobili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15430/.

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In questa tesi viene discussa l'implementazione di un bot automatico in grado di interfacciarsi ad un device mobile, al fine di controllare autonomamente le fasi di battaglia di un gioco strategico. Il dispositivo in questione viene interamente controllato da un calcolatore esterno tramite l'invio di segnali atti ad emulare in tutto e per tutto quelli di un giocatore reale che sfiora lo schermo touchscreen del device. Inoltre è stata progettata una prima rete neurale con l'intento di riuscire ad ottimizzare le strategie di attacco del bot.
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Kock, Elina, and Yamma Sarwari. "How can machine learning help identify cheating behaviours in physical activity-based mobile applications?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20791.

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Den här studien undersöker möjligheten att använda sig utav Human Activity Recognition (HAR) i ett mobilspel, Bamblup, som använder sig utav fysiska rörelser för att upptäcka om en spelare fuskar eller om denne verkligen utför den verkliga aktiviteten. Sensordata från en accelerometer och ett gyroskop i en iPhone 7 användes för att samla data från olika människor som utförde ett antal aktiviteter utav intresse. Aktiviteterna som är utav intresse är hopp, knäböj, stampa och deras fuskmotsvarigheter, fuskhopp, fuskknäböj och fuskstampa. En sekventiell modell skapades med hjälp av det öppna progr
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Turner, Wesley. "SLOTZ: A Game-Based Measure of Problem Gambling." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/380999.

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The last decade has seen a marked increase in gambling availability and participation. This increase is in part due to a rapid proliferation in digital platforms of gambling delivery, including online betting and smartphone betting applications. In turn, this rise in gambling availability and participation has led to an increase in the prevalence of gambling-related issues. This is particularly concerning, as relatively few problem gamblers ever engage in treatment, despite experiencing substantial psychological and social impairment as a result of their gambling. Difficulties with engagement
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Picard, Manon. "La smartfiction : une fiction interactive à lire, un rôle à incarner ou une partie à jouer sur son smartphone ?" Electronic Thesis or Diss., Compiègne, 2022. http://www.theses.fr/2022COMP2681.

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La smartfiction est un récit à lire et à jouer sur son smartphone. Reprenant les codes techniques, esthétiques, sociaux et culturels du smartphone pour les réinvestir dans le cadre d’une fiction, la smartfiction repose sur une dimension réflexive par rapport au smartphone. En exploitant les conventions des pratiques ordinaires du smartphone, l’utilisateur d’une smartfiction doit se projeter en tant qu’utilisateur de smartphone lorsqu'il lit, interprète et joue un récit de vie fictionnel. En effet, le propre du récit est de raconter une vie qui n’est plus la mienne ou qui n'est pas la mienne. «
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Chuquihuaccha, Hernández Victor Daniel, and Guerra David Alberto Tamayo. "Aplicación móvil para smartphone para fomentar hábitos de ahorro en personas entre 25 y 35 años basado en principios de gamificación en Perú." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653952.

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Esta tesis presenta el diseño de una aplicación gamificada para smartphone, tanto Android y iOS, que tiene como finalidad fomentar hábitos de ahorro. Esta aplicación tiene como público objetivo principal personas entre 25 y 35 años de Perú. Para poder cumplir este objetivo analizamos dos conceptos importantes, el primero de ellos es sobre la gamificación, cuáles son los usos actuales de este concepto y los principales elementos de diseño. El segundo grupo es sobre la banca electrónica, como se desempeña hoy en día y algunos usos de la gamificación sobre ella. Posterior a ello, se plasm
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Juarez, Gonzalez Naun Rodrigo. "ART/CONSCIOUSNESS SCIENTIFIC EXPLANATION AND ITS CORRELATION." Thesis, Kungl. Konsthögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kkh:diva-61.

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This essay is more or less a very boring analog game in paper, which is trying to find the similitude between ART and CONSCIOUSNESS, as well as the boundaries of legality of taking over or stealing someone else's work. The dynamic of this game of mine starts by choosing a lecture of any research and change some keywords to create a new research. The format of this essay suggests an interaction and will need an interaction of the reader with the essay itself in order to add more concepts and could make it more personal and transform the main subject of this essay. It does not necessarily have t
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Skoták, Jiří. "Hra pro mobilní telefon s využitím rozpoznání rysů tváře." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403200.

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This master's thesis focuses on smartphone game for iOS, which uses recognition of face features and other information, which can be obtained from a smartphone's camera and sensors. This work describes a few approaches for real-time face detection and then introduces and compares possibilities for such task on iOS. Moreover, the thesis contains a draft of the final game and its levels. The game showcases various technologies in its levels such as object detection, processing an image color and others. Finally, the thesis introduces the final form of the game that is released and available on t
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Hejcman, Marek. "Analýza business modelů v oblasti herního průmyslu." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-149993.

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The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players the
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Moreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243/document.

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Les terminaux mobiles offrent à ce jour des performances de plus en plus élevées (CPU, résolution de l’écran, capteurs optiques, etc.) Cela rehausse la qualité vidéo des services média, que ce soit pour le visionnage de contenu vidéo (streaming, TV, etc.) ou pour des applications interactives telles que le jeu vidéo. Mais cette évolution concernant l'image n'est pas ou peu suivie par l'intégration de systèmes de restitution audio de haute qualité dans ce type de terminal. Or, parallèlement à ces évolutions concernant l'image, des solutions de son spatialisé sur casque, à travers notamment la t
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Duong, Phuoc Tra My <1991&gt. "WHAT MAKES OPPO SUCCEED IN THE VIETNAM MARKET? Background of the study Vietnam has become an emerging country and attractive retail market in the globe (Deloitte, 2014). Modern retail platform was introduced and have been blooming in Vietnam such as convenience stores, special stores and shopping centers (Trinh & Tran, 2014). The country is in the progress of transforming into digital economy, evidenced through high growth in electronic commerce and customer interaction through social network, etc. (Cameron et al., 2019). According to the Statista (2020), number of smartphone users in Vietnam was nearly 36 million in the end of 2019 and it is expected at 43 million by 2022. The growth in smartphone market was captured at 84% in 2017 and 95% of people in the cities have owned smartphone while the percentage of people with smartphone usage in rural area is reached up 68% (Nielsen, 2019). One of the attractive points in smartphone market is high population based with more than 94 million people (General Statistics Office, 2020). Vietnamese people spent more time reading news, playing games and conducting social interactions through social media network (Appota, 2018). These factors promote the entry of giant smartphone and electronic manufacturers such as Samsung and LG. Samsung has penetrated Vietnam for a long time and the Korean manufacturers established some factories in the country to enjoy lower tax rate and attractive labor cost (Sturgeon & Zylberberg, 2016)." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/17718.

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Rationales Currently, Vietnamese people have variety of product choice in smartphone market. The survey conducted by Q&Me (2018) revealed top smartphone brands in Vietnam, including Apple, Samsung, Oppo, Xiaomi and Nokia, in which the first three smartphone brands have gained high brand recognition from the respondents. Key competitive advantage of Apple is luxurious and strong proud-to-have image while Samsung is positioned as a band of quality and design and Oppo is more famous in term of its camera features (Q&Me, 2018). However, Apple has not been setup its official store in Vietnam while
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Moreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243.

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Les terminaux mobiles offrent à ce jour des performances de plus en plus élevées (CPU, résolution de l’écran, capteurs optiques, etc.) Cela rehausse la qualité vidéo des services média, que ce soit pour le visionnage de contenu vidéo (streaming, TV, etc.) ou pour des applications interactives telles que le jeu vidéo. Mais cette évolution concernant l'image n'est pas ou peu suivie par l'intégration de systèmes de restitution audio de haute qualité dans ce type de terminal. Or, parallèlement à ces évolutions concernant l'image, des solutions de son spatialisé sur casque, à travers notamment la t
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Dias, Pedro Miguel Salgado. "Smartphone serious games for senses evaluation." Master's thesis, 2014. https://repositorio-aberto.up.pt/handle/10216/75462.

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This thesis attempts to evaluate the possibility of creating a smartphone-based system that will allow any person with access to such device to get an evaluation of his vision or audition performance. The objective is not to replace clinical visits, but to allow the user to continuously monitor his performance, hoping that, with high frequency testing, the user will be able to detect a possible problem sooner rather than later and that precautions can be taken as soon as possible. The tests developed will be given a serious game setting,, in an attempt to increase the testing frequency by prov
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Dias, Pedro Miguel Salgado. "Smartphone serious games for senses evaluation." Dissertação, 2014. https://repositorio-aberto.up.pt/handle/10216/75462.

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This thesis attempts to evaluate the possibility of creating a smartphone-based system that will allow any person with access to such device to get an evaluation of his vision or audition performance. The objective is not to replace clinical visits, but to allow the user to continuously monitor his performance, hoping that, with high frequency testing, the user will be able to detect a possible problem sooner rather than later and that precautions can be taken as soon as possible. The tests developed will be given a serious game setting,, in an attempt to increase the testing frequency by prov
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Lee, Meng Lung, and 李孟龍. "The Study of Consumers’ Purchasing Decision to Smartphone Games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/11088465941287471726.

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碩士<br>美和科技大學<br>企業管理系經營管理碩士班<br>103<br>With the developing smartphone industry, the smartphone gaming market has also expanded rapidly. To investigate the intense competition, this study employed the Engel-Kollat-Blackwell (EKB) model, a consumer decision-making model, to examine consumer decision-making processes regarding smartphone game (SG) purchases. First, this study conducted an exploratory investigation by interviewing two experienced smartphone gaming consumers and one senior manager of a smartphone gaming company, thereby performing a preliminary analysis of consumer decisions in pur
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Chen, Huan-Wen, and 陳煥文. "A Study on Behaviroal Intention to Use Smartphone Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/66229027486685897338.

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碩士<br>國立彰化師範大學<br>企業管理學系<br>100<br>Smartphone is gradually increasing in the market share of mobile phone, changing from the initial business function to a new business opportunity integrated with communication, video playing, leisure and fun. Also due to the position changing of the Smartphone, the potential of mobile games together with the high growth rate of the Smartphone will definitely become a new wave of business opportunity. However, most current studies still focus on the discussion of the mobile games of the conventional cell phone and the handheld game player. As for the studies r
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Seo, Hogeun. "Bowling online : smartphones, mobile messengers, and mobile social games for Korean teen girls." Thesis, 2014. http://hdl.handle.net/2152/28510.

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Due to their arduous schedules, Korean high school students have little time to socialize with their peers face-to-face. Because of this, socializing in online environments is important to them. Using smartphone applications, Korean high school girls are creating their own cultural practices as they socialize. However, media repeatedly report concerns about adolescents’ excessive use of smartphones, and the public has begun to worry about children’s media dependence. In exploring these phenomena, I pose four research questions: 1) what do smartphones mean to South Korean high school girls? 2)
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Tsai, Cheng Hsiu, and 蔡政修. "Motivation And Playability On Satisfaction And Use Behavior Effects Of Smartphone Mobile Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/31867167856243295986.

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碩士<br>國立臺灣藝術大學<br>廣播電視學系碩士班<br>100<br>The popularity of mobile internet and smartphones makes mobile games quickly grow and become the field of competition in game industry. Besides, smartphones make mobile games more diversified, in the future mobile games will become the second largest gaming platform. This study refers to the concept of "playability" from game-related research, and considers the motivation factors of the players involved in the game, and collects 345 valid samples through the online survey to explore these two factors’ impact on satisfaction and the use behavior of smartpho
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Lobo, Gonçalo Miguel Monteiro Ferreira Barras. "Using Games to Practice Screen Reader Gestures." Master's thesis, 2021. http://hdl.handle.net/10451/48631.

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Tese de mestrado, Engenharia Informática (Engenharia de Software) Universidade de Lisboa, Faculdade de Ciências, 2021<br>Nowadays, a smartphone is fundamental for multiple aspects of our lives. These have evolved from a basic tool to communicate to a multi-purpose tool that allows to communicate with colleagues and friends and to get any information or entertainment. Android and iOS, the most popular mobile operating systems, have developed built-in screen readers that make smartphones generally accessible to blind people using gestures and help them use more of their smartphones. However, use
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Lin, Tzu-Min, and 林姿旻. "Mobile device game player behaviors and games development analysis - using smartphone as an example." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/31954763571941993428.

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碩士<br>國立政治大學<br>數位內容碩士學位學程<br>99<br>Digital games have become an important domain of exploration the technology of modern life. The smartphone which is a mobile device rises due two years. Follow the MIC data of entertainment applications on mobile phone rank, the first is listening music and the second is playing games. User can easy download games quickly by wireless from application market like Android market or app store. It is important for game developers to know which game user chooses and downloads in large games. The smartphone combine different technology and sensors that may influe
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WANG, SHIN-LING, and 王心玲. "Exploring Behavioral Intentions of College Students in North of Taiwan to Play Smartphone Online Games-An Application of Integrated Technology Acceptance Model." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/34v66w.

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碩士<br>開南大學<br>商學院碩士在職專班<br>105<br>Owing to new advances in technology, smartphones have become more available to all. The smartphone online games are also rapidly towards becoming a mature market. It results customers who play smartphone online games get highly attention to the online gaming industry. This study employs Application of Integrated Technology Acceptance Model to investigate relationships among behavioral intentions and effort expectancy, performance expectancy, social influence, facilitating conditions, hedonic motivation, price value and habit. Four hundred and thirty-five effec
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Χαλκιάς, Αλέξανδρος. "Σχεδίαση και ανάπτυξη φορητών εφαρμογών παιγνιώδους μάθησης με τεχνολογίες επαυξημένης πραγματικότητας". Thesis, 2013. http://hdl.handle.net/10889/7506.

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Η διπλωματική εργασία αυτή εκπονήθηκε στο Εργαστήριο της Ερευνητικής Ομάδας Αλληλεπίδρασης Ανθρώπου – Υπολογιστή του Τμήματος Ηλεκτρολόγων Μηχανικών και Τεχνολογίας Υπολογιστών υπό την επίβλεψη του καθ. Ν.Αβούρη. Στόχος της εργασίας είναι η σχεδίαση και ανάπτυξη μίας φορητής εφαρμογής – χωροευαίσθητου παιχνιδιού, με τη χρήση τεχνολογιών επαυξημένης πραγματικότητας. Ο χρήστης της εφαρμογής θα μπορεί να περιηγείται στον χώρο που ορίζει το παιχνίδι και να αλληλεπιδρά με πραγματικά αντικείμενα του χώρου αυτού, με σκοπό τη μάθηση και την ψυχαγωγία. Ο χώρος στον οποίο αναφέρεται η διπλωματική εργασί
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Campos, Bruno Miguel Alves de. "Cálculo a Brincar Desenvolvimento de um Jogo Sério para uma melhor compreensão Matemática." Master's thesis, 2018. http://hdl.handle.net/10362/56302.

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Nos dias de hoje têm-se identificado vários problemas na aprendizagem das crianças nas várias disciplinas, com especial enfoque na matemática. As cri-anças com mais problemas neste domínio têm um défice de aprendizagem rela-tivamente a outras crianças o que condiciona as suas escolhas de futuro, que ficam mais limitadas podendo resultar, em casos extremos, numa exclusão social. Esta problemática tem tido várias abordagens de solução, utilizando dife-rentes formas e metodologias, que podem envolver jogos tradicionais ou manu-ais escolares. Estes métodos disponíveis, pela sua limitação, não têm
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Lopes, Inês Gonçalves Fatelo. "Game for Cyber Crime Prevention." Master's thesis, 2017. http://hdl.handle.net/10400.6/7824.

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Abstract:
Technologies are increasingly becoming a part of the daily lives of younger generations and with no supervised usage of these technologies, teenagers are exposed to various threats. To create awareness in the youth, an educational game about cyber-security was designed and a game prototype was created. The game designed was a detective game, where the player takes the role of a detective to investigate a cyber-crime and to solve the case the player must play several mini-games. Each mini-game has a specific thematic about cyber-security, for example, sharing information in social networks, phi
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