Android is one of the most popular mobile Operating systems presently. It uses the Java programming language. The problem is that most Android books assume the reader is already proficient with Java. ...This new and expanded second edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. The.
Abstract
Predicting the success of a mobile game is a prime issue in game industry. Thousands of games are being released each day. However, a few of them succeed while the majority fail. Toward the ...goal of investigating the potential correlation between the success of a mobile game and its specific attributes, this work was conducted. More than 17 thousand games were considered for that reason. We show that IAPs (In-App Purchases), genre, number of supported languages, developer profile, and release month have a clear effect on the success of a mobile game. We also develop a novel success score reflecting multiple objectives. Furthermore, we show that game icons with certain visual characteristics tend to be associated with more rating counts. We employ different machine learning models to predict a novel success score metric of a mobile game given its attributes. The trained models were able to predict this score, as well as the expected rating average and rating count for a mobile game with 70% accuracy.
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DOBA, EMUNI, FIS, FZAB, GEOZS, GIS, IJS, IMTLJ, IZUM, KILJ, KISLJ, MFDPS, NLZOH, NUK, OBVAL, ODKLJ, OILJ, PILJ, PNG, SAZU, SBCE, SBJE, SBMB, SBNM, UILJ, UKNU, UL, UM, UPUK, VKSCE, ZAGLJ
The aim of this work was to determine if scoring mechanisms embedded in cognitive mobile games (CMG) designed for cognitive training are sensitive enough to detect changes in cognitive function ...induced by various acute respiratory loads in healthy subjects.
Thirty healthy subjects participated in this study (25 ± 4 years old, 13 women). A set of three brief CMG was used to assess cognitive function (Rush Back, Must Sort, True Color) in control situation and at four different inspiratory loads (through a mouthpiece without resistance and with 10, 50 and 70% of the maximal inspiratory pressure).
Statistically significant decreases in CMG scores were observed in Rush Back (p = 0.032) and True Color (p = 0.002) when the subjects breathed through the mouthpiece without resistance compared to the control condition. A statistical difference was observed for Must Sort (p = 0.003) between baseline and 10% of Inspiratory Threshold Load (ITL). Significant differences for the three games were observed between the baseline and 50% of ITL and between baseline and 70% of ITL.
CMG designed for cognitive training are sensitive in detecting transitional changes in cognitive function induced by low, medium and high acute respiratory loads in healthy subjects. This offers interesting new possibilities for the assessment and long-term follow-up of patients suffering from chronic respiratory disease, since this type of assessment could easily be completed independently by patients in their own homes, and could be combined with rehabilitation exercises as an evaluative measure.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
Playful Urban Spaces de Souza e Silva, Adriana; Hjorth, Larissa
Simulation & gaming,
10/2009, Volume:
40, Issue:
5
Journal Article
Peer reviewed
This article provides a historical overview of the development of urban, location-based, and hybrid-reality mobile games. It investigates the extent to which urban spaces have been used as playful ...spaces prior to the advent of mobile technologies to show how the concept of play has been enacted in urban spaces through three historical tropes of urbanity: first, the transformation of Baudelaire’s flâneur into what Robert Luke (2006) calls the “phoneur”; second, the idea of dérive as used by situationist Guy Débord; and last, the wall subculture called parkour. The authors present a classification of the major types of mobile games to date, addressing how they reenact this older meaning of play apparent within these former tropes of urbanity. With this approach, they hope to address two weaknesses in the current scholarship—namely, differentiating among a range of types of games mediated by mobile technologies and assessing the important effects of playful activities.
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The paper discusses a formal didactic activity in a higher education context, which brought to the design, development, and testing of thirteen Location-Based Mobile Games (LBMGs) for the Bagatti ...Valsecchi House Museum. The activity involved BSc Design students in developing and testing interactive solutions aimed at reaching out to the "under 35" community of the museum with engaging and entertaining experiences. For this purpose, the stakeholder group of the museum experts was also involved in co-designing the solutions. On the one hand, this study focuses on the beneficial approach of involving Design students in the multiple roles of designer, player/visitor, and target audience. On the other hand, it looks at those aspects that may turn LBMGs into a means for engaging and entertaining museum visitors' experiences. We focus on four LBMGs (out of thirteen) that the museum selected to be tested with their younger community, highlighting those elements that emerged as particularly relevant for enhancing visitors' engagement and motivations. In this regard, three aspects stand out as the most impacting: (i) the benefits of a design approach based on the early involvement of both experts (the museum) and the target audience (students themselves); (ii) an intelligent orchestration of narratives and game mechanics, specifically designed to leverage the fascinating museum space, and (iii) the ability of such games to stimulate social engagement.
Communities of practice (COPs) have become increasingly important across a wide range of casual and business contexts, including innovative technical product development, refining skill sets for ...competitions, or establishing corporate strategies. Members of such communities forge interpersonal relationships and develop sophisticated practices around a shared domain, either interdependently contributing to a joint product or advancing as individuals. However, prior research has not examined attempts to sustain a COP whose domain has been terminated. Such cases have become increasingly common, especially as COPs emerge around ephemeral media products such as mobile games. A recent example, Tales of Link, based on the popular 'Tales of' Japanese role-playing game series, shut down on March 2018, but members of the subreddit devoted to it have attempted to keep the community active. As such, a computational text analysis of 33,476 comments and 1,000 posts on the r/talesoflink subreddit was conducted to assess how community members attempt to sustain COPs beyond the lifespan of their original domains. The findings offer insight into the discourse within COPs, the strategies and success rates of survival that may vary by such organisations, conversations surrounding the ever-changing gacha game model, and the potential changes in members' messages and behaviours.
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BFBNIB, DOBA, GIS, IJS, IZUM, KILJ, KISLJ, NUK, PILJ, PNG, SAZU, UILJ, UKNU, UL, UM, UPUK
Games have been one of the most popular applications on smartphones. In order to meet the increasing computational complexity of mobile games, smartphones are now equipped with heterogeneous CPU ...multi-core architectures like big.LITTLE as well as high-performance GPUs. However, the integrated CPUs and GPUs drain the battery quickly, which has become a bottleneck for improving user experience. In addition to traditional Dynamic Voltage and Frequency Scaling (DVFS) technique for CPUs and GPUs power reduction, heterogeneous multi-core processors, such as the big.LITTLE architecture, have been designed to offer more opportunity for performance-energy tradeoffs. But current processor governors in smartphones can not exploit these power-saving mechanisms wisely, causing considerable energy waste. In this article, we propose a CPU-GPU governing framework that recognizes the performance demand for different game scenes, and select the most energy-efficient hardware configuration for the corresponding scenes. We implement our framework on an ODROID-XU4 mobile platform, and the experiments show that our framework can achieve 26.7, 16.6, and 10.5 percent power saving on average without compromising user experience when compared to the default governor used in our platform and two governors proposed by other researchers, respectively.
Virtual reality is becoming more and more improved primarily due to numerous applications and the powers of mobile devices. Using various sensors, precise displays and high computing powers ...smartphone are becoming devices that make the boost in technology. Now it is necessary to efficiently use various sensors without affecting system operation and improve control abilities for various purposes. Especially in practical applications received by mass users such as games and any kind of experience. In this article, we propose a system that allows to extend the perception of the virtual world by conveying information about the user’s movements in reality into the supervised model. The system retrieves data from several sources, quickly analyzes them using artificial intelligence techniques, and returns information to the mobile phone about the activity that is being processed. The concept extends the understanding of today’s virtual reality by allowing the user to move and perform simple gestures in a specially designed room. Moreover, we propose multiplayer mode in virtual reality, where players are in different places. The proposed architecture of the system has been tested on simple applications, and the results show high potential for implementations in various apps by achieving almost 90% efficiency in changing player direction in real time and only 7.5% of collision cases.
•A closed space architecture for games in virtual reality with the use of additional sensors.•Analysis of the use of machine learning techniques for rapid data classification in real-time.•Mathematical model and analysis of player movement in real-time.•Multiplayer approach in virtual reality.•A simple multiplayer VR game architecture in real-time.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
The competition among the products is common in the business environment. However, the impact of a product's competitors in consumers' electronic word-of-mouth (eWOM) communications has received ...little attention. Drawing from the theory of distinctive processing, this research examines how eWOM affects a product's success in the competitive mobile game market. Based on a dataset obtained from searchman.com, we find that eWOM volume and valence promote games' sales in general. More importantly, we find the moderating effect of the competitors' eWOM. Our findings suggest that review volume of competitors enhances the relationship between users' review volume and games' sales. Moreover, the review valence of competitors decreases the effects of consumers' review volume and valence on games' sales. This study contributes to the academics by providing a better understanding of the influence of eWOM on games' success. This paper also suggests practical implications for mobile game markets and review platforms.
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•IT addiction is a major challenge for an individual’s private, social and work life.•IT addicts can terminate pathological IT use and become ex-users.•Some IT addicts can overcome pathological IT ...use without external support.•Other IT addicts need external support to overcome pathological IT use.•IT addiction is a part of the IT lifecycle along with adoption, use and discontinuation.
IT addiction scholarship indicates that pathological use of IT such as games or social media is on the rise. While pathological IT use, such as addictive behavior, can negatively affect private, social and work life, individuals displaying addictive behavior toward an IT are challenged to overcome their addiction. In this study, we aim to offer insights into how and why IT addicts stop their pathological IT use by terminating to use the IT. We interview individuals who have overcome their IT addiction to games and social media, finding that some IT addicts terminate their use of the IT without external support because they had a strong intrinsic or extrinsic motivation or because they felt stressed, frustrated or guilty. Other IT addicts required external support, contacting a therapist after unsuccessful attempts to quit or after experiencing a shocking event. This study establishes a new strand of research into ending pathological IT use and becoming an ex-user. We theorize IT addiction as part of the IT lifecycle alongside adoption, usage and discontinuation. We also offer practical insights into why some individuals can terminate pathological IT use on their own, while others require external support.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP