New Startup Business Plan Mobile Game Development Business in Thailand: Ninth Idea
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Completing the TAC Request Application Form
Training Module Four: Completing the TAC Request Application Form TAC Application Module July 2018 v1.0 All product names, model numbers or other manufacturer identifiers not attributed to GSMA are the property of their respective owners. ©GSMA Ltd 2018 Before applying for TAC, your company must be registered and have sufficient TAC credit Brand owner 1 registration TAC 2 payment TAC 3 application TAC 4 certificate Select Request a TAC to begin the TAC Application Request Form process Take great care completing the form with the details of the device that will use the TAC The form has seven sections: 1 2 3 4 5 6 7 Device Manufacturing Operating Networks LPWAN Device Review details details System Certification Bodies Your details will already be there! 1 2 3 4 5 6 7 Device details Applicant name Applicant email This information is address automatically populated from log-in, It is not editable here C Brand Name Select the equipment type you require TAC for, from the dropdown 1 2 3 4 5 6 7 Device details Feature phone Smartphone Tablet IoT device Wearable Dongle Modem WLAN router There should be only one model name, but you may input up to three marketing names 1 2 3 4 5 6 7 Device details Device model name is a specific name given to the Model name handset. This can vary from the marketing name. The marketing name is typically used as the name the TM Marketing name device is sold/marketed to general public. You can include up to 3 marketing names, separated by a comma. -
AN ACTION ARCADE WEB BASED GAME – SLIME ATTACK PLUS (BACKEND INTEGRATION) by Cheah Kean Huang
AN ACTION ARCADE WEB BASED GAME – SLIME ATTACK PLUS (BACKEND INTEGRATION) By Cheah Kean Huang A REPORT SUBMITTED TO Universiti Tunku Abdul Rahman In partial fulfillment of the requirements for the degree of BACHELOR OF INFORMATION SYSTEMS (HONS) INFORMATION SYSTEMS ENGINEERING Faculty of Information and Communication Technology (Perak Campus) MAY 2017 An Action Arcade Web-Based Game – Slime Attack Plus (Backend Integration) DECLARATION OF ORIGINALITY I declare that this report entitled “AN ACTION ARCADE WEB BASED GAME – SLIME ATTACK PLUS (BACKEND INTEGRATION)” is my own work except as cited in the references. The report has not been accepted for any degree and is not being submitted concurrently in candidature for any degree or other award. Signature : _________________________ Name : CHEAH KEAN HUANG . Date : 25th August 2017 . ii © 2017. Cheah Kean Huang. All Right Reserved. An Action Arcade Web-Based Game – Slime Attack Plus (Backend Integration) ACKNOWLEDGEMENTS I would like to express my sincere thanks and appreciation to my supervisors, Ms. Saw Seow Hui who has given me this bright opportunity to engage in a web-based game project. It is my first step to establish a career in game design field. A million thanks to you. Next, I would like to thanks to the other two more group members of this final year project, Ong Hui Huang and Chan Hoong Wai. Thanks for the patience, skills, teaching and the teamwork given by both of them. Without them there will not have this project and I may end up solo a title that I’m not capable of. Finally, I must say thanks to my parents and my family for their love, especially my mother, Tang Fong Yin, for giving fully support, love, and continuous encouragement throughout the whole course. -
Privacy Concerns in Android Advertising Libraries
RICE UNIVERSITY Privacy Concerns in Android Advertising Libraries by Theodore Book A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree Master of Science Approved, Thesis Committee: Dan S. Wallach, Chair Professor of Computer Science T. S. Eugene Ng Professor of Computer Science Lin Zhong Associate Professor of Electrical and Computer Engineering and Computer Science Houston, Texas November, 2013 ABSTRACT Privacy Concerns in Android Advertising Libraries by Theodore Book This work investigates privacy characteristics of Android advertising libraries. Taking a sample of 114,000 apps, we extract and classify their ad libraries. We then seek to understand how they make use of sensitive user data. First, we study the use of permission-protected Android API calls that provide access to user data. Here, we measure change over time by distinguishing unique versions of each library, dating them, and calculating their permission usage. We find that the use of most permis- sions has increased over the last several years, and that more libraries are able to use permissions that pose particular risks to user privacy and security. Next, we shift to the application side and consider information passed directly from the application to the ad library. We do this by reconstructing the APIs for our libraries, and examining how those APIs are used in our sample of Android applications. We find that many applications pass personal information directly to their ad libraries, without any need for the library to query the operating system directly. This behavior is most com- mon in more popular applications, suggesting that the promise of advertising dollars encourages application developers to violate users' privacy. -
Dissecting Mobile Offerwall Advertisements: an Explorative Study
2020 IEEE 20th International Conference on Software Quality, Reliability and Security (QRS) Dissecting Mobile Offerwall Advertisements: An Explorative Study 1 1 1 1 2 1∗ 3 1 Guosheng Xu , Yangyu Hu , Qian Guo , Ren He ,LiLi , Guoai Xu , Zhihui Han , and Haoyu Wang 1 Beijing University of Posts and Telecommunications, Beijing, China 2Monash University, Australia 3 CNCERT, Beijing, China Abstract—Mobile advertising has become the most popular monetizing way in the Android app ecosystem. Offerwall, as a new form of mobile ads, has been widely adopted by apps, and a number of ad networks have provided such services. Although new to the ecosystem, offerwall ads have been criticized for being aggressive, and the contents disseminated are prone to security issues. However, to date, our community has not proposed any studies to dissect such issues related to offerwall ads. To this end, we present the first work to fill this gap. Specifically, we first develop a robust approach to identify apps that have embedded with offerwall ads. Then, we apply the tool to 10K apps and experimentally discover 312 offerwall apps. We go one step further to characterize them from several aspects, including security issues. Our observation reveals that offerwall ads could indeed be manipulated by hackers to fulfill malicious purposes. Index Terms—Offerwall, Mobile Advertising, Android, Pay-per Install, Malware I. INTRODUCTION Mobile apps have seen widespread adoption in recent years. The number of apps in Google Play has exceeded 2.7 million 濄濕濗濟濕濛濙濍澳濣濦濛澢濫濣濣濘濦濣濝濘澢濕濠濕濦濡濡濬 濃濚濚濙濦濫濕濠濠 澵濘澔濇濘濟濍澳澵濘濫濣 mark as of August 2019 [1]. A recent study [2] suggested that the app monetization scheme evolves during the evolution Fig. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best. -
Does This App Really Need My Location? Context-Aware Privacy Management for Smartphones 42
Does this App Really Need My Location? Context-Aware Privacy Management for Smartphones 42 SAKSHAM CHITKARA, Carnegie Mellon University, USA NISHAD GOTHOSKAR, Carnegie Mellon University, USA SUHAS HARISH, Carnegie Mellon University, USA JASON I. HONG, Carnegie Mellon University, USA YUVRAJ AGARWAL, Carnegie Mellon University, USA The enormous popularity of smartphones, their rich sensing capabilities, and the data they have about their users have lead to millions of apps being developed and used. However, these capabilities have also led to numerous privacy concerns. Platform manufacturers, as well as researchers, have proposed numerous ways of mitigating these concerns, primarily by providing fine-grained visibility and privacy controls to the user on a per-app basis. In this paper, we show that this per-app permission approach is suboptimal for many apps, primarily because most data accesses occur due to a small set of popular third-party libraries which are common across multiple apps. To address this problem, we present the design and implementation of ProtectMyPrivacy (PmP) for Android, which can detect critical contextual information at runtime when privacy-sensitive data accesses occur. In particular, PmP infers the purpose of the data access, i.e. whether the data access is by a third-party library or by the app itself for its functionality. Based on crowdsourced data, we show that there are in fact a set of 30 libraries which are responsible for more than half of private data accesses. Controlling sensitive data accessed by these libraries can therefore be an effective mechanism for managing their privacy. We deployed our PmP app to 1,321 real users, showingthat the number of privacy decisions that users have to make are significantly reduced. -
The Political Economy of the App
Nieborg, D. (2016). From premium to freemium: The political economy of the app. In T. Leaver & M. Willson (Eds.), Social, Casual and Mobile Games: The Changing Gaming Landscape (pp. 225–240). London and New York: Bloomsbury Academic. Released under a Creative Commons BY-NC-ND license http://creativecommons.org/licenses/by-nc-nd/4.0/. Your rights under the License are in addition to any fair use or fair dealing rights which you have. 16 From premium to freemium: The political economy of the app David Nieborg or decades, the game industry has been dominated, if only in terms of F revenue and mindshare, by a tandem of globally operating game publish- ers and game console platform holders. Historically, these two small groups of industrial actors, primarily located in North America and Japan, have been ‘dominant forces’ in the game industry (Consalvo 2007, 123). Similarly, Johns (2006) notes that power relationships in the game hardware and software production networks are uneven and are affected by temporal and spatial dimensions. Driven by the cyclical introduction of new hardware platforms, the platform/publisher duo served a relatively stable, highly lucrative niche market (Williams 2002; Kerr 2006). Every fi ve to seven years, development and marketing budgets increase and, as a result, so do fi nancial risks and the distribution of capital and power (Schilling 2003). Geographically, the main centers for console game development have been North America, Western Europe and the Asia Pacifi c (Johns 2006). That is to say, the majority of the billions of dollars of value generated by the sale of video game hardware and software has been captured by a small number of globally operating fi rms who have a high rate of incumbency. -
Nokia Phones: from a Total Success to a Total Fiasco
Portland State University PDXScholar Engineering and Technology Management Faculty Publications and Presentations Engineering and Technology Management 10-8-2018 Nokia Phones: From a Total Success to a Total Fiasco Ahmed Alibage Portland State University Charles Weber Portland State University, [email protected] Follow this and additional works at: https://pdxscholar.library.pdx.edu/etm_fac Part of the Engineering Commons Let us know how access to this document benefits ou.y Citation Details A. Alibage and C. Weber, "Nokia Phones: From a Total Success to a Total Fiasco: A Study on Why Nokia Eventually Failed to Connect People, and an Analysis of What the New Home of Nokia Phones Must Do to Succeed," 2018 Portland International Conference on Management of Engineering and Technology (PICMET), Honolulu, HI, 2018, pp. 1-15. This Article is brought to you for free and open access. It has been accepted for inclusion in Engineering and Technology Management Faculty Publications and Presentations by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected]. 2018 Proceedings of PICMET '18: Technology Management for Interconnected World Nokia Phones: From a Total Success to a Total Fiasco A Study on Why Nokia Eventually Failed to Connect People, and an Analysis of What the New Home of Nokia Phones Must Do to Succeed Ahmed Alibage, Charles Weber Dept. of Engineering and Technology Management, Portland State University, Portland, Oregon, USA Abstract—This research intensively reviews and analyzes the management made various strategic changes to take the strategic management of technology at Nokia Corporation. Using company back into its leading position, or at least into a traditional narrative literature review and secondary sources, we position that compensates or reduces the losses incurred since reviewed and analyzed the historical transformation of Nokia’s then. -
Estimating Consumer Inertia in Repeated Choices of Smartphones
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Grzybowski, Lukasz; Nicolle, Ambre Working Paper Estimating Consumer Inertia in Repeated Choices of Smartphones CESifo Working Paper, No. 7434 Provided in Cooperation with: Ifo Institute – Leibniz Institute for Economic Research at the University of Munich Suggested Citation: Grzybowski, Lukasz; Nicolle, Ambre (2018) : Estimating Consumer Inertia in Repeated Choices of Smartphones, CESifo Working Paper, No. 7434, Center for Economic Studies and ifo Institute (CESifo), Munich This Version is available at: http://hdl.handle.net/10419/198794 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen -
Apple and Nokia: the Transformation from Products to Services
9 Apple and Nokia: The Transformation from Products to Services In the mid- to late 2000s, Nokia flourished as the world’s dominant mobile phone – and mobile phone operating software – producer. Founded in 1871 originally as a rubber boots manufacturer, by 2007 Nokia produced more than half of all mobile phones sold on the planet, and its Symbian mobile operating system commanded a 65.6 percent global market share. 1 But within half a decade, Nokia would falter and be surpassed in the smartphone market not only by Apple’s revolu- tionary iPhone but also by competitors including Google and Samsung. And in September 2013, Nokia would sell its mobile phone business to Microsoft for $7 billion. 2 Apple literally came out of nowhere – it sold exactly zero mobile phones before the year 2007 (the year Nokia held more than half of the global market share) – but by the first quarter of 2013, Apple had captured almost 40 percent of the US smartphone market and over 50 percent of the operating profit in the global handset industry.3 In fiscal year 2013, Apple would sell five times more smart- phones than Nokia: 150 million iPhones compared to Nokia’s sales of 30 million Lumia Windows phones. 4 In contrast to Nokia, Apple real- ized it wasn’t just about the mobile device itself, it was about leveraging software to create a platform for developing compelling mobile experi- ences – including not just telephony but also music, movies, applica- tions, and computing – and then building a business model that allows partners to make money alongside the company (e.g., Apple’s iTunes and AppStore) and, in so doing, perpetuate a virtuous cycle of making the iPhone attractive to customers over multiple life cycles through ever-ex- panding feature sets.