Mobile Games Advertising Report 2018 :: in Association with Mintegral
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Towards Procedural Map and Character Generation for the MOBA Game Genre
Ingeniería y Ciencia ISSN:1794-9165 | ISSN-e: 2256-4314 ing. cienc., vol. 11, no. 22, pp. 95–119, julio-diciembre. 2015. http://www.eafit.edu.co/ingciencia This article is licensed under a Creative Commons Attribution 4.0 by Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo1 and Esmitt Ramírez2 Received: 15-12-2014 | Accepted: 13-03-2015 | Online: 31-07-2015 MSC:68U05 | PACS:89.20.Ff doi:10.17230/ingciencia.11.22.5 Abstract In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game. Key words: procedural content generation; multiplayer on-line battle aren; video game; balanced game 1 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. 2 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. Universidad EAFIT 95j Towards Procedural Map and Character Generation for the MOBA Genre Game Generación procedimental de mapas y personajes para un juego del género MOBA Resumen En este artículo, presentamos un enfoque empleando algoritmos procedu- rales en la creación de mapas y adaptación dinámica de personajes en un videojuego MOBA, preservando el aspecto de balance para los jugadores. -
Elements of Gameful Design Emerging from User Preferences Gustavo F
Elements of Gameful Design Emerging from User Preferences Gustavo F. Tondello Alberto Mora Lennart E. Nacke HCI Games Group Estudis d’Informàtica, HCI Games Group Games Institute Multimedia i Telecomunicació Games Institute University of Waterloo Universitat Oberta de Catalunya University of Waterloo [email protected] [email protected] [email protected] ABSTRACT Gameful systems are effective when they help users achieve Several studies have developed models to explain player pref- their goals. This often involves educating users about topics erences. These models have been developed for digital games; in which they lack knowledge, supporting them in attitude or however, they have been frequently applied in gameful design behaviour change, or engaging them in specific areas [10]. To (i.e., designing non-game applications with game elements) make gameful systems more effective, several researchers have without empirical validation of their fit to this different context. attempted to model user preferences in these systems, such as It is not clear if users experience game elements embedded user typologies [40], persuasive strategies [31], or preferences in applications similarly to how players experience them in for different game elements based on personality traits [21]. games. Consequently, we still lack a conceptual framework of Nevertheless, none of these models have studied elements design elements built specifically for a gamification context. used specifically in gameful design. To select design elements To fill this gap, we propose a classification of eight groups of that can appeal to different motivations, designers still rely gameful design elements produced from an exploratory factor on player typologies—such as Bartle’s player types [3, 4] or analysis based on participants’ self-reported preferences. -
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. -
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. -
Proposal for a Content Analysis of Equity Versus Efficiency In
DISSERTATION HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Submitted by Jaime Banks Department of Journalism and Technical Communication In partial fulfillment of the requirements For the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Fall 2013 Doctoral Committee: Advisor: Rosa Mikeal Martey Donna Rouner Joseph Champ Eric Aoki James Folkestad Copyright by Jaime Banks 2013 All Rights Reserved ABSTRACT HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player’s ability to create and control a digital body – an avatar – to represent the Self in the immersive gameworld. Although notions of identity and the Self in digital games have been examined through a number of approaches, it is still unclear how the way one sees the avatar in the uncanny situation of having two bodies – one digital, one physical – contributes to a sense of Self in and around these games. Further, it is unclear how non-human objects contribute to human senses of Self. In that vein, this study examines two research questions: How do players have relationships with their avatars in a digital game? And how does the Self emerge in relation to those relationships? Toward understanding how nonhumans play a role in the emergence of the Self, this study approaches these questions from an actor-network perspective, examining how human, nonhuman, material, and semiotic objects exist in complex webs of relations and how those relations give rise to particular senses of Self in relation to particular gameplay situations. -
Documentation Can Be Found Here: We Do All That for You, Just Have to Check the Box in Our Settings Window
MOBILE ADS WHY DO YOU NEED TO USE THIS PLUGIN ? ● Integrate easily all supported advertisers simply by importing their SDK, no other settings are required. It is not mandatory to integrate all/any of the supported advertisers to work. ● Load ad from any ad platform using the same line of code. ● Customizable mediation policy by using either order mediation or percent based mediation. You can select independent type of mediation for each type of ad (banner, interstitial, rewarded video). ● Read mediation config file from an external server of choice to allow the ad display order to be changed without uploading a new build to the store. ● Works for Android/iOS/Windows Store without any additional Unity setup. ● Built in Remove Ads functionality. ● GDPR, ATT, COPPA, CCPA Compliant. ● Compatible with Playmaker, Bolt and Game Flow 2 CURRENTLY SUPPORTED ADVERTISERS 3 GDPR COMPLIANCE Our plugin does not collect any personal information only selected advertisers collect personal information about users. Here is a list of how any advertiser deals with personal user data and what you have to do to be compliant with GDPR: Unity Ads Versions 2.0 and above will automatically present users with an opportunity to opt-out of targeted advertising, with no implementation needed from the publisher. On a per-app basis, the first time a Unity ad appears, the user will see a banner with the option to opt-out of behaviorally targeted advertising. Thereafter, the user can click an informa- tion button to receive the opt-out again. No specific action needed. Vungle Vungle will display a consent dialog before playing an ad for a European user, and will remember the user’s consent or rejection for subsequent ads. -
Curious Games
Pippin Barr 38 Curious Games Abstract EU Abstract ES Bideo jokoak gaur egungo adierazpen Los videojuegos son el más nuevo y excitante modu berriena eta zirraragarriena dira, medio de expresión de nuestro tiempo eta oraingo bideo jokoen joerak ohiko y actualmente tienden hacia estructuras egituretara eta interakzio estetikara jotzen convencionales y una estética de interacción. du. Baliabide horren potentziala bultzatzeko, Los diseñadores y jugadores deben mirar diseinatzaileek eta jokalariek bideo jokoen a la retórica y la filosofía del diseño de diseinuaren erretorika eta filosofia aztertu videojuegos para promover el potencial de behar dute. Artikulu honetan curious este medio. En este artículo, expongo la games kontzeptua azalduko dut bestelako noción de los juegos curiosos como forma bideo jokoak sortzeko aukera moduan. de crear otro tipo de videojuego. En el Ondoren, joko diseinuaren funtsezko alderdi texto se alternan el análisis de aspectos filosofikoez eta nire esperientziaz arituko naiz filosóficos clave del diseño de juegos y mi eta amaitzeko, curious games-ei dagokionez, propia experiencia, para terminar con una nire esperientziaren ezaugarriak azalduko descripción de mi propia experiencia en lo ditut. relativo a los curious games. * Testu honetan curious games esapideak, jokoaz harago * El término curious games utilizado en este texto trasciende doan eremua ere hartzen du, bai diseinatzaileari eta bai en su ámbito de aplicación al propio juego, refiriéndose bere balizko erabiltzaileei dagokien jakin-minezko jarrera a una actitud inquisitiva e interrogativa, aplicada tanto galdetzaile bati ezartzen zaio, eta joko-esperientzia al diseñador del juego como a sus potenciales usuarios y konplexuago egiten duten galderen planteamenduan que funciona a partir del planteamiento de preguntas y oinarritzen da. -
FGIR-2018-Report.Pdf
FRONT COVER Fingersoft • Hill Climb Racing 2 Futureplay • Battlelands Royale Next Games • The Walking Dead: Our World Rovio Entertainment • Angry Birds 2 Small Giant Games • Empires & Puzzles Supercell • Brawl Stars, Clash Royale, Clash of Clans and Hay Day BACK COVER Remedy Entertainment • Control Housemarque • Stormdivers SecretExit • Zen Bound 2 Rival Games • Thief of Thieves: Season One Superplus Games • Hills of Steel Critical Force • Critical Ops Frogmind • Badland Brawl Nitro Games • Heroes of Warland Kukouri Mobile Entertainment • Pixel Worlds Tree Men Games • PAKO Forever Publisher Neogames Finland ry (2019) Index 1. Introduction 2. The History of the Finnish Game Industry - From Telmac to Apple 3. The State of the Finnish Game Industry 4. Studios 5. Location of Companies and Clusters 6. Platforms 7. Developers & Diversity 8. Financial Outlook 9. Challenges and Strengths of the Finnish Game Industry 10. Trends and the Future 11. The Industry Support and Networks 12. Education 13. Regional Support 14. Studio Profiles Picture: Seriously | Best Fiends 3 ABOUT THIS REPORT Neogames Finland has been augmented by data from other sources. monitoring the progress of the Finnish This study is a continuation of similar Game Industry since 2003. During these studies conducted in 2004, 2008, 2010, fifteen years almost everything in the 2014 and 2016. industry has changed; platforms, Over 70 Game companies, members technologies, the business environment of Suomen Pelinkehittäjät ry (Finnish and games themselves. However, the Game Developers Association) are biggest change has taken place in the introduced on the company profile industry’s level of professionalism. pages as well as Business Finland and These days the level of professionalism the most relevant game industry in even a small start-up is on a level organizations and regional clusters. -
Privacy Implications of Android Applications in the Presence of Third-Party Libraries
Privacy Implications of Android Applications in the Presence of Third-Party Libraries Roger Bernat Ribas Manero Thesis submitted for the degree of Master of Science in Electrical Engineering, option Electronics and Integrated Circuits Thesis supervisor: Prof.dr.ir. Bart Preneel Prof.dr.ir. Marian Verhelst Assessor: Prof.dr.ir. Claudia Diaz Mentor: Michael Herrmann Academic year 2013 – 2014 c Copyright KU Leuven Without written permission of the thesis supervisor and the author it is forbidden to reproduce or adapt in any form or by any means any part of this publication. Requests for obtaining the right to reproduce or utilize parts of this publication should be addressed to Departement Elektrotechniek, Kasteelpark Arenberg 10 postbus 2440, B-3001 Heverlee, +32-16-321130 or by email [email protected]. A written permission of the thesis supervisor is also required to use the methods, products, schematics and programs described in this work for industrial or commercial use, and for submitting this publication in scientific contests. Preface "Hoy es siempre todavía" - Antonio Machado "Fent i desfent, aprèn l’aprenent." - Ferran Boixadós Escalé After an academic year of hard work, my master thesis is finally finished. With it, I conclude my Master Degree and, therefore, a stage of my live. This time has been an amazing trip of auto-discovery. There were moments were I had to face several difficulties that completely overtook me but I always came up with a solution. I will always remember that sweet moment in which your written code works as expected. I would like to thank the KU Leuven for offering me the opportunity of doing my Master Thesis with them. -
FACT OR FICTION? WHAT WESTERN DEVS NEED to KNOW ABOUT LAUNCHING MOBILE GAMES in CHINA Read More
FEATURE STORY: FACT OR FICTION? WHAT WESTERN DEVS NEED TO KNOW ABOUT LAUNCHING MOBILE GAMES IN CHINA read more 1 CHARTBOOST POWER-UP REPORT NOVEMBER 2016 Contents How China Transformed Into a 1 Mobile Gaming Dynasty read more Fact or Fiction? What Western Devs Need to 5 Know About Launching Mobile Games in China read more The History of Mobile 2 Gaming in China read more 2016 Mobile Game M&As: Closing 6 the Gap Between East and West read more Trend Watch: Major Shifts Shaping 3 China’s Mobile Game Industry read more Seeing Double: A Closer Look at Copycatting 7 in China’s Mobile Game Market read more Analyst ZHugeEX on the Challenge 4 of Publishing Mobile Games in China read more Sleepy Z Studios’s Ski Safari 2 2 CHARTBOOST POWER-UP REPORT NOVEMBER 2016 1 HOW CHINA TRANSFORMED INTO A MOBILE GAMING DYNASTY here’s a new sheriff in town, and its name is China. After decades of dominance, the world’s leader in global games revenue has T changed hands from the U.S. to China. According to data revealed by the Ministry of China, revenue in China’s games sector attained $22 billion in 2015 buoyed by the country’s 670 million internet users (al- most half the population of China)—370 million of which were playing online games (larger than the U.S. population). Notwithstanding Japan, no other country has risen as fast as China has, from a country that once banned game consoles for over a decade to the most profitable country for games in the world.