The Role of Uncertainty in Moment-To-Moment Player Motivation : a Grounded Theory
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The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
Developing a Serious Game As a Tool for Collecting Data on Food Waste Behavior
Developing a serious game as a tool for collecting data on food waste behavior Christiaan Verloop Supervisor dr. A.M. Schaafstal Critical observer dr. J. Zwiers Creative Technology, University of Twente July 20, 2018 Abstract A third of all produced food is wasted worldwide, much of which occurs at the consumer. Traditional research methods on food waste behavior have proven unreliable. Hence, new methods are being tested. The purpose of this study is to explore the possibilities of using a serious game as a tool for collecting data on food waste behavior. To this end, a game is devised, developed and evaluated to ultimately answer the questions; How can a serious game collect realistic data on food waste behavior? What data needs to be collected from the game, and how should the data be saved and formatted to be useful to the client? The first chapter explains the origin and the context of the assignment. The second chapter explores the state of the art on serious games and data collection. In the third chapter, multiple ideas are devised after which one is chosen to be developed further. In the fourth chapter the chosen idea is specified, both in terms of gameplay, and in terms of data collection. Next is a description of the realization phase of this project, this includes the game, the data collection, and the documentation. In the next chapter, the game is evaluated with the use of two user tests. Finally, the paper concludes that the data collection and storage were a suitable solution for the developed game, however, it also concludes that the developed game is not a reliable tool for collecting realistic data on food waste behavior. -
Annual Report2011 Web (Pdf)
ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that. -
Curiosity and Surprises the Best Ideas of Lithuanian Creative Industries
CURIOSITY AND SURPRISES The Best Ideas of Lithuanian Creative Industries National Association of Creative and Cultural Industries in Lithuania National Association of Creative and Cultural Industries in Lithuania Advertising ........................... 10 Architecture ........................... 24 Cinema ........................... 36 Computer Games ........................... 48 Design ........................... 58 Literature ........................... 70 Theatre ........................... 82 Visual Arts ........................... 94 Creative and Cultural Industries in Lithuania: Emerging from the Gray Zone Does Lithuania boast enormous creative potential? Does it show creative self- expression? Does it have rich cultural production? Is life in Lithuania becoming faster and also more dynamic? Is a new generation of Lithuanians becoming increasingly interested in new technologies? I believe all these questions can be answered with a definite “yes”. However, another question arises: does the ability to answer these questions provide us with a firm confidence in the well-being of creative and cultural industries and the flourishing of what has been dubbed the “creative economy”? I would not be so quick to state this. If I had to highlight one essential precondition for the prosperity of the Dr. ArūnAs GelūnAs creative and culture industries, it would be cooperation and networking. Even Minister of Culture of the though one has to accept the classical truth Republic of Lithuania that in most cases creative talent resides in the soul of an individual, there is also rich evidence to support the opinion that it usually takes more than one individual for a creative idea to become a part of the creative economy. It should be mentioned that due to different historical, economical, and social factors, the managerial and entrepreneurial skills of a number of creative people in Lithuania were lacking, which also applies to their willingness to cooperate with National Association of Creative and Cultural Industries in Lithuania managers and entrepreneurs. -
Lithuania Ania Issn 2351-5708 Lithu
LITHUANIA ANIA ISSN 2351-5708 LITHU SCIENCE ECONOMY COHESION EUROPEAN UNION Creating the Future of Lithuania Funded by European Regional Development Fund SCIENCE ECONOMY COHESION EUROPEAN UNION Creating the Future of Lithuania LITHUANIA Energy Solutions & the Environment Energy Solutions & the Environment Greeting by H.E. Dalia Grybauskaitė, President of the Republic of Lithuania Lithuania understands that investing into innovation is key not only to our country but also to Europe because it promotes competitiveness, accelerates economic growth and creates jobs for enterprising people. We are firmly on the path of innovation in pursuit of new and innovative business models. We encourage and support cooperation between enterprises, closer partnership between business and science, transfer of research results to commercialization. EU funds are also allocated to boost business interest in innovation. The recent rapid development of information and communication technologies, biotechnologies, clean technologies, mechatronics and lasers is essential to promoting Lithuania’s economic growth and increasing its competitiveness in a global perspective. New clusters emerging in these sectors are the result of smart interaction based on international business expertise which enhances the capacity of small and medium-sized enterprises to integrate into international markets and offers new opportunities for exports. Lithuania is making decisive and consistent efforts to develop as an innovative nation, to be visible on the world map of business and -
Amended Motion to Disseminate September
2:12-cv-00103-MOB-MKM Doc # 527 Filed 09/14/16 Pg 1 of 26 Pg ID 17866 UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF MICHIGAN SOUTHERN DIVISION IN RE: AUTOMOTIVE PARTS ANTITRUST LITIGATION : No. 12-md-02311 : Hon. Marianne O. Battani IN RE: WIRE HARNESS : Case No. 2:12-cv-00103 IN RE: INSTRUMENT PANEL CLUSTERS : Case No. 2:12-cv-00203 IN RE: FUEL SENDERS : Case No. 2:12-cv-00303 IN RE: HEATER CONTROL PANELS : Case No. 2:12-cv-00403 IN RE: BEARINGS : Case No. 2:12-cv-00503 IN RE: OCCUPANT SAFETY SYSTEMS : Case No. 2:12-cv-00603 IN RE: ALTERNATORS : Case No. 2:13-cv-00703 IN RE: ANTI-VIBRATIONAL RUBBER PARTS : Case No. 2:13-cv-00803 IN RE: WINDSHIELD WIPERS : Case No. 2:13-cv-00903 IN RE: RADIATORS : Case No. 2:13-cv-01003 IN RE: STARTERS : Case No. 2:13-cv-01103 IN RE: SWITCHES : Case No. 2:13-cv-01303 IN RE: IGNITION COILS : Case No. 2:13-cv-01403 IN RE: MOTOR GENERATORS : Case No. 2:13-cv-01503 IN RE: STEERING ANGLE SENSORS : Case No. 2:13-cv-01603 IN RE: HID BALLASTS : Case No. 2:13-cv-01703 IN RE: INVERTERS : Case No. 2:13-cv-01803 IN RE: ELECTRONIC POWERED STEERING ASSEMBLIES : Case No. 2:13-cv-01903 IN RE: AIR FLOW METERS : Case No. 2:13-cv-02003 IN RE: FAN MOTORS : Case No. 2:13-cv-02103 IN RE: FUEL INJECTION SYSTEMS : Case No. 2:13-cv-02203 IN RE: POWER WINDOW MOTORS : Case No. -
An Analysis of Mobile Gaming Market Trends and Top Titles in the US
The State of Mobile Gaming 2021 — An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia © 2021 Sensor Tower Inc. - All Rights Reserved Table of Contents 03 - Market Overview: Worldwide 15 - Market Overview: United States 21 - Market Overview: Europe 32 - Market Overview: Asia 43 - Market Forecast 49 - Game Genre Trends 57 - Monetization Trends 64 - Advertising Trends 73 - Conclusion Market Overview: Worldwide — An Overview of Mobile Gaming Worldwide © 2021 Sensor Tower Inc. - All Rights Reserved Global Game Revenue Surged During the Pandemic Worldwide quarterly consumer spending in mobile games on the App Store and Google Play App Store Google Play $25B Mobile game revenue spiked during the start of the COVID-19 pandemic, seeing its largest year- +25% over-year growth in Q2 2020 at 33 percent. Games earned more than $20 billion globally for $20B the first time that quarter. +18% $9.2B $8.4B $8.6B $8.1B Strong revenue growth continued in the +16% $15B following quarters. The 25 percent Y/Y growth in $7.0B Q1 2021 easily outpaced the growth during the $6.5B $6.5B $6.0B $6.1B prior two years. $5.7B $5.4B $5.2B $5.3B $10B $13.0B $12.1B $12.4B $12.4B $10.8B $5B $10.0B $9.9B $9.0B $9.1B $7.9B $7.8B $8.2B $8.4B Note: $0 Revenue figures are gross revenue (including the cut taken by Apple or Google). Q1 2018 Q2 2018 Q3 2018 Q4 2018 Q1 2019 Q2 2019 Q3 2019 Q4 2019 Q1 2020 Q2 2020 Q3 2020 Q4 2020 Q1 2021 Market Overview: Worldwide 4 © 2021 Sensor Tower Inc. -