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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. -
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. -
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. -
Spjaldtölvur Í Norðlingaskóla Smáforrit Í Nóvember 2012 – Upplýsingar Um Forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014
Spjaldtölvur í Norðlingaskóla Smáforrit í nóvember 2012 – upplýsingar um forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014 Lýsingar eru úr iTunes Preview eða af vefsíðum fyrirtækja framleiðnda forritanna. ! Not found on itunes http://ruckygames.com/ 30/30 – Productivity By Binary Hammer https://itunes.apple.com/is/app/30-30/id505863977?mt=8 You have never experienced a task manager like this! Simple. Attractive. Useful. 30/30 helps you get stuff done! 3D Brain – Education / 1 Cold Spring Harbor Lab http://www.g2conline.org/ https://itunes.apple.com/is/app/3d-brain/id331399332?mt=8 Use your touch screen to rotate and zoom around 29 interactive structures. Discover how each brain region functions, what happens when it is injured, and how it is involved in mental illness. Each detailed structure comes with information on functions, disorders, brain damage, case studies, and links to modern research. 3DGlobe2X – Education By Sreeprakash Neelakantan http://schogini.com/ View More by This Developer https://itunes.apple.com/us/app/3d-globe-2x/id430309485?mt=8 2 An amazing way to twirl the world! This 3D globe can be rotated with a swipe of your finger. Spin it to the right or left, and if you want it closer zoom in, or else zoom out. Watch the world revolve at your fingertips! An interesting feature of this 3D globe is that you can type in the name of a place in the given space and it is shown on the 3D globe by affixing a flag to show you the exact location. Also, when you click on the flag, you will get the details about the place on your screen. -
Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games
Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games A thesis presented to the academic faculty in partial fulfillment of the requirement for the Degree Masters of Science in Game Science and Design in the College of Arts, Media and Design by Riddhi Padte Thesis Committee Chair: Dr. Casper Harteveld Thesis Advisor: Dr. Giovanni Troiano Northeastern University Boston, Massachusetts December 2019 1 2 Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games by Riddhi Padte Abstract Player retention is key to free-to-play mobile games as their success relies heavily on players actively engaged in the game at any instant. Free-to-play games are widely played on mobile devices and endless runner mobile games, a type of game genre has been in the game industry since 2009. Endless runner games allow players to play endlessly while the game mechanic progressively becomes difficult. While such free-to-play business models aim to incentivize player retention, to date retaining players in a game for a long time remains challenging. This study investigates the use of textual feedback as a possible enhancer of player retention. I study textual feedback in free-to-play games under three different conditions, namely high-positive, low-positive, and no-textual-feedback. A study with 20 participants revealed that high-positive textual feedback impact player retention in free-to-play endless runner games, while low-positive has no impact. I conclude by discussing what the results mean to player retention and provide design recommendations for designers of free-to-play mobile games. -
Why Another Book on Game Design?
Swipe This! The Guide to Great Touchscreen Game Design Swipe This! The Guide to Great Touchscreen Game Design Scott Rogers A John Wiley and Sons, Ltd, Publication Swipe This! The Guide to Great Touchscreen Game Design This edition first published 2012 © 2012 John Wiley and Sons, Ltd. Registered office John Wiley & Sons Ltd, The Atrium, Southern Gate, Chichester, West Sussex, PO19 8SQ, United Kingdom For details of our global editorial offices, for customer services and for information about how to apply for permission to reuse the copyright material in this book please see our website at www.wiley.com. The right of the author to be identified as the author of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, except as permitted by the UK Copyright, Designs and Patents Act 1988, without the prior permission of the publisher. Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books. Designations used by companies to distinguish their products are often claimed as trademarks. All brand names and prod- uct names used in this book are trade names, service marks, trademarks or registered trademarks of their respective own- ers. The publisher is not associated with any product or vendor mentioned in this book. This publication is designed to provide accurate and authoritative information in regard to the subject matter covered. -
Dan the Man Hack Ios
Dan the man hack ios Continue Dan Man is a game in which Dan, who is going to save the world from evil here is being developed by Halfbrick Studios. They developed Dan The Man APK for Android on Google Play Apple PlayStore (iOS), as well as on the Amazon App Store in 2016 and since then, it has over 10 million downloads, which is outstanding to be the least. In addition, Dan The Man Mod APK is now also available, which some also call a premium or unlocked version of the game. You can find a download link for both versions below... Being gamers myself who grew up playing other famous titles like Jetpack Joyride and Fruit Ninja from the same studio, we decided to bring you a detailed review of the game and that's all about. Dan Man MOD APK Direct download Link Dan Man Official APK Direct download Link Dan Man Youtube series Before going into details of the game, let's discuss the origins of Dan Man. For example, Dan The Man was first introduced in March 2010 as a Youtube series. Unlike the game, which was developed by Halfbrick Studios, the series was presented by Joho Studio. Just like the game, the series was also about a main character named Dan, who lived a very peaceful life in a beautiful rural village with his girlfriend Josie. But one day some bad enemies attacked the village and kidnapped Josie. They took her to a remote castle far away and locked her so that no one could save her. -
Tips, Insights & Tactics
Tips, Insights & Tactics Favorite Health and Relaxation Apps The proliferation of apps provides an ever-growing number of choices to access and store useful information and entertainment. We polled the Xerox marketing team to create this list of favorite apps to help keep body and mind in tune. Health and Fitness Apps Map My Walk Epicurious MapMyFitness Condé Nast Digital iOS, Android, BlackBerry Free iOS, Android Free Track distance, routes, calories, and more Search more than 30,000 recipes from popular to motivate and improve your activity level. magazines and cookbooks. Save your favorites, Weight loss and social tools available for create shopping lists, and access reviews from those who want them. Available in versions for Epicurious members. running, hiking, etc. Calorie Counter & Diet Tracker Full Fitness MyFitnessPal Mahrdad Mehrain iOS iOS, Android, Windows, BlackBerry Pocket Yoga $1.99 Free Rainfrog LLC Track calories from an extensive food database iOS, Android, Windows Instructions for hundreds of exercises, sorted by and easy entry interface. An Editor’s Choice $2.99 body region, muscle of target, and equipment selection from PC Magazine and Wired Develop your own personal yoga practice. access. Choose from 30 pre-defined routines, or Magazine. Choose from three different practices, levels create your own. of challenge, and durations—combined they Everest provide 27 unique sessions. Everest Inc. Sleep Time iOS Azumio Inc. Free iOS, Android Capture your dreams, big and small. Select a Free few to focus on. Break your goals into small An advanced algorithm tracks your phase steps, learn from others, and move from of sleep and sets off an alarm at the perfect dreaming to doing. -
With Over 1.8 Billion Downloads, Storms and Halfbrick Studios Bring Instantly Playable Fruit Ninja and Jetpack Joyride Games to the Emerging Markets
With over 1.8 billion downloads, Storms and Halfbrick Studios Bring Instantly Playable Fruit Ninja and Jetpack Joyride Games to the Emerging Markets Mar 10, 2021 Players can enjoy the games without having to download an app. SINGAPORE and BRISBANE, Australia, March 10, 2021 /PRNewswire/ -- Hyper-casual mobile game (HCG) publisher and social instant-play gaming company, Storms today announced an exclusive partnership with Halfbrick Studios, an Australia based indie game developer, to convert popular mobile hit games – Fruit Ninja and Jetpack Joyride – into social instant games' format with original core gameplay and assets. While smartphone penetration rate continues to rise in the developing world, mobile internet connectivity access levels remain below a third[1] for the emerging markets. Storms' mission of making mobile games accessible to 7 billion mobile users worldwide [2] means that for the first time, the poorly connected demographic within emerging markets get to access top marquee games, whereas the young and older demographics from developed markets with digital literacy gaps can play games on a web platform without having the need to download from app stores. The team is also in the works of incorporating a social element for both Halfbrick classics within its instant gaming ecosystem to further enrich gaming communities' overall experience. For the first time ever, Fruit Ninja and Jetpack Joy Ride fans will get to participate in friendly tournament modes to compete on their scores. Both games will be made available in April 2021 on Storms' social instant gaming Android app and web platform, as well as exclusive partner platforms in emerging markets. -
Game Programming Algorithms and Techniques
ptg11524036 Game Programming Algorithms and Techniques ptg11524036 This page intentionally left blank ptg11524036 Game Programming Algorithms and Techniques A Platform-Agnostic Approach ptg11524036 Sanjay Madhav Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book, Mark Taub and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. E x e c u t i v e E d i t o r Laura Lewin The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors D e v e l o p m e n t E d i t o r or omissions. No liability is assumed for incidental or consequential damages in Chris Zahn connection with or arising out of the use of the information or programs contained M a n a g i n g E d i t o r herein. Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and P r o j e c t E d i t o r content particular to your business, training goals, marketing focus, or branding Elaine Wiley interests), please contact our corporate sales department at corpsales@pearsoned. -
Digital Gaming and the Media Playground
DIGITAL MEDIA AND CONVERGENCE 3 Digital Gaming and the Media Playground At least since the days of Johannes Vermeer, 75 The Development the Dutch master of photorealism painting in the of Digital Gaming seventeenth century, humans have sought to create 81 real-looking visual experiences; that is, virtual reality The Internet (VR). Part of the technical challenge has been gen- Transforms Gaming erating three-dimensional (3-D) images—something 84 Vermeer couldn’t quite do with a two-dimensional The Media Playground painting. By the 1830s, inventors had developed ste- 92 Trends and Issues reoscopes, binocular devices with left-eye and right- in Digital Gaming eye views of the same image that, when combined 99 by human vision, created the depth of a third dimen- The Business of sion. From the mid-1800s through the 1930s, view- Digital Gaming ing collections of stereo cards—of places like Egypt’s 106 Sphinx, New York’s Flatiron Building, or Yosemite Digital Gaming, Free Speech, and Valley—was a popular home entertainment. From Democracy the 1940s onward, plastic View-Master devices were popular toys for viewing a wheel of 3-D images of tourist attractions, television scenes, and cartoons. Since that time, of course, there have been advances into 3-D film (first in the 1950s, with viewers wearing cardboard glasses with red and blue lenses, and now with more advanced digital 3-D, as seen in movies like Avatar) and amusement Mark Ralston/AFP/Getty Images park experiences (which often add motion effects). CHAPTER 3 • DIGITAL GAMING AND THE MEDIA PLAYGROUND 73 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND Now we have 3-D television in addition to Still, the leading edge of virtual reality has digital 3-D films.