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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. -
GDAA Submission to the ECRC Inquiry Into the Future of The
Submission to Senate Environment and Communications References Committee Subject Inquiry into the Future of Australia's Video Game Development Industry Date 18 September 2015 Game Developers’ Association of Australia Submission to Inquiry into the Future of Australia's Video Game Development Industry INTRODUCTION The Game Developers’ Association of Australia (GDAA) welcomes the opportunity to respond to the Senate Environment and Communications References Committee’s (SECR) inquiry into The Future of Australia’s Video Game Development Industry. This submission addresses the Terms of Reference as provided by the SECR: a. How Australia can best set regulatory and taxation frameworks that will allow the local video game development industry to grow and fully meet its potential as a substantial employer b. How Australia can attract video game companies to set up development operations in Australia and employ local staff c. How export opportunities from Australia's local video game industry can be maximised d. Any other related matters. In this submission we have provided: • A brief description of the GDAA • An insight into the local and global digital games industry • An overview of the state of the interactive game development sector in Australia • A synopsis of the challenges and opportunities faced by the interactive game development sector in Australia For the purposes of clarity, the use of the term ‘games’ or ‘gaming’ in this submission does not refer to the gambling sector in any form, but rather the products, and the development of those products, in the digital games industry. Additionally, the terms ‘interactive games’, ‘video games’ and ‘digital games’ are interchangeable and refer to games that are created for and/or played on digital devices, including but not limited to, mobile and tablet devices, personal computers and home consoles. -
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. -
Australian and North American Game Industries Report 2013
CCI Report on Australian and North American Game Industries1 Key points 1. Industry background Australia Canada US 2. Consumer base Australia Canada US 3. Cultural policy and regulation Policy background Tax incentives Free Speech vs. Classification – US & Australia Intellectual property and piracy Virtual world governance and taxation 4. Labour strategies 5. Social impact of games Australia US Canada 6 Business strategies Cross-platform development Shift in focus towards mobile Monetization strategies Distribution and marketing 7. Creative clusters 8. Interest in Asia/China 1 The research is commissioned by The Research Grant Council Hong Kong Special Administration Region. The project code is 4001-SPPR-09 1 Product distribution and localization Conduits to China Overview The document provides background contextual material on the games industry in Australia and identifies key challenges and opportunities confronting Australian developers. Comparisons with the United States and Canada will also be provided. This report focuses on companies (games developers), the policy environments in which they operate and markets for their products. Australian information comes from a 2009 report on the video game industry as well as a 2012 report focusing on consumers; US and Canadian information is extracted from ESA reports dating from 2011. The first part of the paper provides comparative data; the second part examines key issues. Key points: Australia is primarily an importer of video games and associated technology; export revenue is primarily game and accessory developer income derived from intellectual property; While Australian developers’ share of the US market is minimal, the impact of US business on the viability of the Australian industry is critical; Traditionally Australian game companies adhered to the fee-for-service model of working for overseas companies, mainly U.S. -
Software Quality Characteristics Tested for Mobile Application Development
Thesis no: MGSE-2015-02 Software Quality Characteristics Tested For Mobile Application Development Literature Review and Empirical Survey WALEED ANWAR Faculty of Computing Blekinge Institute of Technology SE-371 79 Karlskrona Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering. The thesis is equivalent to 10 weeks of full time studies. Contact Information: Author(s): WALEED ANWAR E-mail: [email protected] University advisor: Dr. Simon Poulding Department of Software Engineering Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE-371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 ABSTRACT Context. Smart phones use is increasing day by day as there is large number of app users. Due to more use of apps, the testing of mobile application should be done correctly and flawlessly to ensure the effectiveness of mobile applications. Objectives. The objective of this research is to find out the important mobile application quality characteristics from developer’s perspective and how developers actually test for them. Apart from that how the developers test their mobile applications are also addressed. Methods. Two methodologies were used: the literature survey and the empirical survey. The literature survey was used to get familiar with the most commonly known mobile application quality characteristics for which mobile applications are tested for. The empirical survey was used to get data from developers by sending an online questionnaire link to the Google Play store developers and their response was recorded and further evaluated to present results. -
Apps for Downloading Game 10 Best Game Apps for Android
apps for downloading game 10 best game apps for Android. Halfbrick Studios is a developer on Google Play. They have some of the most popular and fun mobile game apps out there. Their collection includes classics like Fruit Ninja and Jetpack Joyride along with others like Dan the Man and Raskulls (in beta as of this writing). These games represent some of the most popular in their genre. Fruit Ninja is classic arcade and Jetpack Joyride is classic infinite runner. Dan the Man is a decent mobile runner/fighter as well. These games all have simple, quick mechanics and serve as excellent time killers. Their newest game, Booster Raiders, is still under construction but it looks like it’s going to fit right into Halfbrick’s lineup. Monument Valley 1 and 2. Price: $3.99 and $4.99 respectively, with optional $1.99 DLC. The best free apps for your gaming PC. Update: We've added new kid on the block Raptr to our list. It's one you should check out — especially if you're rocking a modest PC with integrated graphics. Gaming on the PC is still a thriving business, despite the success of consoles such as the Playstation 4 and Xbox One. However, the 3D graphics used in the latest games can put a real strain on your PC. Check out the rest of our PC Gaming Week coverage. Fortunately, we've got some great free apps that can help you fine-tune your PC's gaming performance. We've also found some useful apps that can help you find the best games on sale, and even record and upload your own gaming videos onto sites like YouTube or Twitch. -
NFC Technology Brings New Life to Games
NFC Technology Brings New Life to Games Kids, toy makers and technology providers all benefit, as the line between physical and virtual play blends. By Jennifer Zaino Oct. 1, 2012—"Skylanders is my favorite video game," says my 9-year-old son, as he positions his Legendary Bash action figure atop the Portal of Power accessory and watches the figure come to life onscreen in his Wii gaming system. "It's cool," he says, though he's not referring to the Near-Field Communications (NFC) reader in the Portal of Power that reads the NFC tag in the action figure. "It's easy to switch characters during the game, and I can play at my friends' houses with my action figures and their system knows it's my guys." He's not the only one enthralled with Skylanders: Spyro's Adventure, released last fall by Activision Blizzard. The game is available for Nintendo, PlayStation and Xbox gaming consoles, as well as PC and Mac computers, in addition to the Wii. While reporting its second-quarter earnings, in August, Activision Blizzard said the game was one of the top three titles so far this year in North America and Europe, and Skylanders toys were the top-selling action figures in the United States in the first half of 2012. Image courtesy of Activision NFC—a short-range wireless technology that enables device-to-device data transfers—is ushering in a new age of gaming, opening up a world in which kids of all ages can bridge the divide between physical and virtual play. -
DIGITAL GAMES Cover Image Image Courtesy of League of Geeks
DIGITAL GAMES Cover image Image courtesy of League of Geeks This page Image courtesy of PAX Australia 2016 Facing page Image courtesy of League of Geeks DISCLAIMER Austrade does not endorse or guarantee the performance or suitability of any introduced party or accept liability for the accuracy or usefulness of any information contained in this Report. Please use commercial discretion to assess the suitability of any business introduction or goods and services offered when assessing your business needs. Austrade does not accept liability for any loss associated with the use of any information and any reliance is entirely at the user’s discretion. © Commonwealth of Australia 2017 This work is copyright. Apart from any use as permitted under the Copyright Act 1968, no part may be reproduced by any process without prior written permission from the Commonwealth, available through the Australian Trade & Investment Commission. Requests and inquiries concerning reproduction and rights should be addressed to the Marketing Manager, Austrade, GPO Box 5301, Sydney NSW 2001 or by email to [email protected] Publication date: July 2017 2 DIGITAL GAMES TALENTED AND EXPERIENCED VIDEO GAME PROFESSIONALS DIGITAL GAMES 3 INTRODUCTION The Australian game development industry has a long INDUSTRY history of performing at a high level within a competitive OVERVIEW global industry. Australian-made games have topped sales charts, received major industry awards and INDUSTRY STRENGTHS enjoyed wide coverage in the international media. The video game sector is bolstered by This report provides an overview of the INDUSTRY strong capability in other complementary Australian video game industry’s key ORGANISATIONS industries, including animation and visual capabilities.