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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. -
Zynga Acquires Conduit Labs
Zynga Acquires Conduit Labs San Francisco, CA – Zynga today announced it has acquired Boston-based social games company Conduit Labs. Effective immediately, the Conduit Labs office will become Zynga Boston, a new game studio focused on new product development. Today's announcement expands Zynga's studio operations adding to locations already in San Francisco, Austin, Baltimore, Bangalore, Beijing and Los Angeles. Terms of the acquisition were not disclosed. Conduit Labs’s CEO, Nabeel Hyatt, will become head of the new Boston studio. The Conduit Labs team will be immediately integrated into Zynga’s workforce. Conduit Labs, founded in 2007 and funded by Charles River Ventures and Prism VentureWorks, has developed several free-to-play social games for the web. "Boston is an epicenter for technology and has a strong talent market, making it an ideal location for us to expand operations,” said Mike Verdu, senior vice president of games at Zynga. “As one of the most prominent social game companies in Boston, the Conduit team shares a similar culture and drive with Zynga, and together we anticipate great successes from our new studio.” Today’s acquisition, along with the recently announced joint venture with SoftBank for the launch of Zynga Japan, continues to extend the company's footprint worldwide, creating more opportunities for Zynga to connect the world through games. About Zynga Zynga is the world’s largest social game developer. More than 232 million monthly active users play its games. Zynga’s games include FarmVille, Treasure Isle, Zynga Poker, Mafia Wars, YoVille, Café World, FishVille, PetVille and FrontierVille. Zynga games are available on Facebook, MySpace and the iPhone. -
Zynga Uncovers a New Gem with Multi-Platform Play in Ruby Blast
November 15, 2012 Zynga Uncovers a New Gem With Multi-Platform Play in Ruby Blast Zynga Delivers More Ways to Pick Up and Play With a Connected Mobile Experience in Ruby Blast; Bubble Safari Coming Soon to Mobile SAN FRANCISCO, Nov. 15, 2012 (GLOBE NEWSWIRE) -- Zynga (Nasdaq:ZNGA), the world's leading provider of social game services, today announced the global multi-platform launch of Ruby Blast for iPhone, iPad and iPod touch, bringing to mobile a fast, fun and accessible play experience that millions have already enjoyed on web. Ruby Blast marks the latest Zynga game to offer a connected, multi-platform experience, building on Zynga Poker and Words With Friends, and is the first Zynga Arcade title to launch on iOS. In addition to Ruby Blast, Zynga will soon release Bubble Safari on mobile devices, building on its goal to create new categories of play that are accessible on multiple platforms. "Ruby Blast is an exciting development for Zynga as we expand our popular arcade genre to mobile and offer players social, fast-paced, and competitive play wherever they are," said Roy Sehgal, VP of games, Zynga. "In less than a year, more than 58 million monthly active users are playing Zynga arcade games, and we're actively working to make these great web experiences available on mobile. Arcade games provide great mobile experiences, and Zynga's multi-platform approach focuses on accessibility — letting players pick up and play with (or against) their friends no matter the device or platform." In Ruby Blast players join protagonist Ruby on her journey around the world to recover ancient artifacts buried deep within cavernous mines. -
Zynga Goes Real Time with Arcade-Style Game 8 May 2012, by Glenn Chapman
Zynga goes real time with arcade-style game 8 May 2012, by Glenn Chapman rack to match colors and clear paths to higher levels, a preview revealed. "The hero is Bubbles, a space drop-out monkey that has been living the good life in the jungle until poachers come and start taking his friends," Turmell said. "He has to rescue his friends and stop the poachers." Zynga is considering partnering with a group such as the Ngamba Island Chimpanzee Sanctuary in Uganda in keeping with the game's nature- Facebook games star Zynga is launching an old-school, arcade-style title that will be free at its new website or at defending theme. the world's biggest social network. "It is always good in a game to have an arch enemy, and the concept of poachers running amok in the jungle is very real," Turmell said. Facebook games star Zynga is launching an old- school, arcade-style title that will be free at its new "It is something no one is happy with... We have website or at the world's biggest social network. been trying to figure out a way to partner with that community and try to help." "Bubble Safari" crafted by a Zynga studio in the southern California city of San Diego will be the Zynga Networks posted a "Bubble Safari" video first title to debut simultaneously at zynga.com and trailer at YouTube for those interested in a peek at at Facebook on Wednesday. the game. "This is a new style of game for Zynga in that it is a Hazards and challenges heighten as players straight-out arcade game where people are going advance through the faux jungle and the 65 levels to lose," said studio creative director Mark Turmell, in the game. -
Download Case Study Zynga Inc
Case Study: For academic or private use only; all rights reserved May 2014 Supplement to the Treatise WOLFGANG RUNGE: TECHNOLOGY ENTREPRENEURSHIP How to access the treatise is given at the end of this document. Reference to this treatise will be made in the following form: [Runge:page number(s), chapters (A.1.1) or other chunks, such as tables or figures]. To compare the games business in the US and Germany to a certain degree references often ad- dress the case of the German firm Gameforge AG. For foundations of both the startups serial entrepreneurs played a key role. Wolfgang Runge Zynga, Inc. Table of Content Remarks Concerning the Market and Industry Environments ....................................................... 2 The Entrepreneur(s) .................................................................................................................... 3 The Business Idea, Opportunity and Foundation Process ............................................................ 5 Corporate Culture.................................................................................................................... 7 Market Entry, Expansion and Diversification ................................................................................ 9 Vision/Mission, Risks and Business Model ................................................................................ 11 Intellectual Property ................................................................................................................... 15 Key Metrics .............................................................................................................................. -
Zynga Appoints Ellen Siminoff to Board of Directors
July 19, 2012 Zynga Appoints Ellen Siminoff to Board of Directors SAN FRANCISCO, July 19, 2012 (GLOBE NEWSWIRE) -- Zynga Inc. (Nasdaq:ZNGA), the world's leading social game developer, today announced that Ellen Siminoff, President and CEO of Shmoop University, Inc. and a founding executive at Yahoo!, has joined the company's board of directors. Siminoff will also immediately join the audit committee. "Ellen has great experience and insights operating web businesses at scale and brings a passion for consumer internet products," said Mark Pincus, CEO and Founder, Zynga. "Ellen has also been a longtime Words With Friends player with her family and shares our mission to connect the world through games. We're excited to welcome her to the Zynga family." "Zynga is truly about deep connections between people and the company has built a significant, engaged player community around the benefits of play and social," said Siminoff. "I admire this vision and I look forward to working with Mark and my fellow directors to leverage Zynga's tremendous success and extend its consumer facing platform for play even further." Siminoff is currently CEO of Shmoop University, Inc. an educational publishing company which aims to reduce the friction in learning. She also currently serves on the board of directors for Journal Communications, Inc., Mozilla Corporation, Solarwinds, Inc. and U.S. Auto Parts Network, Inc. Prior to joining Shmoop University, Inc. Siminoff served as President and CEO of Efficient Frontier, a provider of Search Engine Marketing (SEM) management services, building the company to $1 billion in spend under management. Siminoff was a founding executive at Yahoo! were she held a variety of roles in business and corporate development, culminating with overseeing Yahoo!'s entertainment and small business division. -
Hold Onto Your Horns: Zynga Launches Running with Friends for Worldwide Audiences
May 9, 2013 Hold Onto Your Horns: Zynga Launches Running With Friends for Worldwide Audiences Players to Show-Off Their Bullish Bravado as They Challenge Opponents in the Newest 'With Friends' Game Available Today Exclusively on iPhone, iPad, and iPod touch SAN FRANCISCO, May 9, 2013 (GLOBE NEWSWIRE) -- Zynga, (Nasdaq:ZNGA), the world's leading provider of social game services, today launched Running With Friends to global audiences on iPhone, iPad, and iPod touch. Running With Friends is a high-speed, 3D action-arcade game and the first truly social endless runner game. Players around the world can now stampede their way through the cobblestone streets of Pamplona, Spain, home to the annual Running of the Bulls Festival, as they try to outmaneuver, outrun, and outscore their friends. As the seventh title in the globally popular 'With Friends' franchise and Zynga's entrant to the runner category, Running With Friends brings a new level of social interaction and fun to the genre. The game includes beloved social elements such as turn- based competition with real-life friends and a chance to bullishly climb the leaderboards by jumping, bumping, and sliding through challenging game-play. Easy to play but tough to master, players compete with friends in three rounds to outrun their opponents by swiping their screen vertically and horizontally to dodge charging bulls and speeding cars, or even ride a bucking bull for bonuses. Players select their own in-game character and can choose to run as a ninja, ballerina, or a zombie. "We are committed to expanding Zynga's mobile portfolio to bring players the most fun, social, and accessible games to play with their friends," said Travis Boatman, Senior Vice President of Mobile at Zynga. -
Docuware Generated
DIPLOMARBEIT Titel der Diplomarbeit „Von ,Tennis for Two’ zu ,Angry Birds’. Ein medienhistorischer Überblick des Social Gaming.“ verfasst von Astrid Löffler angestrebter akademischer Grad Magistra der Philosophie (Mag.phil.) Wien, 2015 Studienkennzahl lt. Studienblatt: A 317 Studienrichtung lt. Studienblatt: Diplomstudium Theater-, Film- und Medienwissenschaft Betreut von: Mag. Dr. habil. Ramón Reichert INHALTSVERZEICHNIS: I. Einleitung und Begriffsklärung 1 II. Definition(-en) des Spiels im Allgemeinen 2 1) Understanding Media – The extensions of man 2 2) Homo ludens 4 3) Maske und Rausch, die Spiele und die Menschen 10 a) Agôn 11 b) Alea 12 c) Mimicry 13 d) Illinx 14 III. Eine kurze Geschichte der ersten Computer 17 IV. Genrekategorisierung des Computerspiels 20 1) Action 20 2) Adventure 23 3) Strategie 27 V. Begriffsklärung Social Gaming 29 VI. Das gemeinsame Spiel am gleichen Ort 31 1) Die ersten spielerischen Begegnungen zwischen Mensch und Maschine 31 2) Die Arcades erobern das Wohnzimmer – Spielkonsolen 35 a) Der Famicom und Super Mario 38 b) Weitere Konsolen 39 c) Erschließung neuer Konsumentengruppen –Guitar Hero, Buzz!, Wii Balance-Board 42 i) Guitar Hero 45 ii) Buzz! 47 iii) Wii Balance-Board 49 3) Portable Geräte – Handhelds 51 a) Pokémon 54 b) Weitere Entwicklung des Handhelds 57 4) LAN-Partys und e-Sports 59 a) Ein kurzer Überblick über die Geschichte des Heimcomputers 59 b) LAN-Partys 67 c) e-Sports 68 VII. Das gemeinsame Spiel an verschiedenen Orten 72 1) Social Network Games – von AOL bis Facebook 72 a) Q-Link und AOL 73 i) Habitat 74 ii) ICQ und Warsheep 77 b) Facebook 78 i) Zynga 79 ii) King.com 87 2) Spielespezifische Social Networks 90 a) Von MUD1 zu WoW 91 i) MUDs am Beispiel von MUD1 92 ii) MMORPGs am Beispiel von WoW 93 b) Second Life 98 3) Smartphone-Games 99 VIII. -
PDF Download
Issue 01 – 2012 Journal –Peer Reviewed MELINDA JACOBS Flight 1337 [email protected] Click, click, click, click Zynga and the gamification of clicking Although the era of the social network game ofcially began with the launch of the Facebook Platform in 2007, it wasn’t until 2009 that social network games began to attract the spotlight of mainstream media with the runaway successes of several games. Not surprisingly, since that moment the online gaming industry has been fully occupied with discerning and attempting to replicate the elements that have made those Facebook games fruitful. Both academics and industry members have engaged in a hearty amount of discussion and speculation as to the reasons for the success seen by social network gaming, watching the evolution of the genre as companies have both emerged and retreated from the industry. Despite the large number of games appearing on Facebook by a variety of publishers and developers almost none have come close to meeting or bypass- ing the initial pace set by game developer Zynga. Over the course of just a few years, Zynga has built a company valued at over 15 billion USD with over 200 million monthly active users (MAU) of their games (Woo & Raice, 2011). The next closest game developer is EA at 55 million MAU. EA is one of the frst developers in the past three years to develop a game, The Sims Social with 28 million MAU, that has come close to average MAU counts—30 to 40 mil- lion—of the games released by Zynga (Appdata, 2011). What then is it about Zynga’s games in particular that make them so successful? In the discussion and literature addressing social network gaming and the reception and success of Zynga’s games in particular, three core features of their structural design stand out that are frequently referenced as reasons for the suc- cess of Zynga. -
Growth Opportunities for Online Games Beyond Facebook
Growth Opportunities for Online Games Beyond Facebook Philip Reisberger Chief Revenue Officer Games Developer Conference San Francisco Bigpoint at a Glance The Company The Figures Founded 2002 70 active games, 30 languages Number of Employees 900+ More than 250+ million users Over 1 billion daily transactions Key Titles Battlestar Galactica Online, Drakensang Industry Accolades Online, DarkOrbit, Farmerama European Business Awards 2011 Unity Awards 2011 Locations Investor Allstars Awards 2011 Hamburg (GER), Berlin (GER) Startup of the Century Award 2011 San Francisco (USA) European Games Awards 2011 Malta, Sao Paulo (BRA) Browser Game of the Year 2011 Paris (FRA), London (UK) Mashable Best Online Game 2010 International Business Award 2010 2 What Happened in 2011 3 Facebook Growth Penetration of Total Internet Audience Out of 2.1 Billion Internet Users Worldwide Source: CNET 4 Social Games Explosion Top 10 Facebook Games of 2011 1. GARDENS OF TIME (PLAYDOM) 2. THE SIMS SOCIAL (EA) 3. CITYVILLE (ZYNGA) 4. DOUBLEDOWN CASINO (DOUBLEDOWN ENTERTAINMENT) 5. INDIANA JONES ADVENTURE WORLD (ZYNGA) 6. WORDS WITH FRIENDS (ZYNGA) 7. BINGO BLITZ (BUFFALO STUDIOS) 8. EMPIRES & ALLIES (ZYNGA) 9. SLOTOMANIA-SLOT MACHINES (PLAYTIKA) 10. DIAMOND DASH (WOOGA) Source: Mashable 5 In Europe, Facebook is building a dedicated gaming team… Goal to replicate US gaming ecosystem More then 500 million downloads of Angry Birds across all platforms Angry Birds Rio won "Best Mobile App for Consumers" at Global Mobile Awards, "Best Mobile Game" at the Mobile Excellence Awards and "Best Mobile Game" at the Golden Joystick Awards. 185% User Growth in 2011 – Berlin Start Up #3 on Facebook 14 million (01/11) => 40 million MAU (01/12). -
Human Computation and Human Subject Tasks in Social Network Playful Applications
University of Bremen Doctoral Thesis Human Computation and Human Subject Tasks in Social Network Playful Applications Supervisors: Author: Dr. Rainer Malaka Aneta Takhtamysheva Dr. Andreas Breiter A thesis submitted in fulfilment of the requirements for the degree of Doctor of Engineering (Dr.-Ing.) in the Digital Media Mathematics and Informatics March 2016 Declaration of Authorship I, Aneta Takhtamysheva, declare that this thesis titled, ’Human Computation and Human Subject Tasks in Social Network Playful Applications’ and the work presented in it are my own. I confirm that: This work was done wholly or mainly while in candidature for a research degree at this University. Where any part of this thesis has previously been submitted for a degree or any other qualification at this University or any other institution, this has been clearly stated. Where I have consulted the published work of others, this is always clearly at- tributed. Where I have quoted from the work of others, the source is always given. With the exception of such quotations, this thesis is entirely my own work. I have acknowledged all main sources of help. Where the thesis is based on work done by myself jointly with others, I have made clear exactly what was done by others and what I have contributed myself. Signed: Date: ii UNIVERSITY OF BREMEN Abstract Mathematics and Informatics Doctor of Engineering (Dr.-Ing.) Human Computation and Human Subject Tasks in Social Network Playful Applications by Aneta Takhtamysheva Universal connectivity has made crowdsourcing - an online activity of a crowd toward the completion of a goal requested by someone in an open call - possible. -
CV Ali Yucel
Hello, I am Ali Yucel. I have been a professional translator since 2007. Although I studied to become an English Teacher in Anadolu University, I chose the path of translation long before I got my degree in English Language Teaching. My language pairs are English to Turkish and vice versa. I have Pro- certifications from ProZ.com in both. I love translating documents in different subjects. I enjoy overcoming challenges in translation jobs. To name a few companies; I have translated various content for Oracle, Microsoft, Electronic Arts, Rockstar Games, Bethesda, Eidos Interactive, Konami, Zynga, Ubisoft, Avast, Turkish Airlines, Michelin, and Unilever either directly or through the translation agencies I have been working with over the years. Please visit www.aliyucel.com for further information or my ProZ.com page for my verified credentials and sample translations; they speak for me better than I could describe in a thousand words. Personal Information: Name & Last Name: (Mr.) Ali Riza Yucel Nationality: Turkish Address: Akarca Mah. 846. Sk. No:2 D:3, Fethiye/Mugla, 48300 Turkey Phone: +90 505 270 52 15 Fax: - E-mail: [email protected] Web: www.aliyucel.com Language Pairs: English > Turkish (ProZ.com Certified PRO) Turkish > English (ProZ.com Certified PRO) Services: Translation Localization Interpreting Subtitling Proofreading & Editing My fields of expertise: Video Games Software Marketing / Advertising Tourism & Travel Engineering (General and Industrial) Business / Commerce (General) Certificates, Diplomas, Licenses, CVs Page 1