Kids & Apps Evaluation Report
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Roventure- an Endless Runner Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 08 Issue: 05 | May 2021 www.irjet.net p-ISSN: 2395-0072 Roventure- An Endless Runner Game Purva Tekade[1], Bhavika Thakre[2], Kanaka Golwalkar[3], Anshuli Nikhare[4], Darshan Surte[5] [1-5]Student, Department of Information Technology, S.B. Jain Institute of Technology, Management and Research, Nagpur, India -------------------------------------------------------------------------***------------------------------------------------------------------------ Abstract: Endless Runners feature a perpetually moving character that players should navigate around obstacles. These games might feature levels with a beginning and end, or they will ne'er finish, however the most issue may be a character that ne'er stops moving, timing, and manual dexterity. The most object of the bulk of Endless Runners is to urge as much as attainable in an exceedingly level. Several Endless Runner games frequently generate an infinite quantity of 1 level. All Endless Runners feature confirmed momentum. We explore the consequences of pace of an endless runner game on user performance, preference, enjoyment, and engagement in stationary Platform settings (while walking). Index Terms— Endless runner, Roventure, Unity3D, real time, intensive competitiveness, assets. I. Introduction is based on Runner, a single player running game platform developed and maintained by Intelligent Along with the growth of digital technology, game Computer Entertainment Laboratory, Ritsumeikan industries have entered a stage of rapid development. We University. Runner is a running game, in which the are developing a game application Roventure. player character is continuously moving forward through an endless game world. Two important ‘Roventure’ is an endless runner game application. For elements in the game are traps and coins. -
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. -
Tagged Gold Hackrar
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Infinite Runner Market Research
INFINITE RUNNER MARKET RESEARCH BY FINLEY CHAPMAN • I have been tasked with doing market research on video games that fall under the infinite runner genre and are suitable for people aged 7+ • To do this I have compiled some of the most popular games in this genre that are available on the Google play store. • I’ve also made sure that all the games have been rated as appropriate for those aged seven and over • Game 1: Temple run NOTES ABOUT TEMPLE RUN • It’s one of the most famous games in the genre. • It is an extremely popular game, with over 100 million downloads on the Google play store. • It has generally good reviews (an average of 4.3 stars out of 5) The game takes place in a jungle which further adds to the game’s explorer theme. This makes the game immersive because it is a place where you would expect to find an explorer in real life. This also makes it stereotypical of it’s theme. The game features tribal drums as part Players play as an Indiana of its soundtrack. This builds up the Jones like explorer tension and gets faster when the apes character who has to out behind you catch up. Because of this run a pack of apes, who the music makes the game feel even are after a statue that the more immersive. player has stolen. This obviously gives the game It has a simple control scheme,this an explorer theme, it also makes the game pretty accessable to adds a sense of urgency inexperienced players. -
A Quantitative Study on In-App Purchases
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Supervised Undergraduate Student Research Chancellor’s Honors Program Projects and Creative Work 5-2014 Alternative Revenues: A Quantitative Study on In-App Purchases John X. Qiu University of Tennessee - Knoxville, [email protected] Follow this and additional works at: https://trace.tennessee.edu/utk_chanhonoproj Part of the E-Commerce Commons, and the Marketing Commons Recommended Citation Qiu, John X., "Alternative Revenues: A Quantitative Study on In-App Purchases" (2014). Chancellor’s Honors Program Projects. https://trace.tennessee.edu/utk_chanhonoproj/1774 This Dissertation/Thesis is brought to you for free and open access by the Supervised Undergraduate Student Research and Creative Work at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Chancellor’s Honors Program Projects by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. University of Tennessee- Knoxville College of Business Administration University Honors Thesis – UNHO 498 Alternative Revenues: A Quantitative Study on In-App Purchases John Qiu Advisor: Dr. Kelly Hewett Spring 2014 1 Table of Contents: 1. Abstract & Acknowledgements ………………………………………………… 2 2. Introduction ………………………………………………… 3 In-App Purchases in Practice 3. Hypothesis Development ………………………………………………… 7 Experience Goods Network Effects Price Positioning 4. Data ………………………………………………… 11 Measures 5. Hypothesis Testing ………………………………………………… 14 Results 6. Discussion ………………………………………………… 17 Contributions Directions for Future Research 7. References Cited ………………………………………………… 22 2 Acknowledgements: The author wishes to sincerely thank Dr. Kelly Hewett as for serving as Advisor on this project. The time and expertise she contributed to the completion of this Honors Thesis project has been tremendously helpful, and author wishes to express his utmost appreciation. -
Building a Thriving Interactive Games Development Industry in Australia 1 Summary
A reminder to government of the value in supporting a thriving games development industry and recommendations for industry support December 2018 About IGEA The Interactive Games & Entertainment Association (IGEA) is the peak industry association representing the business and public policy interests of Australian and New Zealand companies in the computer and video games industry. Our members publish, market, develop and distribute interactive games, entertainment content and related hardware. Our mission is to create an environment that drives sustainable growth for the interactive games and entertainment industry. IGEA Suite 145, National Innovation Centre Australian Technology Park 4 Cornwallis St, Eveleigh NSW 2015 www.igea.net [email protected] @igea /igea.net CONTENTS About IGEA IFC Summary 2 Table of policy recommendations 3 Why Australia needs an interactive games industry 4 1. Game development is an innovative and future-looking creative industry 4 2. Game development will help build a modern and talented Australian workforce 5 3. Games are a valuable, IP-driven and weightless export with high global demand 7 4. We have entered an era of serious games and their uses have limitless potential 8 5. The power of games for digital inclusion and its cultural dividend for Australia 10 Blueprint for fostering a strong Australian game development industry 12 1. Provide a $40 million fund for game development 12 2. Create a 30 per cent refundable tax offset for game development 14 3. Provide strategic support for cultural, educational and serious games 16 4. Additional funding and policy support to foster a game development industry 16 The fiscal and economic case for supporting game development 18 1. -
Understanding Mobile Game Success: a Study of Features Related to Acquisition, Retention And
2 SBC Journal on Interactive Systems, volume 5, number 2, 2014 Understanding mobile game success: a study of features related to acquisition, retention and monetization Átila V. M. Moreira, Vicente V. Filho, Geber L. Ramalho Center of Informatics (CIn) Federal University of Pernambuco Recife-PE, Brazil {avmm, vvf, glr}@cin.ufpe.br Abstract— As mobile game distribution costs gets near zero, with game performance. The aspects of games that have been the number of available games on app stores, which is already considered for analysis and optimization include: enormous, continues to grow. It gets increasingly difficult for game developers to build a mobile game and achieve the top • Research projects that study the effect of narrative on positions on charts. With it in mind, this paper’s main purpose is games [1][2][3]. to investigate the relationship between game features and the performance achieved by mobile games in terms of number of • Studies that examine the relationship between level design downloads and gross revenue. A total of 37 game features were parameters of games and player experience [4][5][6]. analyzed in order to study how each of them influence mobile games’ performance on app stores. The performance of mobile • Research studies that investigate the development of game games is measured based on their current position in download rules in a dynamic and automatic way [7][8]. and revenue charts on Google Play store. A linear regression model that maps game features and charts performance is • Articles that investigate the aesthetic side of games and trained using a M5 prime classifier and data from 64 mobile their influence in players’ experience [9][10]. -
Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification FEATHERSTONE, Mark <http://orcid.org/0000-0001-6701-6056> and HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/21261/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version FEATHERSTONE, Mark and HABGOOD, Jacob (2018). UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. International Journal of Human-Computer Studies. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification Mark Featherstone, PGCE, BSc [email protected] Sheffield Hallam University Sheffield, UK Corresponding author Bio: after many years working as a games developer, I now run the games development undergraduate course as a senior lecturer at Sheffield Hallam University. While working as a commercial game developer I helped create video games on PC and Xbox for companies such as Gremlin, Rage Games, Infogrammes, NCSoft and more recently as an independent game developer at Moonpod. My research focus is in the area of games based learning and the use of video game design principles in education. I'm also the Technical Director at Steel Minions Games Studio, which provides work-based simulation for game development students. Dr. Jacob Habgood, PhD, BSc, PGCTLHE [email protected] Sheffield Hallam University Sheffield, UK Bio: I teach games development at Sheffield Hallam University and manage the university's PlayStation teaching facility. -
Level 1: Run for Your Life Free
FREE LEVEL 1: RUN FOR YOUR LIFE PDF Stephen Waller | 32 pages | 08 Feb 2009 | Pearson Education Limited | 9781405869706 | English | Harlow, United Kingdom Level 1: Run For Your Life Book and CD Pack : Stephen Waller : Cookies are used to provide, analyse and improve our services; provide chat tools; and show you relevant content on advertising. You can learn more about our use of cookies here. Are you happy to accept all cookies? Accept all Manage Cookies Cookie Preferences We use cookies and similar tools, including those used by approved third parties collectively, "cookies" for the purposes described below. You can learn more about how we plus approved third parties use cookies and how to change your settings by visiting the Cookies notice. The choices you make here will apply to your interaction with this service on this device. Essential We use cookies to provide our servicesfor example, to keep track of items stored in your shopping basket, Level 1: Run For Your Life fraudulent activity, improve the security of our services, keep track of your specific preferences e. These cookies are necessary to provide our site and services and therefore cannot be disabled. For example, we use cookies to conduct research and diagnostics to improve our content, products and services, and to measure and analyse the performance of our services. Show less Show more Advertising ON OFF We use cookies to serve you certain types of adsincluding ads relevant to your interests on Book Depository and to work with approved third parties in the process of delivering ad content, including ads relevant to your interests, to measure the effectiveness of their ads, and to perform services on behalf of Book Depository. -
All About Tablets What Is a Tablet?
All About Tablets What is a tablet? A tablet is any portable device with a touch screen that allows for mobile computing. It differs from a Smart Phone in that it does not have phone functionality. Otherwise, it can be nearly identical. An eReader is a type of tablet designed primarily for reading eBooks, and may or may not have the same advanced functionalities as a tablet. Things you can do with a tablet Most tablets have: Internet web browsing Calendar/Clock Email mp3/Music Playing Camera (Picture/Video) Some Androids and iPads allow for a keyboard/mouse to be connected, for easier use. Some also have a 3g (or 4g) antenna built-in, which allows for cell phone data access to the internet in areas where there is no WiFi available (this requires a subscription to use). Things you CAN’T do with a tablet Tablets cannot run or install traditional programs, like what a computer uses. Tablets only run “apps”. You cannot install a program or game unless it is available as an app. Not all tablets have apps. Some third-party tablets (that are neither Androids nor iPads) do not have an “App Store”, and only run the apps they come with. Tablets cannot connect to a printer. Some advanced printers allow for printing from Android or iPads, but not many do. Even if it has a USB port, you cannot just plug a USB device into a tablet unless the tablet supports it. Types of Tablets/Operating Systems Apple iOS: Used by all Apple devices, including iPhone, iPad, and even iPod Android OS: The most commonly used OS. -
Cintia Dal Bello.Pdf
PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO Programa de Estudos Pós-Graduados em Comunicação e Semiótica SUBJETIVIDADE E TELE-EXISTÊNCIA NA ERA DA COMUNICAÇÃO VIRTUAL O hiperespetáculo da dissolução do sujeito nas redes sociais de relacionamento Cíntia Dal Bello Doutorado em Comunicação e Semiótica São Paulo 2013 PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO Programa de Estudos Pós-Graduados em Comunicação e Semiótica SUBJETIVIDADE E TELE-EXISTÊNCIA NA ERA DA COMUNICAÇÃO VIRTUAL O hiperespetáculo da dissolução do sujeito nas redes sociais de relacionamento Cíntia Dal Bello Doutorado em Comunicação e Semiótica São Paulo 2013 CÍNTIA DAL BELLO SUBJETIVIDADE E TELE-EXISTÊNCIA NA ERA DA COMUNICAÇÃO VIRTUAL O hiperespetáculo da dissolução do sujeito nas redes sociais de relacionamento Tese apresentada à Banca Examinadora em cumprimento à exigência parcial para obtenção do título de Doutora em Comunicação e Semiótica pelo Programa de Estudos Pós-Graduados em Comunicação e Semióticada Pontifícia Universidade Católica de São Paulo (PEPGCOS-PUC/SP). Área de Concentração: Signo e significação nas mídias Linha de Pesquisa: Cultura e ambientes mediáticos Orientação: Prof. Dr. Eugênio Rondini Trivinho. São Paulo 2013 BANCA EXAMINADORA _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ DEDICATÓRIA À Irinéia, Solina, Antônia e Sancha: luzes e exemplos em minha vida. A meus pais, Márcia e Américo, minha origem, minha fundação, os quais espero honrar, sempre, e ser, sempre, digna extensão. O que seria de mim sem vocês? A meu amado esposo, Vagner, por trilhar a meu lado esse longo e intempestuoso caminho, suportando-me e, comigo, minhas dores. Obrigada, guerreiro! A meus filhos, Lucas, Matheus e Pedro, única e exclusivamente por serem quem são. -
Understanding Gesture Demands of Touchscreen Games to Accommodate Unconventional Gamers
UNIVERSIDADE DE LISBOA FACULDADE DE CIÊNCIAS DEPARTAMENTO DE INFORMÁTICA Understanding Gesture Demands of Touchscreen Games to Accommodate Unconventional Gamers Anabela Araújo Rodrigues Mestrado em Informática Dissertação orientada por: Prof. Doutor Tiago João Vieira Guerreiro Dr. Kyle Montague 2016 Acknowledgements I would like to thank my thesis adviser Professor Tiago Guerreiro for his full support and expert guidance throughout my study and research, as well as for his positive response and great support when I approached him a year ago about the possibility of an Erasmus+ internship; if not for his help I would not have lived as an researcher abroad and had had such a unique experience. I would like to thank my coadviser Kyle Montague, who has been a great sport about unexpectedly getting someone under his tutelage and has helped me stay on track while also being an infinite source of ideas. I would also like to thank André Rodrigues for always being available to help and acknowledge him for also being a big part of this project. To my study participants, thank you all so much for your time and for your contribution to this project. To the amazing people at Newcastle University’s Open Lab, thank you for taking me in with open arms and accepting me as one of your own in so little time. A lot can happen in 4 months and I carry fond memories of my time there and of the people I met. There are too many to list one by one, but I’ll miss the discussions while we got our caffeine in the 4th floor kitchen, the banter in our ‘corner’ of the lab, and the great diversity of people that I got to meet inside and out of the lab.