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Game Design Test
Game Design Test GAME DESIGN TEST IPHONE GAMES PROFILE Name: Thomas Grové Rate your design experience in the following fields: Platform games Sports games Racing games Puzzle games Action Adventure Fighting Are you familiar with game prototyping tools? Yes Which ones? Unity, Flash, Paper (actual paper and other physical props) Rate your knowledge of these tools: Unity Flash Paper FAVOURITE GAMES List the gaming devices you own or have played a lot (from most recent to oldest): iPad, Android Phone, iPod Touch, Web, Playstation 3, XBox 360, OSX Mac, PSP, DS Lite, DS, GameCube, GBA SP, Playstation 2, Playstation 1, DOS/Windows PC, TurboGrafx 16 (PC Engine), NES, Apple II Name three AAA games of the past 2 years you have personally enjoyed from a game-design perspective. The games can be of any genre, and on any hardware (iPhone / console / PC / mobile ). Indicate their sales figures and/or ranking when available. Vanquish (3rd Person Shooter, PS3, 84 Metacritic) Bayonetta (Action Adventure, XBOX 360, 90 Metacritic) Valkyria Chronicles (Hybrid Tactics/3rd Person Shooter, PS3, 86 Metacritic) My Current Top 3 iOS Games (Though Not Necessarily AAA): Color Bind (Puzzle, #16 in Strategy Games on Oct 3, 2010), Guerrilla Bob (Top Down Shooter, #2 in Adventure Games on Jan 8, 2011) Angry Birds (Physics Puzzle, #1 in Top Apps on Feb 23, 2011) Data from http://www.topappcharts.com/ candidate: Thomas Grové - Page 1/21 Game Design Test Part one: game analysis Select one of the three games you’ve just listed. Game chosen: Valkyria Chronicles Valkyria Chronicles was released more than two years ago but I only began playing it about a year ago and think it will be a more interesting example to draw from than my other listed games. -
Master Thesis 1
Master's Programme in International Marketing, 60 credits MASTER Key Success Factors behind Mobile Games THESIS A Business Model for the Chinese mobile game market Zhao Yue Wen 890717-T261 International marketing, 15 credits 2015-09-29 1 Abstract The research question is formulated as “what are the key success factors making a mobile game become a big success in China? ” to view the key success factors behind new launched mobile games and how company’s business model and marketing strategy that bring them into and help them succeed in the China market. A qualitative method with the deductive approach has been using in this paper to be able to answer and interpret the studied questions. Four in-depth interviews were conducted to collect the primary data, which have been following as the purpose is to do a cross-case analysis to identify the similarities and difference of each company behave their business model and marketing strategy, to contribute game success in China market. The main factors contributing to the success of mobile game in China market including internally strategic factors and externally tactic factors. Technical skill and resource, R&D ability and market knowledge and experience as the internal key success factors behind mobile game success in China. The mobile game companies use localization, wide distribution channel collaboration and social integration to suit the market needs and requirements. From the results of the study have been identified to as to how is the business model for the China mobile game market. Through collaborating with abroad local distribution channel can increase their knowledge capacity of the local market to create a better value proposition. -
Incredible Iphone and Ipad Games and the Stories Behind Them
Rigney Foreword by John Davison Incredible iPhone and iPad Games and the Stories Behind Them Ryan Rigney On the forefront of the mobile gaming revolution are real people with stories that are crazy, stressful, hilarious, and, in some cases, heart-wrenching. Written by respected video game journalist Ryan Rigney, Buttonless tells the stories behind some of the most interesting, well- designed, and notable games for the iPhone and iPad. The included games were chosen not only for their popularity, but also based on their inventive mechanics or polished design. For each, Rigney gives the reader a quick overview of the gameplay and the game’s distinguishing features, including statistics on development time, budgets, and downloads, before turning to the fascinating stories gathered from more than 100 interviews with those behind the scenes Incredible iPhone and iPad Games of the iTunes App Store. and the Stories Behind Them You’ll learn about: BUTT • The real origins of Angry Birds • How iOS critical darling Jet Car Stunts was born from one of the worst games of 1999––Carmageddon 3 • Canabalt creator Adam Saltsman’s weird obsession with leaping out of windows ONLESS • How the first-ever Iraqi video game went unpublished for 20 years before becoming an iOS exclusive • The tweet that saved Words With Friends • The napkin drawing that became the biggest-selling comic book series on the App Store “An in-depth exploration of gaming’s fastest growing space penned by one of its most avid and enthusiastic advocates.” –Will Herring, reviews editor at GamePro Magazine “The App Store is so incredibly fluid, the way Buttonless locks the wonderful little stories behind them in typographical amber is nothing short of a public service.” –Justin McElroy, managing editor at Joystiq.com Ryan Rigney is a freelance journalist who has covered the video-game indus- try from every angle for publications and sites including Gamasutra, PC Gamer, and GamePro. -
Resolving Name Conflicts for Mobile Apps in Twitter Posts Sangaralingam Kajanan, Ahmed Bin Mohd Shariff, Kaushik Dutta, Anindya Datta
Resolving Name Conflicts for Mobile Apps in Twitter Posts Sangaralingam Kajanan, Ahmed Bin Mohd Shariff, Kaushik Dutta, Anindya Datta To cite this version: Sangaralingam Kajanan, Ahmed Bin Mohd Shariff, Kaushik Dutta, Anindya Datta. Resolving Name Conflicts for Mobile Apps in Twitter Posts. Working COnference on Shaping the FutureofICT Research , Dec 2012, Tampa, FL, United States. pp.3-17. hal-01495225 HAL Id: hal-01495225 https://hal.archives-ouvertes.fr/hal-01495225 Submitted on 28 Apr 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Distributed under a Creative Commons Attribution| 4.0 International License Resolving Name Conflicts for Mobile Apps in Twitter Posts Sangaralingam Kajanan1, Ahmed Shafeeq Bin Mohd Shariff2, Kaushik Dutta3, and Anindya Datta4 School of Computing, National University of Singapore, Singapore [email protected] [email protected] 3,4{dutta,datta}@comp.nus.edu.sg Abstract. The Twitter platform has emerged as a leading medium of conducting social commentary, where users remark upon all kinds of entities, events and occurrences. As a result, organizations are start- ing to mine twitter posts to unearth the knowledge encoded in such commentary. Mobile applications, commonly known as mobile apps, are the fastest growing consumer product segment in the history of human merchandizing, with over 600,000 apps on the Apple platform and over 350,000 on Android. -
Enhancing Automatic Level Generation for Platform Videogames
Fausto José da Silva Valentim Mourato Mestre em Engenharia Informática Enhancing Automatic Level Generation for Platform Videogames Dissertação para obtenção do Grau de Doutor em Informática Orientadores: Professor Doutor Manuel Próspero dos Santos, Professor Associado, Universidade Nova de Lisboa Professor Doutor Fernando Pedro Birra, Professor Auxiliar, Universidade Nova de Lisboa Júri: Presidente: Professor Doutor José Legatheaux Martins Arguentes: Professor Doutor Rafael Bidarra Professor Doutor Rui Prada Vogais: Professor Doutor Pedro Faria Lopes Professora Doutora Teresa Romão Professor Doutor Fernando Birra Dezembro, 2015 Enhancing automatic level generation for platform videogames Copyright © Fausto José da Silva Valentim Mourato, Faculdade de Ciências e Tecnologia, Universi- dade Nova de Lisboa. A Faculdade de Ciências e Tecnologia e a Universidade Nova de Lisboa têm o direito, perpétuo e sem limites geográficos, de arquivar e publicar esta dissertação através de exemplares impressos re- produzidos em papel ou de forma digital, ou por qualquer outro meio conhecido ou que venha a ser inventado, e de a divulgar através de repositórios científicos e de admitir a sua cópia e distribuição com objectivos educacionais ou de investigação, não comerciais, desde que seja dado crédito ao autor e editor. To my wonderful daughter, Sofia! Acknowledgement I would like to thank all of those that by some means contributed to the development of this work. To begin with, my gratitude goes to my supervisors. Once more, I had the honour of having professor Manuel Próspero dos Santos as supervisor, continuing the guidance and the transmission of knowledge that started ten years ago, always making me be aware of detail and aiming for perfection. -
How Indie App Developers Are Standing Apart from the Crowd
p8 Social sites get branded p11 Consoles booming as video vehicles p14 Why kids fl ock to YouTube KidscreenKidscreen exploresexplores thethe cchildren’shildren’s ddigitaligital enentertainmenttertainment bbusinessusiness Summermer 20122012 How indie app developers are standing apart from the crowd ToTop p of the Shop /editorial Grab your partner o say things are moving fast in the watching a young business evolve right console-makers coping with dipping software T children’s digital entertainment before our eyes. sales, survival now means offering more business is an understatement. It It’s a business that’s becoming greater than just games (see “The Evolution Will Be doesn’t seem that long ago when we first than the sum of its interconnecting parts and Televised,” p.11). heard about viral property The Annoying is focusing increasingly on partnerships to With all that’s happening, it’s encouraging Orange or even Angry Birds. And now, spur growth and establish security. to see industry players collaborating, despite along with millions of views and downloads, Many app developers, social networking worries about the competition, to grow the they’ve got the attention of the entire kids sites and console-makers are rethinking their business while managing to make sure kids business, from broadcasters to licensing models in an ever-crowded kids digital enter- come first. partners and retailers. tainment market by examining how children It even feels like we just put the inaugu- consume content, how brand partnerships ral issue of iKids to bed and yet here we are succeed, and how IPs get noticed. Cheers, introducing our second issue for summer More kid-appropriate networking sites Jeremy Dickson 2012 with plenty to talk about. -
Mobile Applications: Games That Transform Education
Dartmouth College Dartmouth Digital Commons Dartmouth College Undergraduate Theses Theses and Dissertations 5-1-2013 Mobile Applications: Games that Transform Education Edward Y. Zhang Dartmouth College Follow this and additional works at: https://digitalcommons.dartmouth.edu/senior_theses Part of the Computer Sciences Commons Recommended Citation Zhang, Edward Y., "Mobile Applications: Games that Transform Education" (2013). Dartmouth College Undergraduate Theses. 85. https://digitalcommons.dartmouth.edu/senior_theses/85 This Thesis (Undergraduate) is brought to you for free and open access by the Theses and Dissertations at Dartmouth Digital Commons. It has been accepted for inclusion in Dartmouth College Undergraduate Theses by an authorized administrator of Dartmouth Digital Commons. For more information, please contact [email protected]. Mobile Applications: Games that Transform Education Edward Y. Zhang Lorie Loeb [email protected] [email protected] Dartmouth College, Hanover, NH, USA Dartmouth Computer Science Technical Report TR2013-737 May 2013 Abstract: A breakthrough development in the crossing of education and technology has long been a subject of heated debate. The possibility of combining machine learning and attention- grabbing graphics to not only make learning easy and interesting, but personalized, was the original impetus for gamifying education. In this paper I investigate the history of technology and media through the lens of education, and attempt to apply the principles, practices, and insights gleaned there within to an educational mobile game. Specifically, the mobile app I designed for the iPhone and Android operating systems focuses on teaching players SAT I math concepts using Nintendo’s wildly popular Pokemon game design model. I. -
Always on the Move
e-book Always On the Move A HISTORY OF MOBILE GAMING This e-book explores the history of mobile gaming and explains how it’s evolved from one small game to a global, multi billion dollar industry. CONTRIBUTORS Expert insight for this paper was provided by the following people: CHRISTOPHER KASSULKE Christopher Kassulke is the founder of HandyGames, which formed in 2000 during the early stages of the mobile industry. Starting out as a small company working on freely released independent projects, Christopher has helped to transform the company into a fifty strong organisation that specialises in free to play titles. ALEX BUBB Alex Bubb has been the Head of Global Partner JAMES KAYE Management and Marketing at Nokia, Games James Kaye is a founder and director Vertical since October 2006. Having worked of mobile marketing and PR agency previously at Sony, T-Mobile and JAMDAT, Alex Dimoso. James has worked within watched Nokia’s rise to prominence in the early the gaming industry since 1994 and stages of mobile gaming and has taken an active has been working in mobile since it part in their transformation to Microsoft’s partner emerged as a new genre of gameplay. of choice for their Windows Phone OS. Reflecting on his time at Orange Mobile and Hands on Mobile from KYU LEE 2002–2008, James spoke at length Kyu Lee is the President of about the problems that faced game Gamevil, one of mobile gaming’s developers in the pre-iPhone era. longest running companies. Founded in 2000 right at STUART DREDGE the start of the industry, the Stuart Dredge runs the mobile apps company has evolved in the ever blog for The Guardian, runs a changing landscape to become website about games and apps for one of Korea’s premier gaming children called Apps Playground companies; a position recently and has written about mobile for cemented with their acquisition of a number of publications including rivals Com2Us in October 2013. -
Operating System) - Wikipedia, the Free Encyclopedia
Android (operating system) - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Android_(operating_system) From Wikipedia, the free encyclopedia Android is a mobile operating system developed by Google Android and is based upon a modified version of the Linux kernel. It was initially developed by Android Inc. (a firm purchased by Google) and later positioned in the Open Handset Alliance.[4] According to NPD Group, unit sales for Android OS smartphones ranked first among all smartphone OS handsets sold in the U.S. in the second quarter of 2010, at 33%.[5][6] BlackBerry OS is second at 28%, and iOS is ranked third with 22%.[7] Android has a large community of developers writing application programs (apps) that extend the functionality of the devices. There are currently over 70,000 apps available for Android with some estimates saying 100,000 have been submitted,[8] which makes it the second most popular mobile development environment.[9] Developers write managed code in the Java language, controlling the device via Google- developed Java libraries.[10] The unveiling of the Android distribution on 5 November 2007 was announced with the founding of the Open Handset Alliance, a consortium of 78 hardware, software, and telecom companies devoted to advancing open standards for mobile devices.[11][12] Google released most of the Android code under the Apache License, a free software and open source license.[13] Android 2.2 Company / Google Inc., The Android operating system software stack consists of Java applications running on a Java based object oriented developer Open Handset Alliance application framework on top of Java core libraries running Programmed C (core),[1] C++ (some third party on a Dalvik virtual machine featuring JIT compilation.