Essays about: "Mobile games"

Showing result 6 - 10 of 144 essays containing the words Mobile games.

  1. 6. Investigating Users' Quality of Experience in Mobile Cloud Games

    University essay from Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Author : Markus Blomqvist; [2023]
    Keywords : Quality of Experience; Mobile Cloud Games; RTT; Delays; Packet Loss; Random Jitter; Bursty Jitter; Data Packets; Experiment;

    Abstract : Mobile cloud gaming (MCG) is an emerging concept which aims to deliver video games on-demand to users with the use of cloud technologies. Cloud technology allows the offloading of computation from a less powerful user device or thin client to more robust cloud servers to minimize power consumption and provide additional cloud services such as storage. READ MORE

  2. 7. Diablo: Immortal, A Pay-to-Win Study

    University essay from Jönköping University/IHH, Företagsekonomi

    Author : Keming Zhang; Ruiqi Liu; [2023]
    Keywords : Pay-to-Win; Free-to-Play; Mobile Game; Theory of Consumption Value;

    Abstract : Background: P2W games (Pay-to-Win) occupy a significant position in the Chinese gaming market, attracting a large number of players to participate and spend money. However, there is still a knowledge gap in understanding the motivational factors behind the behavior and psychology of Chinese players in terms of their purchase motivation in specific games Diablo: Immortal. READ MORE

  3. 8. What aspect of Genshin Impact makes players spend money?

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Lisa Martijn; Ameer Khalid; [2023]
    Keywords : Customer value theory; Emotional Attachment; Gacha; Genshin Impact;

    Abstract : The monetization model Gacha has spread from its country-of-origin Japan and become a global phenomenon. Genshin Impact, a Chinese Gacha game, is currently one of the highest grossing mobile games in the world. Despite its high revenue, Genshin Impact is free to download and play, all purchases in game are voluntary. READ MORE

  4. 9. How can Augmented Reality be used to improve higher education courses

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Andreas Retzius; Alicia Petersson; [2023]
    Keywords : AR; Augmented Reality; Education; Higher Education; Computer Sciences;

    Abstract : Augmented Reality is a technology to visualize a real-time or indirect view of a physical real-world environment that has been enhanced by adding virtual computer-generated information. AR has been popular for mobile phone games and to visualize parts of education. READ MORE

  5. 10. From Streaming to Evoking That Extra Feeling

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Rebecka Kullenberg; Andrés Emilio Garcia Raffo; [2023]
    Keywords : Brand Attachment; Brand Experience; Brand Extensions; Consumer Attitude; Streaming Services; Business and Economics;

    Abstract : This study aims to investigate how brand extensions within streaming services affect consumers’ attitudes and emotional attachment to the parent brand. Beyond fit and quality, we provide an explanation of the connection between brand extensions, emotional attachment, and consumer attitude. READ MORE