Essays about: "Casual Mobile Games"

Found 5 essays containing the words Casual Mobile Games.

  1. 1. So Many Mobile Games, So Little Visibility : A dissection of the problems surrounding visibility and discoverability in mobile gaming

    University essay from Linköpings universitet/FöretagsekonomiLinköpings universitet/Filosofiska fakulteten; Linköpings universitet/FöretagsekonomiLinköpings universitet/Filosofiska fakulteten; Linköpings universitet/FöretagsekonomiLinköpings universitet/Filosofiska fakulteten

    Author : Joshua Rinaberger; Zoë Garner; Luis Riofrio; [2018]
    Keywords : Mobile; applications; apps; digital; marketplace; consumer; decision; making; process; information; search; user; acquisition;

    Abstract : The purpose of this thesis is to research marketing video games for mobile devices that are releaesd through app stores. The intention is to identify the key factors in the consumer decision process for the casual mobile game audience regarding how they obtain information about apps and identify locations for mobile games to gain more visibility. READ MORE

  2. 2. A Hybrid Difficulty Balancing Method on “Casual” Mobile Game

    University essay from KTH/Skolan för datavetenskap och kommunikation (CSC)

    Author : Dimitris Chatzilias; [2015]
    Keywords : Video Games Difficulty Balancing; Games Difficulty Adjustment; Game Development; Casual Mobile Games; HCI;

    Abstract : A new hybrid Video Game Difficulty Balancing method which stands in between the two traditional methods (Static and Dynamic) has been suggested in this project aiming to discreetly estimate the player’s difficulty preference and make the respective in-game adjustment. This method has been based on the hypothesis that the user’s difficulty preferences can be to some extent predicted by some of their in-game actions. READ MORE

  3. 3. Incremental digital product innovation in social mobile games : A case study of King Digital Entertainment

    University essay from Umeå universitet/Institutionen för informatik; Umeå universitet/Institutionen för informatik

    Author : Mònica García Hernández; Madeleine Volter; [2014]
    Keywords : King; Candy Crush Saga; Freemium business model; Innovation; Social Mobile Games; Cross Platform Games; Viralization; Facebook;

    Abstract : The aim of this thesis was to increase understanding of King company success in the social mobile game industry by asking the question: How does a company manage to organize the innovation work in successful casual games within social mobile gaming industry? In order to answer it, we conducted a case study research with secondary data in which we examined the company to discover the elements that contribute to this success, despite a lack of research in how these kind of companies build their business model and strategies, highlighting the players' behaviour. Our findings conclude it is possible to success in social mobile game industry using incremental innovation in different aspects: games design, implementation of the games, and in the business model. READ MORE

  4. 4. Implementing touch interaction in a casual mobile game

    University essay from Linköpings universitet/Linköpings universitet/Interaktiva och kognitiva systemTekniska högskolan

    Author : Gustav Andersson; [2014]
    Keywords : Mobile Interaction; Mobile Design; Smartphone Design; Smartphone Interaction;

    Abstract : This thesis is to help developers in the touch design of casual games. The thesis work was made on the development platform Gideros Mobile and much of the thesis theory and methods will be based on that work. READ MORE

  5. 5. Hardcorespel och mobila plattformar

    University essay from Blekinge Tekniska Högskola/Sektionen för planering och mediedesign; Blekinge Tekniska Högskola/Sektionen för planering och mediedesign

    Author : Daniel Oldberg; Oliver Blomgren; [2013]
    Keywords : Mobilspel; Hardcore; Casual; Fenix box;

    Abstract : Android Play store och iOS App stores speltopplistor domineras av enkla tidsfördrivsspel, så kallade casualspel, med en klar underrepresentation av svårare hardcoretitlar. Detta kandidatarbete undersöker orsaken bakom detta fenomen med hjälp av en undersökning, där en testgrupp spelar hardcorespelet Fenix box och sedan besvarar frågor. READ MORE