7,653 research outputs found

    Here Today, Gone Tomorrow: Why are Mobile Games Losing Loyalty?

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    This paper uses the variety seeking behavior of users to understand why several of the mobile games are losing customers in a short period of time. There has been very limited research, regarding the short life cycle of mobile games and the failure of number of mobile games that performed well for a short period of time such Zyanga. Users’ may be looking for newer variety of mobile games because of their own characteristics or because of product characteristics. This research-in progress explores these two aspects to understand the loyalty of users’ toward mobile games

    Understanding consumers’ addiction to online mobile games and in apps purchase intention: Players stickiness as the mediation

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    Research on consumer behavior, particularly on online mobile games, is an emerging topic that must be more deeply explored. As a relatively new topic, the approach and discussion of consumer behavior based on the online mobile games environment challenge researchers to describe it in a theoretical study. This research investigates the user's addiction to online mobile games (OMG) in apps purchase intention through a stickiness mediation variable. The samples were determined by using purposive random sampling, which consisted of gamers or people who were playing online mobile games and ever purchase a games feature. Therefore, a total of 439 responses were collected through an online survey. This research employs SmartPLS 2.0 to test both measurement and structural models. The results showed that the addiction to online mobile games influenced app purchase intention, and stickiness also mediated the relationship between addiction to online mobile games and app purchase intention. The contribution of this research emphasizing that the addiction to online mobile games had become a behavior that created stickiness and intention is also discussed in this research

    Fuzzy-Set Analysis to Understand User Experience in Mobile Applications

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    This paper examines how price value, game content quality, positive and negative emotions, gender, and gameplay time interact with each other to explain high intention to download mobile applications, and specifically mobile games. Based on complexity theory and theory of configuration, a conceptual model is drawn along with research propositions. We employ fuzzy-set qualitative comparative analysis (fsQCA) on 531 users of mobile games, and identify ten solutions that explain high intention to download mobile games. Alternative paths are presented depending on the gender and gameplay time. We highlight the importance of price value and game content quality, as well as that of positive emotions which are always core factors when present. We contributes to theory and practice (1) with new insights into the interrelationships among the predictors of user intention to download mobile games, and (2) by advancing the theoretical and methodological foundation of how these predictors combine to lead to high intention to download mobile games

    Mobile Games: Analyzing the Needs and Values of the Consumers

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    Mobile games are one of the largest mobile application areas and one where users are often willing to pay for services. Furthermore, the market for mobile games is expected to grow dramatically as most phones sold now are capable of running games. Despite this, there is surprisingly little research concerning user expectations from mobile games. In this exploratory study, we examine the consumers’ values, needs, and objectives related to mobile games. Based on earlier literature on mobile services, we developed a preliminary set of issues and did an exploratory survey of mobile game users to find the key needs and values of mobile gamers. The results of the study are especially interesting for mobile game developers and mobile phone operators as they shed light on the demographics and choices of mobile gamers. We argue that if mobile games are ever to be diffused in greater extent to the market, then a deeper understanding of the values and needs of the potential mobile game users must be obtained. This understanding can then be used to guide the development of new game offerings

    Museum Visitors’ Perceptions of Mobile Games: A Case Study

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    Previous research in mobile gaming focused on use among grade school students and heavy gamers (e.g., Groff, Howells, & Cranmer, 2010; Poels, Kort, & Ijsselsteijn, 2012), but little is known about museum visitor usage. This study examined museum visitors\u27 mobile technology habits and perceived uses of mobile games in museums. A survey of individuals on a local museum\u27s mailing list found a positive relationship between visitors\u27 familiarity with mobile devices and their perceptions of enjoyment and learning experiences with mobile games. This indicates that mobile games may be a welcome addition to the museum experience for heavy users of mobile devices. Additionally, gratifications among respondents for intention to play mobile games at museums were categorized as information discovery, entertainment, and information quality

    A Primer Survey of Chinese Mobile Games

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    This document is the Accepted Manuscript version of the following article: Barry Ip and Xianhui Che, ‘A Primer Survey of Chinese Mobile Games’, Asiascape, Vol 3(1-2): 17-37, 2016, doi: 10.1163/22142312-12340046. Published by Brill.This article provides introductory insight into and an evaluation of the nature and current composition of the Chinese mobile games market. We conducted research to explore the subtle yet prevalent distinctions in game genre classifications in China, and we examined game rankings as an indication of the sorts of titles that are popular in the region. Further insights are offered into the leading distribution platforms that host mobile games, representing a unique characteristic of the Chinese market. Finally, the paper offers further analysis of mobile games via a three-step model that considers attracting new players, gamer retention, and revenue generation. The outcomes of this work provide potentially valuable and practical insights into the characteristics and operation of Chinese mobile games.Peer reviewe

    The Technology Acceptance Model for Playing Mobile Games in Indonesia

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    Mobile games grew to account for one-third of the global games industry in 2015. They dominated Southeast Asia in 2015 with mobile revenues accounting for nearly half the 1.4BnSoutheastAsiangamesmarket.In2017,mobilerevenuesaloneapproached1.4Bn Southeast Asian games market. In 2017, mobile revenues alone approached 1.3Bn, growing at an impressive CAGR (2013–2017) of +56%. Underlying this growth is the fast-rising (mobile) Internet connectivity across the region. Among the South East Asian Countries, Indonesia dominates the total mobile game market with 30.7 million players, of which 49% are payers (mobile games in or out purchasers). Even Thailand and Singapore, two of the biggest contributors in game development, have a smaller number of players and payers compared to Indonesia. Unfortunately, Indonesian games are still left out of the competition with foreign games. The chart of both Play Store (for Android) and App Store (for Apple) show that the top 10 games are all foreign games. The Indonesian mobile game industry needs to compete and utilize the opportunity of the huge number of mobile users in the country and increase its market share. Through this study, we will find the main factors and behaviors that motivate Indonesian smartphone users to play mobile games. This study employed Technology Acceptance Model (TAM) to analyze and to find the main factors. The research method used is descriptive survey with a sample of 136 respondents. Data processing was done using SEM. The results of research are Perceived Usefulness, Perceived Ease of Use, Flow, Accessibility, and Attitude as affecting behavior in playing mobile games. However, Intention doesn’t affect behavior in playing mobile games.     Keywords: game industry, mobile games, Technology Acceptance Mode

    The transformation of local folktales story into mobile games application: a case study of Hikayat Sang Kancil and Gagak yang bijak / Mohd Hisham Johari

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    Malaysia are enrich with lots of folktales story. With more than 366 recorded literatures that teach good morale. Unfortunately, these precious treasures are fading form the memory of Malaysian society. With the rapid modernization take place, Malaysian is more exposed to the western folktales. Previously, this folktales story are told verbally form one to another, but younger generation nowadays prefer screen based material. This study will research on the use of mobile games as a medium to promote local folktales. It is important to seek a better understanding on how mobile game can be used to educate parallel with the development of technology. The objective of this research is to identify the most suitable content in design and gameplay that can be developed into a mobile games story telling application and to measure the effectiveness of the mobile games regarding this issue. Mix method has been practice in this research which is qualitative and quantitative. A survey and interviews has been conducted in order to gather data. Researcher found that the use of mobile games can be used as a medium in promoting local folktales. The researcher also found that different game genre contributes to different feedbacks

    Methodologies for evaluating the playability of mobile games:systematic literature review

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    TiivistelmÀ. The gaming industry has been growing rapidly during the past years due to the interest of the new generations in mobile gaming. To deliver a great experience for the gamers, it is required for the gaming companies to produce games that are challenging but at the same time easy to play. To achieve this, it is required to understand the factors that affect the gaming experience. Playability is a term that is used to understand the usability of a game and its experience. The purpose of this thesis was to understand what is known related to the playability of mobile games and to identify the methodologies that are used by the community to evaluate this phenomenon. To find the answers to these questions, it was performed a systematic literature review (SLR) using the databases Scopus, IEEE Xplore, and Web of Science. After conducting the SLR, 1,390 studies related to the playability of mobile games were found from which 27 were identified as primary studies of this research. From the data collected from the primary studies, there were identified 12 different methodologies that are used for evaluating the playability of mobile games. The methodologies that are most suitable to assess the playability of mobile games are heuristic evaluation and playtesting. Other methodologies can be used for evaluating the playability of mobile games, but they must include a set of heuristics that allows evaluating the playability. The limitations of the research were mentioned, and it was proposed topics for future research of this field. The contribution of this thesis is the summarizing of the current methodologies that are used to understand and evaluate the playability of mobile games. The results of this thesis are valuable for game developers, game designers, and game usability practitioners
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