Search results for "Mobile game"

showing 10 items of 10 documents

The dual nature of mobile games: between escapism and finding a community

2021

Maģistra darbā tiek apskatīta mobilo spēļu duālā daba starp eskeipismu un komūnu (alianse S), kas tiek bāzēta BTK. Šī pētījuma ietvaros tiek skatīts kā komūna un eskeipisms sadzīvo, pastiprina un vai atrodas pretrunā viens ar otru. Galvenās izmantotās datu ievākšanas metodes ir daļēji atvērtā aptauja, daļēji strukturētas intervijas, dalība un novērojums, kā arī pētījums daļēji balstīts uz auto-etnogrāfiju. Pētījuma laikā tiek skatīts komūnas un eskeipisma koncepts un ietekme uz spēlētājiem, tostarp tiek skatīta arī pavadītā laika ietekme uz pieredzi, Covid-19 pandēmijas ietekmi un pētījumu veikšanu digitālajā vidē. Maģistra darbā tiek pamatots pieņēmums, ka mobilās spēles pašā būtībā nav ne…

AntropoloģijaMobile gameeskeipismsescapismcommunitythe digital
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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Marketing communication strategy of Finnish and Japanese mobile game developers and publishers

2017

Both the marketing communication strategy of mobile game industry and the industry itself have been drastically evolving in the past years since the development of computation, data transfer and communication technology on mobile devices. Marketing communication has been considered a significant part in marketing strategy, but the marketing communication strategy, activity and channels were not well investigated so far. In this study, 9 SMEs Finnish and Japanese mobile game developers and publishers provided their experience on how they built up marketing communication strategy for their targeting markets, which marketing communication channels they have used and how they chose the channels…

Marketing channelsJapanMarketing managementmarkkinointiCommunicationJapaniSuomiMobile gamesFinlandmarkkinointiviestintämobiilipelit
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Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study

2011

In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for th…

Serious gamesEXPRESION GRAFICA EN LA INGENIERIAApplied psychologyAugmented realitySingle-subject designVirtual realityMobile gamesSpecific phobiaTelephone setsArts and Humanities (miscellaneous)In-vivomedicineMobile phonesSession (computer science)ArgonGeneral PsychologyPhobiasPhobiasResearchExposure treatmentHomework assignmentsmedicine.diseaseTelephoneHuman-Computer InteractionMobile telecommunication systemsMobile phoneMobile devicesHealth issuesAugmented realityPsychologyMobile deviceSocial psychologyAnxiety disorderComputers in Human Behavior
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Profili di personalità e motivazioni associati all’uso di mobile games di realtà aumentata

In questo lavoro è descritta una revisione sistematica di 26 studi empirici che, negli ultimi 10 anni (2009-2019), hanno esplorato le motivazioni associate all’uso di giochi mobili di realtà aumentata (i.e., Pokèmon GO) e la personalità degli utenti. Considerato il crescente sviluppo tecnologico di giochi che coniugano l’Intelligenza Artificiale con la Realtà Aumentata, i risultati qualitativi presentati nel presente articolo possono configurarsi come utili criteri di segmentazione del mercato potenziale dei clienti di giochi basati su tecnologia mobile.

Settore M-PSI/01 - Psicologia GeneraleGamingAugmented RealityPokemon GoMobile gamePersonalitàHuman-computer InteractionMotivazioneBig Five
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Is There Hope for First Graders at the Lowest Percentiles? : The Roles of Self-Efficacy, Task Avoidance, and Support in the Development of Reading Fl…

2022

Self-efficacious children are expected to be more task-focused in challenging achievement situations and consequently have better chances of overcoming learning difficulties than children who have lower self-efficacy. The present study investigates this presumption with Finnish-speaking first graders struggling with reading acquisition ( N = 285). The development of the children’s reading fluency, self-efficacy, and task avoidance was followed from the middle of Grade 1 to the end of Grade 2, and a 6-week mobile game-based intervention was administered to those who exhibited the greatest risk for reading disabilities (≤ 5th percentile). Exploratory structural equation modeling was used to …

minäpystyvyystask avoidancealakoululaisetsujuvuusmobile game-based learninginterventiotutkimuslukeminenoppimispelitEducationreading fluencyBehavioral NeuroscienceGeneral Health Professionsreading difficultieslukihäiriötself-efficacyintervention
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Resurssien haltuunoton esittäminen mobiilipeleissä ja Clash of Clans -pelin resurssien haltuunoton heuristinen arviointi

2015

Resurssienhaltuunottoonpieniosaaudiovisuaalistapelisuunnittelua. Resurssienantaminenpelaajalleonmyöstärkeätapapitääylläpelaajanmielenkiin- toa peliin, ja niiden myyminen taas tärkeä osa pelin monetisaatiota. Tässä tutkiel- massa kuvaillaan pelin Clash of Clans tapaa esittää resurssien haltuunottoa ja ar- vioidaannäitätapojamobiilipelienpelattavuusheuristiikoilla.Tuloksinasaatiin,että Clash of Clans noudatti viittä kuudesta heuristiikasta. Huomionarvoista on kuiten- kin se, että hyödynnetyt heuristiikkakokoelmat ovat ajalta ennen free-to-play mo- biilipelaamisen yleistymistä. Resource gathering is an important part of audiovisual game design. Gi- ving resources to the player is also importan…

mobile gaminguser interfaceMobile gamereward screenreward
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Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality

2016

Pokémon GO, an augmented reality mobile game, captured the attention of millions of people around the world in July 2016. Various sources from around the globe have reported both positive and negative incidents and outcomes related to the game. Some of the incidents have been particularly remarkable for the player, i.e., critical incidents. A critical incident is a single experience, which a person perceives or remembers as unusually positive or negative. Critical incidents typically are highly influential for human behaviour, and thus, important to study. Playing augmented reality games can take place in varying situational contexts. Situational context includes information that can be use…

mobile gamingvuorovaikutusInternet privacyGlobeinteraction050801 communication & media studiesContext (language use)Sample (statistics)critical incidentsMetaversepaikkacontexts0508 media and communicationssituational contextplace0502 economics and businessmedicineSituational ethicslisätty todellisuusSocialityta113Pokemon GObusiness.industry05 social sciencessosiaalisuussocialityexergamingObject (philosophy)mobile gameaugmented realitymedicine.anatomical_structurereasons050211 marketingAugmented realitybusinessPsychologySocial psychologyJournal of Virtual Worlds Research
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Mobile game monetization

2015

Mitä rahallistamis menetelmiä on olemassa mobiilipeleille? Entä mitä täytyy ottaa huomioon sovellettaessa tiettyä rahallistamis menetelmää tiettyyn pelityyppiin? Tässä kandidaatintutkielmassa perehdytään siihen mitä mobiilipelit ovat, mikä on Apple App Store, millaisa eri pelityypepjä on, mitkä ovat eri rahallistamismenetelmät mobiilipeleille ja lopuksi rahallistamismenetelmiä käyttöönotettaessa huomioitavia asioita käsitellään luvun verran. Tukimustuloksena esitellään muutama potenttiaalinen rahallistamismenetelmä. Sekä tehdään selväksi että rahallistamismenetelmän valinta on riippuvainen pelistä. Erilaisilla peleillä ja rahallistamismenetelmillä on eri laatuvaatimukset. What are potential…

premium appsfreemiumpaid appsnon-premium appsfree to playmobile gameApp Storedownloadable con-tentlite appsmonetizationin-app purchasesbusiness modelpaywallin-app advertisement
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A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games

2022

Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokém…

value co-creation and co-destructionsisällönanalyysiarvo (ominaisuudet)käyttäjätPokémon Go (peli)arvonluontisähköiset palvelutaugmented reality mobile gamesservice-dominant logiclisätty todellisuuspersonal valuesdigitaaliset pelitmobiilipelit
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