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Literature Review: Mobile Games problem for Gaming
This “Ten Problems for Gaming in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.
Without further ado, these are the ten problems that we are going to introduce in this booklet:
- mental health,
- social withdrawal,
- digital divide,
- mobile games,
Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.
The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.
8 Mobile Games
THE PROBLEM — Despite the rapid growth of the mobile game market worldwide, how intrinsic, and extrinsic, motivation factors affect user loyalty and in-game purchase intention across genders remain unknown. Generation Z players report that they learn a lot of useful skills by playing video games. The ubiquity of smartphones used to play games is of particular note and warrants further investigation in future studies.
CASE STUDIES — … buy this booklet from Amazon …
CONCLUSIONS — Perceived playfulness, a competitive price, and virtual rewards, significantly affect users’ mobile game loyalty and in-game purchase intention. Generation Z players prefer video games that are both fun and educational. There are longstanding stereotypes about the level of commitment mobile players bring to gaming when compared to those who play games on a gaming console. Subscription model between developers and platforms are currently about revenue guarantees or advance payments plus revenue inside games. Both perceived fairness and perceived aggressive monetization explain users’ decision not to spend money on in-app purchases. There is not yet much English research on idol game genre, which connects to the unique idol culture in Japan, and anime culture with anime-styled visuals. Pokemon Go! is not an educational game, however it has potential that can be used as an educational element. The combination of Internet of Things devices and Distributed Ledger Technologies, such as blockchains, in mobile gaming offers new business opportunities. Many of the gamers lack knowledge in preventing security exploitation when playing online mobile game applications. Technical competences and cultural capacity allow developers disseminate progressive political views through mobile games.
TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …