Mobile games are one of the most useful and impressive fascinations of children as well as adults who have indulged themselves into the technically developed era. Mobile games are all time favourite for every game lover (Gallo 2016). In addition to this, there are various kinds of mobile games available for the young generation as well as for different age groups. Therefore, for understanding this categorization better from different perspectives, Mobile Games are being classified into various significant areas that will reflect the usability of each game involved within the technological development. These are givens follows,
Action: Action is the most common category that is included within the significant areas of interests that attract young as well as adult people in meeting their interests and desires that are raised because of their desire for experiencing one visual experience of the situations and circumstances of war (Ma et al. 2013). These action related games make them attracted towards their significant desire for war love as well as enthusiasm for solving the mystery of war.
Adventure: Adventure is another important and efficient category of game that makes the game perceptions and conditions better and interesting from another set of games involved within the significant areas of technological development (Maggiorini et al. 2014). In addition to this, adventures are most likely examples of puzzle solving, and testing of reflex action of individual those are playing games for their satisfaction for meeting the desire of love.
Card: Cards are another set of games that are most preferred by adults and aged peoples involved within the gaming world which resulted from the technical development. In addition to this, this is one of the most popular genres. There are various kinds of cards title that are famous among people. These are solitaire, poker, etc. (Mulcahy, Russell-Bennett and Kuhn 2014). These particular games are mainly classified for testing the thinking particularly strategic thinking capabilities of an individual while examining the significant areas of interests involved within the card games. These are the best possible stress releasing set up for a person while passing their time.
RPGs: RPGs is known as Role Playing Games. These are one of the most complex games which involve journeys. These games have heavy storylines as well as diverse characters and hours of play (Park and Kim 2013). Though these are mostly played on many mobile mobiles are not capable of providing that much tech power or space for memory to handle RPGs. Therefore, these types of games are mainly played on highly qualified mobile phones for managing significant approaches in managing technical development within gaming field.
Sports: Sports covers various real life activities such as basketball, baseball, etc. that are special interests of human and game lovers. Additionally, these aspects are managed on different functional measures for game lovers who are fond of sports and their ambitious towards this profession (Richardson and Hjorth 2014). The sports game may be complex or may be the common standard for managing the systematic development of situations and gaming conditions that attract game lovers. Various famous and significant approaches are used for attracting game players.
Strategy: Strategic innovations are most effective in achieving attraction of game lovers. In addition to this, there are various significant games that manage as well as provide instances for viewing high responses of complex strategically beneficial games full of tactics. These games mainly demand to manage the complicated situation solving capabilities of gamers. This aspect administers the system architectural development of technical development imposed within the gaming concepts used within the background of the game (Wei and Lu 2014). All of these aspects make the gaming concepts and functional areas of operations for managing interests of an individual while experiencing gaming concepts and functional areas.
Mobile games with built-in gaming audiences: Mobile games are evaluated based on their users and gamer interests raised because of putting interesting segments of gaming concepts that attract the customers as well as all the game lovers (Zhou 2013). In addition to this, build- in a match are categorised with respect to the functional audiences that are fond of this game with respect to various important aspects.
Mobile games with Pop culture and celebrity branding: Brand and celebrity power is being utilised within the gaming concepts for gaining important attraction from users as well as game developers involved within these areas of operations (Hosseini, Peters and Shirmohammadi 2013). Pop-up culture and branding of celebrities manage the significant areas of interests, and the users are attracted towards the gaming love. All of these aspects are the most dynamic element that attracts users and game lovers.
Games with a business tie- in: Business tie-ins are considered as the highest revenue gaining programs for game developers within the area of development. In addition to this, various significant games are just famous for their business tie-ins with traditional business associates and functional blocks of business owners involved within the business industry (Huang et al. 2014). Business tie-ins other important segments for increasing interests in solving different mysteries and also gaining points against practical and enjoyable situations within the game.
Games with Unique Visuals: Games with various visual updates also makes the significant development of user interests for managing their real nature and benefits towards gaming concepts within the gaming concepts and contexts (Cairns, Wang and Nordin 2014). There are various segments and interesting aspects that attract the users and game lovers on exciting and strategic moves involved from the gaming perspective.
Authors & Date
Methods or Approaches
Number and type of Participant
Niantic, 6th July, 2016
API, location-based approaches are utilised within this game.
This game is efficient attracting users and gamers. This requires high mobile configuration.
Supercell, 2nd March 2016
Strategic approaches and tactics are applied within this game, and war based approaches are used
This is one efficient game that demands normal configuration
Supercell, 7th October 2013
Clash of Clans
War based approaches are used, and it is also one Strategic game
This is also one interesting game that requires good configuration of mobile.
Square Enix Montreal, 18th August 2016
Deus Ex Go
This game is based on shooting tactics and strategic moves for it. Strategic moves and methods are used
This game is bit complex on other games
Dinosaur Polo Club, 18 October 2016
This is one subway building game, strategic concepts and methods are applied to it.
This is also one easy and attractive game for a user. It has 4.2 rating among users
Gameloft, 10 May 2012
FPS based game, strategic approaches are used within it
Multiple players, Single player
This is a bit complex, but this attracts the users with its functional and strategic operations.
King, April 12, 2012
Strategic game, entertaining methods are applied for attracting users
This is one of the best games and this easy to be installed
Gameloft, August 22, 2013
Racing game, Controlling methods are applied within this game
Multi player and single player
This is also interesting game, and it is considered as best car racing game among mobile users.
Pokemon Go is one of the most interesting games among different users. This game was the darling of every mobile game when it was out within news outlets. In addition to this, this game had the best presence over the outlets and store shelves during 2016 (Pokemongo.com 2017). Additionally, the players were impressed and enchanted by the game’s simple. The Pokemon brand extended the powerful platform of Nintendo for getting unfamiliar games that acquainted with their franchises.
By the fitness studies of this game showed that the game had moved people on a daily basis for playing this game with effective responses of the users (Pokemongo.com 2017). Additionally, this game provided the player's scopes of improvements and functional aspects for managing the responses of an individual while playing the game with massive responses within the game. B responses of users and gamers of Pokemon Go, this was identified that in winter this game was recognised as the best-suited game for gamer both from the physical and mental point of view for users. In addition to this, there are various configurations and additional aspects that help in managing various important aspects that provide the organisation in managing significant aspects related to impactful social areas of operations and other possible solutions (Pokemongo.com 2017). Additionally, this game provided opportunities for managing involvement of social and cultural life structuring of game lovers.
The gamers have indulged themselves within the significant areas of a business process for managing user interests. The users of the game can quickly become socialised and are enjoying with great outdoor options that make these users amazed on their functional aspects and areas of interests (Pokemongo.com 2017). However, the game users can easily manage their interests while managing significant areas of interests that provides user choices and preferable standards for mobile games that arranges systematic approach building involved within the gaming conventions and approaches that are used within the significant areas of gaming strategies used for Pokemon Go.
Feeling for real world adventure: The movements and standardisations are entirely based on the processes and functionalities that we incorporate in our daily life (Pokemongo.com 2017). Therefore, these movements are based on the fact that the game is providing impactful measures for experiencing real life environments and aspects creatures that make the gamers feel like they are travelling throughout the real world. Therefore, feeling based on real-world approaches and functions makes the users attracted towards the game.
Better Physical and Mental Health: This game requires effective connectivity with the significant areas of the real world, and this aspect makes the system architecture of real world scenarios to make the game more interesting on user choices and demands (Pokemongo.com 2017). In addition to this, this game provides effective connectivity with the real world that keeps the user’s mental and physical health better.
Social Interactions: This game also makes the users interacted with the social life and surroundings of the users (Pokemongo.com 2017). In addition to this, this game makes the users real world and society oriented with respect to their significant discussions and fact analysis about the game and its different phases and areas of interests.
Fear of getting injured: This game requires an effectively active state of mind while playing the game. Therefore, the users have to manage their activities while walking on road and other areas they want. Therefore, these aspects include accidental responses of users and gamers and this includes impactful injuries.
Heavy battery drainage: As this game have to be played on the internet connectivity, the users need to play while being connected to the internet, so the battery life is impacted for playing this game (Pokemongo.com 2017). Therefore, the high use of battery life makes the mobile slower and the users have to stop the game. Therefore, this can be considered as the effective disadvantage of this game.
Heavy data usages: Heavy data usages are considered as another disadvantage of this game, and this makes the users loose interests from this game, and this increases disadvantages for the brand of Pokemon. These heavy data usages of the mobile phone restrict the users from searching other activities that are dependent on internet usages.
Addiction to the game: As this game is connected with the social life, both from physical and mental perspectives, this game attracts the users for playing it (Pokemongo.com 2017). This creates the specific addiction to this game that may harm the users. Addiction of this game is harmful for the users from various crucial points of view that make the users feel complex on functional areas of interests of the users.
System architecture development is one of the most effective and innovative processes of development that is needed for managing any system development perspective. In addition to this, there are various system architecture and system development processes available for managing the development of any applications (Ackerman et al. 2016). Therefore, any system architecture or functional processes need to have a usability testing processes for ensuring the efficiency of the system and this is the responsibility of the developer.
The developers first need to study the definition of usability to understand the functionalities of the usability concepts. This report is presenting some elaboration in consideration with the research question "What is Usability?" In contrast with this research question, different aspects are being elaborated within this report such as the importance of usability, quality components of usability, etc.
Research questions are crucial for managing significant approach development and analysis of functional requirement analysis of any system architecture involved within any research process. Therefore, research questions are helpful to the researchers in identifying important approaches and functional element identification during the research process. This report is considering one research question to be answered with general procedures and functionalities during the research processes. The research question is given as follows:
- What is Usability?
Definition of Usability
Usability is an umbrella term that was generally encompassing two significant related concepts within any research contexts. These are given as follows:
- Usability is one attribute of quality of any system.
- Usability is one process or group of techniques that are used during the design and development of any project or system.
The second definition can be defined as one aspect that describes usability engineering processes, and this is more accurate in describing user-centered designs (Bevilacqua et al. 2015). Additionally, usability defines the quality of a system architecture or system that involves designing of user-friendly environment for any system development.
Usable: Usability as Quality
In contrast with various definitions of usability of system architecture and system functionalities, different definitions of usability will be highlighted during this research process. Among various definitions of usability standards and functionalities, ISO 9241-11 provides the functional definition of usability: "The extent up to which one product or service can be used by specified users for achieving particular goals with proper efficiency for a specified context of users" (Braunhofer, Elahi and Ricci 2014). In addition to this, this definition of usability includes the following four significant descriptions within its elaboration:
There are specific users of the systems
There are specific goals for developing solutions
The system should allow the user goals and functional measures
The system should have particular contexts for using
Importance of Usability
Highly efficient system architecture offers benefits to both users and business processes to manage effective functionalities of system architecture. In addition to this, the primary benefits to the users of the system are that the users will find the system to be easy to achieve their goals and functionalities (Danial-Saad et al. 2016). Therefore, the system functionalities will measure the user satisfaction which helps the developers in the understanding applicability of resources that are used within the system development aspect for measuring the functionalities of the developed system architecture of a system.
Unusable systems can easily result in substantial cost to the entire business processes, not just regarding loss of sales but also regarding customer satisfaction measures that are incorporated within the system architecture of the system functionalities. In addition to this, the system usability also measures the staff productivity and supportive requirements involved within the system architecture that state the practical measures incorporated within the system development approaches and techniques that are built within the system architecture (Dianat, Ghanbari and AsghariJafarabadi 2014). Therefore, the benefits and importance of usability and functionalities need to be analysed and identified before applying these practical measures within any system development and management aspects for managing the system development aspects, some of the functional benefits and importance are being elaborated as follows:
Readily achievable user goals: Easily achievable user's goals are one of the most effective and important benefits provided by the usable system architecture and functionalities involved within the systems. These functional measures are helpful in guiding the developers in solving various issues and functional disorders in managing different circumstances that are faced by users while operating the new system (Gardner et al. 2016). Therefore, if the system is usable enough, then it can provide effective benefits to the users for meeting their advantages for managing significant approach development and functionalities improvements. Therefore, this benefit is considered as one of the most advantageous benefits of the developed systems and its usability.
Fewer time consumptions for task completion: Fewer time consumptions in achieving significant development of system architecture and achieving target goals involved within the system architecture and functionalities are another important and crucial benefit of the developed d systems (Braunhofer, Elahi and Ricci 2014). The users found any system usable and effective when the system provides them effective output within limited and specific time slot for managing the significant development of system architecture and improving any functionalities of the system architecture (Kortum and Peres 2014). Therefore, these significant changes and benefits over the significant area of development while managing different user expectations fewer time requirements provides effective benefits to the business processes as well as the users.
User satisfaction: User satisfaction is another benefit that needs to be achieved on the functional and significant area of development. In addition to this, there are various important and functional aspects that depend on the user choices and demands with respect to different functional aspects involved within the system architecture of any developed systems. In addition to this, user satisfaction is measured with respect to various functional and non-functional aspects that manage effective responses from users and their developers (Kortum and Bangor 2013). Therefore, user satisfaction can be measured as one of the most practical benefits of system usability over any system architecture of development of any system.
Easy change implementation process: Sometimes there are various changes that need to be implemented and incorporated within any system architecture for managing and developing the functionalities of any system architecture. Therefore, the system architecture needs to be supported by change implementation (Braunhofer, Elahi and Ricci 2014). The usability acceptance criteria for any system development show that every usable system-architecture provides easy change implementation processes for managing and developing functional system architecture. Therefore, these characteristics also can be considered as the benefits of system architecture development functional implementation procedures within any system development processes. Usability provides an effective benefit of implementing changes within the system architecture of any system development approaches.
Usability testing approach is the minimum level of designing for people and functionalities. In addition to this, different products and services are used by different category of users and people. Therefore, these users measure the usability of that product or services on different components and elements present within the usability standards (Lin et al. 2014). Henceforth, the some of the parts and components needs to be identified while managing the usability functionalities and measures. Therefore, these components or elements are being provided as follows:
Learnability: This part states the standard which looks easy to the users in accomplishing their goals and objectives decided by individual circumstances in managing different issues and functionalities involved within the system development aspect. In addition to this, the users should not get frustrated while running the system or operating on that particular system for achieving specific difficulties and functionalities that are provided by the system architecture to the users (Lin et al. 2016). In addition to this, the users don't need struggle while operating these measures present within the system architecture or developmental perspective of any system architecture. Therefore, learnability is one of the most effective and important elements for the user who is using the system infrastructure and functionalities while checking their desired outcomes from the system architecture.
Efficiency: Efficiency is other impactful and significant benefits involved within the system architecture or in a case of any developed system architectures. In addition to this, there are certain functional areas and specifications that need to be managed by the system design which is known as efficiency. The system should perform on the effective measures involved within the functional background of the system development (Orfanou et al. 2015). The efficiency of any developed systems is provided by the developer in the functional areas of development and achievements. Therefore, these functionalities and aspects are managed on different analytics and functionality measures involved within the developed system architectures.
Memorability: The users check the reestablishment of the developer's design on their functional outcomes. The users check the efficiency of the designed system that helps them in adjusting different process and tactics involved within the system architecture. The users test the usability of a new system on various functional measures provided by the system architecture to the users. The users need to memories the functional measures involved within the operational aspects that manage the functional aspects of the system on different criteria and functionalities (Pasqualotto et al. 2015). The design of a system is easily understandable then the users will take less time to study them, and that particular system will be effectively usable to them.
Errors: The next usability measure for any developed system is errors. In addition to this, error-prone solutions and systems are never liked by users and developers as well (Braunhofer, Elahi and Ricci 2014). In contrast with this fact that any system needs to be less error prone, the developer needs to develop proactive solutions for managing user choices and demands within the system development patterns. There are different examples where the users face various issues and functional problems that include less user satisfaction, and it results into the less productivity from the system (Braunhofer, Elahi and Ricci 2014). Therefore, erroneous solutions and functional errors need to be identified and solved on user demands to attract customers and user (Roscoe et al. 2014). Therefore, error reduction and correction should be considered as an efficient solution for developers in solving issues and functionalities that help the users in solving problems and functional errors involved within the system architecture. The developers design such solutions or systems that manage effective advancements for managing user interests on the goals and functional needs of the users within the system architecture development perspective.
Mobile games with built-in gaming audiences
Satisfaction: User satisfaction is another aspect that needs to be managed and added the developed system architecture to make it sustainable on variable and the functional user demands within the system development phases (Braunhofer, Elahi and Ricci 2014). In addition to this, there are different consequences and functionalities that are managed and system efficiency with respect to user demands and these are managed with respect to the system demands and needs. Therefore, the users get satisfied on different consequences for getting satisfaction from the developed system architecture within any system development and using phases.
This can be concluded that usability testing and functionality measurements are the very essential measurement for any significant system testing and building approaches. In addition to this, there are various other possibilities those impacts on the development perspective of any system architecture. Therefore, this aspect needs to be studied and well established within any research or development processes. Henceforth, this report has considered one significant research question to be elaborated within the entire research process. Different segments and important aspect of this research question are being developed within this report. The concerned research question is about the usability patterns and functionalities of any system architecture that is being developed within this report on various features and different measures taken into account within any research process.
Background of Clash of Clans
Clash of clans is one of the fermium free MMO strategy video game developed as well as published by Supercell. The game was released for mainly iOS platform in the year of 2012, August 2, after this release for iOS platform, this game was released in the year of 2013 on 7th October for the Android and Google Play (Consalvo 2017). Henceforth, all of these different release histories of the game highlight the evolution of the game. This information is provided on different websites and journals published facts about the game. The clash of clan players needs to build their town using their gained resources and functional descriptions provided for their clans.
There are significant strategic features that are managed and arranged as developed by the gamers for securing their clans. There are different kinds of resources present within this game. These resources are gold, elixir, dark elixir, gems, etc. Players can create clans, groups up to fifty people for their set of play and these people can easily partake the clans for war and other fighting concerns present in the significant areas of game play (Lehtonen and Harviainen 2016). The players of the game are allowed to share and use their troops for specific purposes and also the players can easily chat with each other for their demands and specifications. Clash of clans got released for collecting positive reviews from different users and game players. According to different research segments presented within different journals and websites, there are various viewers and critiques those didn't like the fermium model that was presented for attracting the users and viewers.
Figure 1: Clash of Clans
(Source: Dempsey 2015, pp-4 )
Mobile games with Pop culture and celebrity branding
Game Play of Clash of Clans
Clash of clan is one of the popular online games that provide satisfaction and pleasure for playing. This game is one online as well as a multiplayer game in which the players build community on structure of the clan, and also they develop troops, and also train and attack other players for earning gold, elixir, dark elixir and gems. They get sufficient amount of resources as a return of the play or for attacking their neighbor’s clan (Jia, Kenney and Seppälä 2017). In addition to this fact, the gold and elixir can be used for building and reload the defence that provides protection to the clan during the attacks within the clans with respect to the functional aspects and strategies involved within the gaming patterns.
Figure 2: Game Play
(Source: Kool et al. 2017, pp-13)
Additionally, the elixirs and dark elixirs can be used for training and upgrade the troops as well as shells. The game features also provide pseudo- single player campaign, and within it, the players can easily attack a series of fortified goblin villages also can earn gold and elixirs from that particular war of any specific domain of clans. This game has two builders by default; in spite of this fact one player can install more than two builders within their game using Gems (Kim et al. 2016). These builders are more important for making the building and other functionalities are upgraded on the player demands and needs involved within the significant areas of development. In contrast with these facts, if all the builders are busy at a point of times then the player has to wait for them to be free on their functional.
For earning and storing gold and elixirs, the players need to build the gold mines as well as gold storage and collection of elixirs and elixir storages within their clans. Elixirs are used for training the new troops and carrying the research processes that helps in upgrading the troops and for reloading X-Bows. This aspect helps in building and protecting the functional areas of troops as well as the clans of individual players (Bennani 2015). Gold is used for building defensive buildings over the clan and also it provides up-gradation of town halls. This aspect allows access to more number of buildings and higher levels of existing building strictures that provides effective impacts on the development of the existing building processes and the segment of work. Such as at town hall 7, the dark elixirs are available, and this type of elixirs are used for training and also upgrading of dark elixir troops involved within the clans.
These troops provide fuel for inferno tower which is known as one defensive building that is only available at the town hall 10. This town hall is fueled by the elixirs. The Eagle Artillery is one defensive building, which is available at the town hall number 11 that is also fueled by elixir. The town hall number 11 provides access to the new hero that is known as the grand warden (Oh et al. 2016). This is the only hero who is born from the elixirs. These are done for earning elixirs, and a player needs to build the dark elixirs drills and dark elixir storages for achieving this functional element within their clan. There are the number of buildings that are available for the players for defending their villages which include wizard towers, inferno towers and bombs and Teslas involved within the clan for managing different activities involved within the clans at the time of war.
Games with a business tie-in
Troops and Spells
Clash of Clans have two different kinds of barracks, such as barracks and dark barracks and additionally, there are two significant spells such as spell factory and dark spell factory (Yu et al. 2017). The barracks creates troops using the elixirs (such as "Barbarian, Archer, Giant, Goblin, Wall Breaker, Balloon, Wizard, Healer, Dragon, P.E.K.K.A, Baby Dragon and Miner"). The dark barracks creates troops using the dark elixirs (such as "Minion, Hog Rider, Valkyrie, Golem, Witch, Lava Hound and Bowler").
Additionally, the spell factories follow the accurate pattern developed by the functional elements presented above part of the descriptions. The spell factory creates spells using the elixirs accurately like the previous one. Additionally, the dark spell factory creates spell using the dark spells involved within the system architecture of the Clash of Clan (Dark Elixirs are "Poison Spell, Earthquake Spell, Haste Spell and Skeleton Spell") (Sánchez and Sánchez 2016). In addition to this, all the troops and spells that are being used for the development of creating spells and elixirs provide different properties, whenever the players progress during their play several new troops and spells gets unlocked with respect to their moves and functional steps taken during the play.
Chess is two players based gaming concept that is played on the chessboard. Now a days this game is developed on different mobile interfaces and functional developmental aspects involved within mobile devices. The chessboard within mobile is designed through the checkered game board that is designed with 64 squares that are arranged in 8x8 grids. Each of the players generally begins with 16 pieces: such as one king, one queen, two rooks, two knights, two bishops and two pawns. Each of these six pieces has their own different and significant moves on the functional game play (Taylor 2013). The most powerful element of the game is queen, and the least powerful element of the game is the pawn. In contrast with these facts, the main objectives behind this play are to do checkmate the opponent's king on the placement of inescapable threat and captures during the game play involved within the entire game processes.
Figure 3: Chess
(Source: Gervás 2014, pp- 40)
The end of the game includes that the player should use their pieces for capturing and attacking the opponent's piece involved within the game play. The mobile game platform provides the effective measure for managing the development of functional measures involved within the gaming platform that is managed through different measures involved and introduced within the game play. There are different chess variants which utilize different rules, pieces and boards involved within the system architecture of chess that manages the developmental perspective of chess game play (Bond et al. 2014). In addition to this, these rules, functionalities are being elaborated as follows with respect to different consequences involved within the significant approach development of the game play that helps in managing the details descriptions provided by the game.
Figure 4: Chess Game Play
(Source: Krisnadhi et al. 2015, pp- 7)
Games with Unique Visuals
Game play: Rules
Chess is played on the gaming platform that is provided within the mobile platforms where the gamers can view all of the significant elements and functional aspects involved within the game. There are two teams involved in the chess game that refers to the white and black team of the play. In contrast with these facts, the colours of the 64 squares alternate and referred to as the light and dark squares involved within the game (Rodr?guez-Doncel et al. 2015). The chessboard is divided among two users for managing significant and equal distribution among the users and players involved within the game play. The game begins with the 16 pieces of specified colours involved within the play that defines the different and accurate place for kings, queens and other important elements involved within the game for managing game strategies involved within the play.
The players with white pieces always move firsts. After the first move is considered players alternately moves per turn is decided. Except the castling when two pieces are moved or transferred alternate turn of the users are allowed to the users for taking their next moves for the game play. Sole exception of en passant, the piece captures general spaces for managing their moves within the play (Taylor 2013). The checkmates and statemate are managed and alternated on functional areas of development within significant areas of development within this game.
Every game has the king, and that is allowed to make the special move known as the castling processes. The castling consists of movable king two squares along with and in the direction of the rook. Then this rook is placed in the right square of the rook.
Promotion is another part that is considered while operating the game for managing the game play on various functional aspects involved within it. The players need to be managed on player's choice of queen, rook bishops and knight. These are mandatory options that need to be managed on various strategies involved within the context of the promotion of Queens (Sheridan and Reingold 2014). By the descriptions provided within this context of game play, it is highlighted that there are various functional aspects that are managed on strategic moves that are included and managed with respect to different strategic moves and functional measures incorporated by the gamer and game inventor.
When the king is under immediate attack by the two or one opponent’s pieces, it is known as the check and mate. The response to the check a legal move is provided to the opponent for managing legal results for managing the development of next moves that are mandatory for managing the game play. In addition to this, the capturing process of this check and made can be imposed on the two interposing pieces (Gervás 2014). To save the king there needs to be some steps that manages check and made opportunities for the users and developers as well.
End of Game
List of 8 Popular Mobile Games
Win: Check mate, resignation and forfeit is considered as the effective and efficient way of winning the game with respect to different responses collected from the developer’s end as well as from the user ends.
Draw: Draw agreement, settlement and threefold are considered as the draw measures involved within the game play.
Time control: Time control is another aspect for managing significant aspect for managing the efficient game play within effective time slots.
Notions of recording moves
The notions and recording moves are functional aspects that needs to be managed with respect to the functional areas of development and management within the significant development of game slots.
Strategy and Fundamental Tactics
Strategies and functional cases are developed with respect to the functional areas of development and these are arranged with respect to the functional moves managed through the steps of the moves.
Ackerman, R., Parush, A., Nassar, F. and Shtub, A., 2016. Metacognition and system usability: Incorporating metacognitive research paradigm into usability testing. Computers in Human Behavior, 54, pp.101-113.
Alha, K., Koskinen, E., Paavilainen, J. and Hamari, J., 2016, August. Critical acclaim and commercial success in mobile free-to-play games. In Proceedings of DiGRA FDG conference (pp. 1-6).
Alzahrani, A.I., Mahmud, I., Ramayah, T., Alfarraj, O. and Alalwan, N., 2017. Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students. Telematics and Informatics, 34(4), pp.239-251.
Bennani, F., 2015, June. Game Based Learning Best Practices: Using the Metagame. In EdMedia: World Conference on Educational Media and Technology (Vol. 2015, No. 1, pp. 1371-1373).
Bevilacqua, R., Felici, E., Marcellini, F., Glende, S., Klemcke, S., Conrad, I., Esposito, R., Cavallo, F. and Dario, P., 2015, August. Robot-era project: preliminary results on the system usability. In International Conference of Design, User Experience, and Usability (pp. 553-561). Springer International Publishing.
Bond, D., Loidl, H.W. and Louchart, S., 2015, December. Design and Implementation of the Jomini Engine: Towards a Historical Massively Multiplayer Online Role-Playing Game. In International Conference on Games and Learning Alliance (pp. 441-451). Springer International Publishing.
Bond, E.G. and Bond, J.H., Edward G. Bond, 2014. Game combining checkers, chess and dice. U.S. Patent 8,657,289.
Braunhofer, M., Elahi, M. and Ricci, F., 2014, September. Usability assessment of a context-aware and personality-based mobile recommender system. In International conference on electronic commerce and web technologies (pp. 77-88). Springer International Publishing.
Cairns, P., Li, J., Wang, W. and Nordin, A.I., 2014, April. The influence of controllers on immersion in mobile games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 371-380). ACM.
Consalvo, M., 2017. Player one, playing with others virtually: what’s next in game and player studies. Critical Studies in Media Communication, 34(1), pp.84-87.
Cuaresma, J. and MacKenzie, I.S., 2014, October. A comparison between tilt-input and facial tracking as input methods for mobile games. In Games Media Entertainment (GEM), 2014 IEEE (pp. 1-7). IEEE.
Danial-Saad, A., Kuflik, T., Weiss, P.L. and Schreuer, N., 2016. Usability of clinical decision support system as a facilitator for learning the assistive technology adaptation process. Disability and Rehabilitation: Assistive Technology, 11(3), pp.188-194.
Dempsey, M., 2015. Clash of clans. Nurture: the voice of the National Union of Associations for Christian Parent-controlled Schools, 49(2), p.14.
Dianat, I., Ghanbari, Z. and AsghariJafarabadi, M., 2014. Psychometric properties of the persian language version of the system usability scale. Health Promot Perspect, 4(1), pp.82-9.
Ernst, T., Kabam, Inc., 2015. System and method for providing in-game pricing relative to player statistics. U.S. Patent 9,138,639.
Gallo, A., 2016. Exploring Exer-Walls (Exercise Walls) as a Healthy Alternative to Paywalls in Mobile Games (Doctoral dissertation, University of Worcester).
Gardner, C.L., Flanagan, M.C., Franklin, C., John-Swayers, C., Walsh-Pouch, S., Bryant, F.J., Romano, C.A., Gibbons, S., De Jong, M., Hoang, A. and Becher, D., 2016. Electronic physiologic and subjective data acquisition in home-dwelling heart failure patients: An assessment of patient use and perception of usability. International Journal of Medical Informatics, 93, pp.42-48.
Gervás, P., 2014. Composing narrative discourse for stories of many characters: A case study over a chess game. Literary and Linguistic Computing, p.fqu040.
Hosseini, M., Peters, J. and Shirmohammadi, S., 2013, February. Energy-budget-compliant adaptive 3D texture streaming in mobile games. In Proceedings of the 4th ACM Multimedia Systems Conference (pp. 1-11). ACM.
Huang, C.Y., Hsu, C.H., Chen, D.Y. and Chen, K.T., 2014, March. Quantifying user satisfaction in mobile cloud games. In Proceedings of Workshop on Mobile Video Delivery (p. 4). ACM.
Jia, K., Kenney, M. and Seppälä, T., 2017. Supercell Joins a Mobile Internet Giant: Fitting into Tencent’s Overall Business Strategy (No. 54). The Research Institute of the Finnish Economy.
Kim, J., McNeill, D., Wei, A. and Yu, C., Kabam, Inc., 2016. Providing virtual items configured to facilitate temporary resource requirement reduction in an online game. U.S. Patent 9,440,145.
Kooti, F., Grbovic, M., Aiello, L.M., Bax, E. and Lerman, K., 2017, February. iPhone's Digital Marketplace: Characterizing the Big Spenders. In Proceedings of the Tenth ACM International Conference on Web Search and Data Mining (pp. 13-21). ACM.
Kortum, P. and Peres, S.C., 2014. The relationship between system effectiveness and subjective usability scores using the System Usability Scale. International Journal of Human-Computer Interaction, 30(7), pp.575-584.
Kortum, P.T. and Bangor, A., 2013. Usability ratings for everyday products measured with the System Usability Scale. International Journal of Human-Computer Interaction, 29(2), pp.67-76.
Krawczyk, H. and Lubomski, P., 2015, June. User trust levels and their impact on system security and usability. In International Conference on Computer Networks (pp. 82-91). Springer International Publishing.
Krisnadhi, A., Rodríguez-Doncel, V., Hitzler, P., Cheatham, M., Karima, N., Amini, R. and Coleman, A., 2015, October. An Ontology Design Pattern for Chess Games. In WOP.
Lee, S., Bang, H. and Sundar, S.S., 2014, December. Social interaction in mobile games: priming opponents' presence and haptic feedback. In Proceedings of HCI Korea (pp. 104-108). Hanbit Media, Inc..
Lehtonen, M.J. and Harviainen, J.T., 2016. Mobile games and player communities: Designing for and with clans. Design Management Review, 27(3), pp.20-26.
Lin, H.C.K., Wu, C.H. and Hsueh, Y.P., 2014. The influence of using affective tutoring system in accounting remedial instruction on learning performance and usability. Computers in Human Behavior, 41, pp.514-522.
Lin, W.Y., Chou, W.C., Tsai, T.H., Lin, C.C. and Lee, M.Y., 2016. Development of a Wearable Instrumented Vest for Posture Monitoring and System Usability Verification Based on the Technology Acceptance Model. Sensors, 16(12), p.2172.
Ma, X., Deng, Z., Dong, M. and Zhong, L., 2013. Characterizing the performance and power consumption of 3D mobile games. Computer, 46(4), pp.76-82
Maggiorini, D., Quadri, C. and Ripamonti, L.A., 2014. Opportunistic mobile games using public transportation systems: a deployability study. Multimedia systems, 20(5), pp.545-562.
Mulcahy, R., Russell-Bennett, R. and Kuhn, K.A., 2014. Balancing entertainment and behaviour value: M-games as a social marketing agent of change. In Proceedings of the 2014 Australian and New Zealand Marketing Academy Conference: Agents of Change (p. 627). ANZMAC.
Oh, Y., Wiggins, M.S. and Leibham, M.B., 2016. Comparisons of College Students’ Enjoyment in Physical Activity & Exergames. European Scientific Journal, ESJ, 12(34).
Orfanou, K., Tselios, N. and Katsanos, C., 2015. Perceived usability evaluation of learning management systems: Empirical evaluation of the System Usability Scale. The International Review of Research in Open and Distributed Learning, 16(2).
Park, H.J. and Kim, S.H., 2013. A Bayesian network approach to examining key success factors of mobile games. Journal of Business Research, 66(9), pp.1353-1359.
Pasqualotto, E., Matuz, T., Federici, S., Ruf, C.A., Bartl, M., Olivetti Belardinelli, M., Birbaumer, N. and Halder, S., 2015. Usability and workload of access technology for people with severe motor impairment: a comparison of brain-computer interfacing and eye tracking. Neurorehabilitation and neural repair, 29(10), pp.950-957.
Pathania, A., Jiao, Q., Prakash, A. and Mitra, T., 2014, June. Integrated CPU-GPU power management for 3D mobile games. In Proceedings of the 51st Annual Design Automation Conference (pp. 1-6). ACM.
Pathania, A., Pagani, S., Shafique, M. and Henkel, J., 2015, July. Power management for mobile games on asymmetric multi-cores. In Low Power Electronics and Design (ISLPED), 2015 IEEE/ACM International Symposium on (pp. 243-248). IEEE.
Pokemongo.com. (2017). Catch Pokémon in the Real World with Pokémon GO! . [online] Available at: https://www.pokemongo.com/ [Accessed 2 May 2017].
Richardson, I. and Hjorth, L., 2014. Mobile games: From tetris to foursquare.
Rodr?guez-Doncel, V., Krisnadhi, A.A., Hitzler, P., Cheatham, M., Karima, N. and Amini, R., 2015, October. Pattern-based linked data publication: The linked chess dataset case. In Proceedings of the 6th International Workshop on Consuming Linked Data co-located with 14th International Semantic Web Conference (ISWC 2105), Bethlehem, Pennsylvania, US.
Roscoe, R.D., Allen, L.K., Weston, J.L., Crossley, S.A. and McNamara, D.S., 2014. The Writing Pal intelligent tutoring system: Usability testing and development. Computers and Composition, 34, pp.39-59.
Rusko, R., 2015. New business model: intentional and unintentional degree one and degree two consumer coopetition in a branch of the Finnish game industry. International Journal of Business Environment, 7(3), pp.219-241.
Sánchez, P.M. and Sánchez, R.L., 2016. The ins and outs of the video game localization process for mobile devices. Revista Tradumàtica: tecnologies de la traducció, (14), pp.16-35.
Sheridan, H. and Reingold, E.M., 2014. Expert vs. novice differences in the detection of relevant information during a chess game: evidence from eye movements. Frontiers in psychology, 5.
Spassova, L., Vittore, D., Droste, D.W. and Rösch, N., 2016. Randomised controlled trial to evaluate the efficacy and usability of a computerised phone-based lifestyle coaching system for primary and secondary prevention of stroke. BMC neurology, 16(1), p.22.
Taylor, N., 2013. Chess game piece. U.S. Patent D695,355.
Triantafyllidis, A.K., Koutkias, V.G., Chouvarda, I. and Maglaveras, N., 2014, August. Development and usability of a personalized sensor-based system for pervasive healthcare. In Engineering in Medicine and Biology Society (EMBC), 2014 36th Annual International Conference of the IEEE (pp. 6623-6626). IEEE.
Wei, P.S. and Lu, H.P., 2014. Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), pp.313-331.
Yu, C., Tsao, B., Kim, J., Chanthasiriphan, K. and Chyou, W., Kabam, Inc., 2017. Method and system for facilitating chance-based payment for items in a g
Zhou, T., 2013. Understanding the effect of flow on user adoption of mobile games. Personal and ubiquitous computing, 17(4), pp.741-748.
To export a reference to this article please select a referencing stye below:
My Assignment Help. (2022). Different Types Of Mobile Games And 8 Popular Games. Retrieved from https://myassignmenthelp.com/free-samples/desn6410-usability-and-interaction-design/usability-study-on-mobile-games-file-A88DF4.html.
"Different Types Of Mobile Games And 8 Popular Games." My Assignment Help, 2022, https://myassignmenthelp.com/free-samples/desn6410-usability-and-interaction-design/usability-study-on-mobile-games-file-A88DF4.html.
My Assignment Help (2022) Different Types Of Mobile Games And 8 Popular Games [Online]. Available from: https://myassignmenthelp.com/free-samples/desn6410-usability-and-interaction-design/usability-study-on-mobile-games-file-A88DF4.html
[Accessed 22 February 2024].
My Assignment Help. 'Different Types Of Mobile Games And 8 Popular Games' (My Assignment Help, 2022) <https://myassignmenthelp.com/free-samples/desn6410-usability-and-interaction-design/usability-study-on-mobile-games-file-A88DF4.html> accessed 22 February 2024.
My Assignment Help. Different Types Of Mobile Games And 8 Popular Games [Internet]. My Assignment Help. 2022 [cited 22 February 2024]. Available from: https://myassignmenthelp.com/free-samples/desn6410-usability-and-interaction-design/usability-study-on-mobile-games-file-A88DF4.html.