An Empirical Analysis of the Correlation Between Visual and Cognitive Attributes as a factor of user experience of Mobile Games

2018 ◽  
Vol 19 (2) ◽  
pp. 97-109
Author(s):  
Won Kyoung Kim ◽  
Yu Bin Oh
Author(s):  
Kamaljeet Sandhu

This study investigates factors that influence the acceptance and use of e-Services. The research model includes factors such as user experience, user motivation, perceived usefulness, and perceived ease of use in explaining the process of e-Services acceptance, use, and continued use. The two core variables of the Technology Acceptance Model (TAM), perceived usefulness and perceived ease of use, are integrated into the Electronic Services Acceptance Model (E-SAM).


IEEE Access ◽  
2018 ◽  
Vol 6 ◽  
pp. 49067-49079 ◽  
Author(s):  
Qi Yu ◽  
Xiaoping Che ◽  
Siqi Ma ◽  
Shirui Pan ◽  
Yuxiang Yang ◽  
...  

2020 ◽  
Vol 22 (2) ◽  
pp. 43-52
Author(s):  
Moonkyoung Jang ◽  
◽  
Changkeun Kim ◽  
Byungjoon Yoo

2021 ◽  
Vol 5 (2) ◽  
pp. 48-53
Author(s):  
Andreas Kurniawan ◽  
Nunnun Bonafix ◽  
Hendri Hartono

The purpose of this research study is to get correlation between left-hand-dominant people with normal layout from mobile games application, and also to get the best suggestion layout for user interface & user experience design (UI/UX) mobile games towards left-hand-dominant people. Quantitative method is used for examination between left- hand-dominant people with user interface layout design. There were 22 left-hand-dominant people who love playing mobile game based. All participants played mobile game (PUBG- PlayerUnknown’s BattleGround) for 10 minute with 2 different layouts, normal design from developer and our modified design layout. Result; normal design layout is not significantly give any issues. Left-hand-dominant people accepted that normal basic layout. Before mobile games era, there were gamepads or joysticks with same standard layout buttons towards UI/UX mobile games screen and they were feeling fine about it.


Author(s):  
Trinidad Domínguez ◽  
Noelia Araújo ◽  
Jose Antonio Fraiz ◽  
Elisa Alén

This chapter aims to analyze the different tourism search and metasearch engines for online booking based on supplier perspective (accommodation, flights, leisure and package deals) and taking into account the possible relations generated by the structure and content variables of web offers. A literature review is carried out to study user experience and provide greater in-depth knowledge which will, in turn, in addition to observation of online booking, trends, data, and profile and user preferences. With this information, the study establishes the main attributes of strucuture and offer content of webs focused on the user preferences. The empirical analysis is based on a representative sample of e-commerce of tourism websites, its main characteristics and possible correlations according to the structure and content of their offers. Based on this, the work identifies competitive advantages that will set the trends for the sector and future short-term strategies.


2008 ◽  
Vol 2008 ◽  
pp. 1-6 ◽  
Author(s):  
Tamas Vajk ◽  
Paul Coulton ◽  
Will Bamford ◽  
Reuben Edwards

Undoubtedly the biggest success amongst the recent games console releases has been the launch of the Nintendo Wii. This is arguably due to its most innovative attribute—the wireless controller or “Wiimote.” The Wiimote can be used as a versatile game controller, able to detect motion and rotation in three dimensions which allows for very innovative game play. Prior to the Wii, and with much less furor, Nokia launched its 5500 model phone which contains 3D motion sensors. Using the Sensor API library available for the Symbian OS, this sensor data can be used by developers to create interesting new control schemes for mobile games. Whilst 3D motion can be utilized for ondevice games, in this paper we present a novel system that connects these phones to large public game screens via Bluetooth where it becomes a game controller for a multiplayer game. We illustrate the potential of this system through a multiplayer driving game using the Microsoft XNA framework and present preliminary feedback on the user experience from a public trial which highlights that these controls can be both intuitive and fun.


2021 ◽  
Vol 5 (2) ◽  
pp. 33-44
Author(s):  
Noraziah Mohd Razali ◽  
◽  
Azahar Harun ◽  
Ruslan Abdul Rahim ◽  
◽  
...  

There are numerous subfields within visual communication, one of which is new media, alongside conventional practices such as advertising, photography, the web, animation, and signage. Blogs, social media, video games, email and the pervasiveness of smartphones have all resulted in the emergence of new media that are inextricably linked to the internet and the online environment. since the first mobile game, "Tetris", in 1994 and “Snakes" in 1997, the visual element in mobile games has evolved significantly, culminating in the modern-day mobile gaming world. These changes have involved progress from the black and white images of the early games to the variety of colours used in game visuals today and the creation of virtual goods in-app games. A skin is one of these virtual goods or items and is synonymous with a virtual appearance, outfit or cosmetic item that can be used to modify and enhance the appearance of a player's avatar. This is a cosmetic item and purely aesthetic in nature, serving no functional purpose. Among players, the desire for a skin is undeniable. Apart from the "beauty factor," another hidden value is inherent in players' perceptions of their interactions with purely aesthetic items. To determine the attractiveness of the skin in mobile games, preliminary research on skin evaluation was conducted to ascertain players' perceptions of recent virtual skins they had used in-game. The purpose of the study was to identify players’ perceptions of the attractiveness of the skin they used. To conduct the research, the Standard User Experience Questionnaire (UEQ) was used to determine the attractiveness of the skin as a virtual product. The UEQ is composed of six scales and twenty-six items that assess attractiveness on a hedonic and pragmatic level. Thirty respondents were chosen, and data analysis was performed using UEQ Data Analysis Tools. The product's benchmark was divided into five UX quality categories: excellent, good, above average, below average, and bad. The results indicate that stimulation is an excellent proxy for the UX quality of skin and efficiency is above average; meanwhile, attractiveness, perspicuity, dependability, and novelty were below average.


2007 ◽  
Vol 23 (4) ◽  
pp. 248-257 ◽  
Author(s):  
Matthias R. Mehl ◽  
Shannon E. Holleran

Abstract. In this article, the authors provide an empirical analysis of the obtrusiveness of and participants' compliance with a relatively new psychological ambulatory assessment method, called the electronically activated recorder or EAR. The EAR is a modified portable audio-recorder that periodically records snippets of ambient sounds from participants' daily environments. In tracking moment-to-moment ambient sounds, the EAR yields an acoustic log of a person's day as it unfolds. As a naturalistic observation sampling method, it provides an observer's account of daily life and is optimized for the assessment of audible aspects of participants' naturally-occurring social behaviors and interactions. Measures of self-reported and behaviorally-assessed EAR obtrusiveness and compliance were analyzed in two samples. After an initial 2-h period of relative obtrusiveness, participants habituated to wearing the EAR and perceived it as fairly unobtrusive both in a short-term (2 days, N = 96) and a longer-term (10-11 days, N = 11) monitoring. Compliance with the method was high both during the short-term and longer-term monitoring. Somewhat reduced compliance was identified over the weekend; this effect appears to be specific to student populations. Important privacy and data confidentiality considerations around the EAR method are discussed.


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