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The report "Gaming Industry Development" focuses on the critical analysis of the current state and development of the gaming industry. Gaming involves the form of interaction between a human and user interface in a computer aided-machine to generate visual feedback through games…
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RESEARCH REPORT
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Research Report
Introduction
Gaming involves the form of interaction between a human and user interface in a computer aided-machine in order to generate a visual feedback through games with preferential roles as a form of pass time or entertainment. From historical basing of human civilization, games have formed an integral part of life. The entertainment, relief, and psychosocial importance are appreciated. With the development of machines and the computer, gaming took a different level as it generated interaction through interfaces and available platforms (Squire and Jenkins 2011, p.17). Presently, the number of games available to humans is widespread as they keep evolving and being created on a non-stop basis. Electronic games have various designation channels using the input devices, game controllers, machine and generated output through interactive sequences. Their availability has shifted from adjoined devices on large mainframes, personal consoles, into the handheld devices, which are common like the mobile phones and tablets.
Background
Evolution in the gaming world has taken various challenges and specifications in order to stay relevant all through. The entry of various game development companies and providers increased at an unprecedented level. However, the opportunities that have arisen from the process include the lucrative ability, popularity, consequential, connections available, and the analysis deliberated even in education institutions. Squire and Jenkins (2011, p.15) argue that the need to survive and thrive with change in the gaming world has led to evolvement of the process and availability due to flexibility, charges, and the competition structures. The growing populations all over the world and interest in gaming have been made easier through the realization of mobile telephony and handheld gadgets like tablets. The levels of innovations, television initiatives, automotive creations and general applause have changed the perspective of the future gaming ecosystem as well as the globalization needs.
Research Question
Majority of the users has credited the ease of gaming on the mobile telephony and tablets, with several factors amidst preferential targets. For mobile gaming, the general accesses to handheld gadgets of communication have become an almost-requirement for every other person in the global village today. From the manufacturers of the gadgets and service providers, the games are dependent on the in-built capacity and features in order to provide the interaction required between the entertainment platform and the users (Kelly 2014, p. 1). Simple games in the initial mobile gadgets like Mortal Kombat provided for the much-needed springboard for the successful entry of gaming platforms at the confines of the users. Increased portability and functional features from the subsequent gadgets according to the technological advancements ensured that the growth was exponential in a progressive state. In turn, the designers and game developers benefited the lucrative entity it had created.
Due to the populous culture and social realms of globalization, mobile gaming has developed in an elevated manner. The number of games applicable in smartphones today is numerous with the trend of increased development on a daily basis. Falstein (2014, p. 2) argues that operating systems and the breakthrough in application dimensions has also contributed to personal developments and creativity at the touch of the mobile phone screens. Today, any individual with the technical expertise of creative programs can develop a gaming application. For example, candy crush, fruit ninja and the flappy bird are examples of the popular games that have been created by independent persons and sold to the market via the internet for application use. Increased attributes and motivational ease from network sites of socializations have all contributed top the continued preference of the games.
Gaming on the tablets has been possible with the evolution of technology and opportunity created in the process. Traditionally, majority of the games had to be accessed and interacted with through the gaming consoles, PlayStation, as well as the Xbox. Due to the financial constrains and expenses only few could manage purchasing the gadgets in order to use them. Majority of other users relied on arcades and expositions for the ease of access. Subsequently, the development of personal computers and gaming capabilities shifted the landscape of the process even further (Scimeca 2015, p.3). The significant step was strengthened the more when the tablets were introduced for portability and comfort preferences to various users. Gaming became readily available with minimal disruption. In addition, the connectivity to the internet added interest as the customer numbers increased. Generated changes and updates on the platform became a specialty to the worldwide audience.
Tablets are distinctive in their gaming capabilities as compared to the mobile telephony or the other platforms. With the consoles, there is need for the physical spacing and requirements of the maintenance aspects. In the latter, they include the improvisation of cooling shifts, placement of the gadgets and servicing whenever faults are detected. Lazarides (2015, p. 2) notes that with the mobile telephony, the ease of use also becomes a potential risk especially when the placement is not guaranteed. Similarly, once the operating system cannot support the robustness if the gaming change, the process is halted. In tablets, there are minimal disruptions to the human and machine interaction phase as well as functionality of the gadget depending on the longevity and terms of services upon its purchase. The ease of handling and delivery of its functionalities have made it a clear favorite to majority of the users.
Opportunities
Mobile telephony and use of tablets for gaming have the opportunity of increasing the outreach to various users all over the world as compared to other consoles. Through imitation as the sincerest form of flattery, the use of tablets and mobile gaming can be used to enable the eradication of long-standing stereotypes of the entertainment venture. Through the hugely successful and popular consoles like the Xbox as well as the PlayStation, the devices provide room for improvement and updates as compared to changing any of the hardware and software components. User preferences can be inculcated within the specifications and personalization in order to make the games more relevant (Kelly 2014, p. 1). The audience is also preferred for the single-user players as it creates the sense of ownership without any needed disturbance from the external environment or other users.
An additional dimension of the tablets and mobile gaming availability closer to all people is the need for communication amidst other growing trends in the globalization world. From the tradition and skeptical attitude labeled on the gaming industry, various cultures across the world have embraced technology. In the process, numerous consumers and enthusiasts of games have become attached to the entertainment and interactive nature of the platforms. Falstein (2014, p. 2) argues that mobile telephony becomes the cheapest alternative to access the games as compared to purchasing of the consoles especially in the developing nations. In the developed nations, it becomes greater as the personification and additional peripheral devices have made mobile gaming and tablets more important for social spaces and communication. In addition, the costs of the gadgets are always on the decrease as they have become common to numerous target consumers making them affordable.
Threats and Future Developments
With the development of gaming technology and advancement of the same, mobile and tablet use in delivering them closer to everyone faces various threats across board. For example, there are other entrants in the process like the virtual reality consoles and application devices. They are in line with the three-dimensional environment thus creating a super experience to the users of the games, unlike the tablets and mobile. Lazarides (2015, p. 2) notes that such innovations have continuously pushed them into juts gadgets for communication as opposed to gaming, due to the superiority offered. Another threat is the influx of several gaming designers and available options to the users. For the enthusiasts, due to the limitations of space available in the mobiles and tablets as well as graphics support, some of the preferential games cannot be properly run or installed in them. Instead, users opt to use the consoles or peripheral devices for maximum achievement.
In the future of game development, the designers and developers of the same should focus on maximizing the properties in tablets and mobile gaming as means of increasing the interests and subsequent profitability. For example, some of the concepts should be easily installed like the simulation factors in order to boost the user experience in the process of entertainment and interaction. Matching of the relativity between the consoles and peripheral gadgets should also be used in order to create differentiation without losing any meaning in the tablets and mobile gaming (Scimeca 2015, p.3). In addition, checking of the various versions should be targeted at the various consumers of the products in order to maximize on their schedules in the process. Generated and enhanced games from the sophisticated users can also be included in the component varieties in the tablet and mobile gaming as the populations increase and consumers.
References
Falstein, N, 2014, Looking to the future, GDCVault, [Online] Available at: http://www.gdcvault.com/play/1020679/Looking-to-the-Future-%28Presented
Kelly, T, 2014, Is Mobile Gaming the New Core Gaming? TechCrunch (1).
Lazarides, T, 2015, most Console and PC Gamers Expected to Shift to Tablet Gaming (and Apparently Become F2P Players) by 2022. Touch Arcade, [Online] Available at:
Scimeca, D, 2015, The Unstoppable Rise of Mobile Gaming, The Kernel Issue (1): 1-4.
Squire, K, & Jenkins, H, 2011, Video games and learning: teaching and participatory culture in the digital age. New York, Teachers College Press.
Self-Assessment
Marking Criteria
No effort on the set requirement -
0 point
Minimal effort achieved on the set requirement -
1 point
Moderate effort achieved on the set requirement -
2 points
High standard of effort achieved on the set requirement -
3 points
Chosen video game research topic is introduced with all components as specified outlined.
Component missing from the final submission
Introduction of research topic shows some inquiry, however lacks depth/ or is missing components.
Introduction of research topic shows moderate inquiry. Satisfactory level of new knowledge presented.
Introduction of research topic shows high level of inquiry.
Background of the chosen video game research topic critically evaluated and presented via in-depth discussion. The process to find/generate that information is to be shown (including referencing).
Component missing from the final submission
Minimal evaluation of literature and description of the research topic provided. More references and critical evaluation and of information required.
Satisfactory evaluation of literature and description of the research topic provided.
Great evaluation of literature and description of the research topic provided.
Examples of how the chosen research topic is demonstrated in game with critical evaluation and clear presentation.
Component missing from the final submission
Minimal evaluation of the research topic via game examples with associated discussion and references lacking. More references and critical evaluation and of information required.
Satisfactory evaluation of the research topic via game examples with associated discussion and references.
Great evaluation of the research topic via game examples with associated discussion and references.
Critical engagement with the research question is presented and support with appropriate discussion and references.
Component missing from the final submission
Research question answered with minimal critical analysis. Answer lacks depth and engagement with the research literature.
Research question answered with satisfactory critical analysis. Answer is somewhat engaged with the research literature.
Research question answered with great critical analysis. Answer provides great links with the research literature.
Appropriate resources presented, relevant to the chosen video game
Component missing from the final submission
References cited and presented are of a minimal effort. More effort to find self-selected sources required.
References cited and presented are of a moderate effort. Some effort to find self-selected sources and information which is not clearly evident achieved.
References cited and presented are of a high standard of effort. Effort to find self-selected sources and information which is not clearly evident achieved.
Presentation is achieved in quality, clear and effective at communicating game analysis
Component missing from the final submission
Presentations makes poor use of visual style to presentment information. More organisation, clear sections and visuals required.
Presentation makes moderate use of visual style to presentment information. More organisation, clear sections and visuals required.
Presentation makes good use of visual style to presentment information. Clear use of sections and screen shots.
Submitted the self-assessment rubric and reflection as a part of the final submission
Component missing from the final submission
Rubric submitted however is not completed.
Rubric submitted with moderate reflection on efforts to provide self-assessment.
Rubric submitted with good reflection on efforts to provide self-assessment.
Overall Score
Level 0
0 or more
Level 1
6 or more
Level 2
10.5 or more
Level 3
18 or more
My portfolio presentation on the topic of how are mobile/ tablet devices bringing gaming to everyone provides a clear description, evaluation and presentation according to the research conducted. However, I did not find it easy to get the applicable references and resources in the process especially when getting information after the background. I have managed to use clear references according to Harvard referencing format.
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