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Making the Case for Mobile Game Development

机译:为手机游戏开发辩护

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The term "mobile culture" reflects a phenomenal role that mobile devices play in our everyday lives. Accordingly, in the eyes of many current students, computing technology is associated with their mobile phones and gadgets instead of larger desktops that are commonly used in the academic environment. Most of them carry mobile phones with them at all times, and being able to develop and immediately run an application on their phone may offer an experience that is as practical and as close to the real world as it gets. By using mobile computing and, in particular, mobile game development, it may be possible to make course material more relevant to students; this also may show a stronger connection to real-world applications and technology that surround our students.rnTo better understand the role of mobile culture and mobile phones in the life of contemporary students, we surveyed a group of 251 undergraduates, which included 117 females and 134 males, between 18 and 25 years of age. 100% of respondents said that they have a mobile phone. 49% of males and 47% of females said that they regularly play mobile games; on average they did that on 3.3 days each week. Students were asked to name three different places where they are most likely to play a mobile game. Answers included being at home (41%) with nothing else to do, in class (39%) during a lecture or another boring activity, in some form of transport (16%), at the airport or on a plane, at work (15%) and apparently not working, while waiting (14%) for an appointment (e.g. at a doctor's office), at school (9%) between classes, and others. We also asked to name three games that students play most frequently on their mobile phones. Out of 72 games that were mentioned, Tertis, Pacman and Solitaire were the three most popular, while over 40 other games were named only once. There was an approximately equal ratio between males and females who play the top three games. All of the top ten mobile games played by our respondents belong to the class of casual games. Such games are typically played in short bursts of time; their rules are simple, and unlike many desktop or console games, they do not require any major time commitment or any special skills. Most notably, many studies indicate that the demographics of mobile gamers are split equally between the two sexes.rnCompared to traditional computer games, introduction of mobile game development into Computer Science curricula received relatively little attention. There are very few reports about leveraging the appeal and relative simplicity of mobile gamerndevelopment to increase student interest in pursuing a degree in computing. Compared to desktop or console game development, mobile games are significantly less complex due to their simplified gameplay, smaller scale, simpler graphics, and other factors. In many ways, it may be easier to adopt mobile game development in the Computer Science curriculum than traditional game development while offering additional motivational benefits for students.rnTraditional game development has become a popular motivational tool; however, it is most effective for students who have already advanced down the course pipeline. In contrast, a playable mobile game could be successfully developed even in an introductory Computer Science course and thus provide a satisfying result to students eager to see tangible outcomes of their projects. Mobile computing can give students a sense of instant gratification - they can quickly compile a working graphical application and play the resulting game on their own mobile device and proudly show it off to their friends.rnMobile game development is well positioned to address the challenges of its adoption to the curriculum. Because of a relative simplicity and a smaller scale, a playable mobile game can be developed within reasonable time by many CS students even with limited programming skills. Challenges of developing user interfaces for mobile devices can be a
机译:术语“移动文化”反映了移动设备在我们日常生活中扮演的重要角色。因此,在许多目前的学生看来,计算技术与他们的手机和配件相关联,而不是学术环境中通常使用的较大台式机。他们中的大多数人始终随身携带手机,并且能够在手机上开发并立即运行应用程序可能会提供一种既实用又尽可能接近真实世界的体验。通过使用移动计算,尤其是移动游戏开发,可以使课程材料与学生更加相关;为了更好地了解移动文化和手机在当代学生生活中的作用,我们对251名本科生进行了调查,其中包括117名女性和134位男性,年龄在18至25岁之间。 100%的受访者说他们有手机。 49%的男性和47%的女性表示,他们经常玩手机游戏;平均而言,他们每周执行3.3天。要求学生在三个最有可能玩手机游戏的地方命名。答案包括在演讲或其他无聊的活动中以某种交通工具(16%)在家中(41%),在课堂上(39%),在机场或飞机上,在工作中( 15%),并且显然在等待(14%)等待约会(例如在医生办公室),在学校(9%)之间上课以及其他时间没有工作。我们还要求列出学生在手机上最常玩的三种游戏。在提到的72款游戏中,Tertis,Pacman和Solitaire是最受欢迎的三款游戏,而其他40多种游戏仅被命名一次。排名前三位的男女比例大致相等。我们的受访者所玩的十大手机游戏都属于休闲游戏。此类游戏通常会在短时间内播放;它们的规则很简单,并且与许多台式机或主机游戏不同,它们不需要大量的时间投入或任何特殊技能。最值得注意的是,许多研究表明,手机游戏者的人口统计学在男女之间均等地分配。与传统的计算机游戏相比,将手机游戏开发引入计算机科学课程的关注较少。关于利用手机游戏开发的吸引力和相对简单性来增加学生对计算学位的兴趣的报道很少。与台式机或主机游戏开发相比,移动游戏由于具有简化的游戏玩法,更小的规模,更简单的图形以及其他因素,因此其复杂性大大降低。在许多方面,与传统游戏开发相比,在计算机科学课程中采用移动游戏开发可能要容易得多,同时为学生提供更多的激励收益。rn传统游戏开发已成为一种流行的激励工具。但是,对于已经完成课程开发的学生来说,这是最有效的方法。相反,即使在计算机科学入门课程中,可玩的手机游戏也可以成功开发,从而为渴望看到其项目成果的学生提供令人满意的结果。移动计算可以给学生带来即时满足感-他们可以快速编译可运行的图形应用程序,并在自己的移动设备上玩游戏,然后自豪地向朋友展示它。rn移动游戏开发可以很好地应对其挑战。通过课程。由于相对简单和规模较小,即使编程技能有限,许多CS学生也可以在合理的时间内开发出可玩的手机游戏。开发移动设备用户界面的挑战可能是

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