Please use this identifier to cite or link to this item: http://dspace.lib.uom.gr/handle/2159/15619
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dc.contributor.advisorChatzigeorgiou, Alexanderen
dc.contributor.authorBendilas, Dimitriosen
dc.date.accessioned2013-05-15T10:53:36Z-
dc.date.available2013-05-15T10:53:36Z-
dc.date.issued2012el
dc.identifier.urihttp://dspace.lib.uom.gr/handle/2159/15619-
dc.descriptionΔιπλωματική εργασία--Πανεπιστήμιο Μακεδονίας, Θεσσαλονίκη, 2012.el
dc.description.abstractMobile applications have become part of everyday life for hundreds of millions of people, who use their portable devices for dozens of tasks, including playing games. This thesis studies the smartphone and tablet market, and presents a variety of statistical data about most major mobile platforms. Further details are given on game applications, including the currently popular free-to-play model. An approach to what makes games different from other types of software is also presented, along with a typical lifecycle for a game application. The thesis provides a detailed case study of A Clockwork Brain, a free-to-play mobile game for iOS, describing many aspects of the development process, the product lifecycle, numerous design and development problems that occurred, as well as key decisions made during the production.en
dc.format.extent126el
dc.format.extent5979023 bytes-
dc.format.mimetypeapplication/pdf-
dc.language.isoenen
dc.publisherΠανεπιστήμιο Μακεδονίας Οικονομικών και Κοινωνικών Επιστημώνel
dc.subjectGame developmenten
dc.subjectMobile applicationsen
dc.subjectCase studyen
dc.subjectGame designen
dc.subjectPrototypingen
dc.subjectiOSen
dc.subjectBalancingen
dc.subjectUsabilityen
dc.subjectBeta testen
dc.subjectFreemiumen
dc.subjectFree-to-playen
dc.subjectAnalyticsen
dc.titleGame software lifecycle for mobile devices: iOS case study.en
dc.typeElectronic Thesis or Dissertationen
dc.typeTexten
dc.contributor.departmentΠρόγραμμα Μεταπτυχιακών Σπουδών Ειδίκευσης στην Εφαρμοσμένη Πληροφορικήel
Appears in Collections:Π.Μ.Σ. στην Εφαρμοσμένη Πληροφορική (M)

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