PurposeThe purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.Design/methodology/approachIn this research, motivation was the independent variable; the virtual community was the mediator; and stickiness was the dependent variable. An online questionnaire survey was conducted, with users of augmented reality (AR) as the research objects. Statistical analysis was carried out using SPSS and AMOS software to verify the research model and research hypotheses, to understand the relation between player motivation and stickiness and to determine whether there were any changes in the virtual community.Findings The authors found that the relation between players' motivation in AR-based games and the virtual community had a significant positive impact. Ingress had a significant positive impact on the virtual community and stickiness, and Pokémon had a significant positive impact too. The virtual community of the Ingress game played a completely mediating role in motivation and stickiness, but the virtual community in Pokémon did not have a mediating effect.Originality/valueThe novel approach adopted in this study enabled us to determine the causal relation between player motivation, the virtual community and stickiness, on the basis of the theoretical framework formulated, and the latter was used to construct a path analysis model diagram. The correlation between motivation and the virtual community, between the virtual community and stickiness, and the causal relation between all three was verified. The study results and conclusions may help companies understand how to use virtual communities in AR games to improve stickiness and motivate gamers to continue playing.
PurposeThe purpose of this research is to explore the critical success factors of mobile animation games, by exploring the game itself, information systems, game motivation and promotional activities, as well as conducting research and analysis on mobile animation game players.Design/methodology/approachThis research used the Analysis Hierarchy Process (AHP) method and the consistent fuzzy preference relationship for data analysis. In this study, collect 1,286 valid questionnaires through online questionnaire surveys. And comparing the two games “Legend Showdown” and “Tower of Gods and Demons”, players believe that the more successful mobile animation game is “Legend Showdown”.FindingsThrough experimental design, and the consistent fuzzy preference relationship for data analysis. The results found that the critical factors considered by the player in relation to the mobile animation game were firstly the information system, followed by promotional activities, game motivation and finally the game itself.Research limitations/implications Because this research does not involve the concept of fuzzy theory at all, it is easy to produce subjective, uncertain and ambiguity issues when comparing pairwise. We recommended that follow-up researchers can use fuzzy semantic preference relations to solve this problem.Originality/valueThis study proposed a new approach that takes the critical factors for the mobile animation game. According to the research results, the critical success factor of mobile animation games is the information system, as it could provide a reference direction for game manufacturers when designing or formulating marketing strategies in the future.
With the development of computer animation games, now many animation games use the automatic generation of animation game levels method to generate animation game content. Using the automatic generation levels of the animation game method can quickly generate many different levels, saving labor costs in manual production. And with the combination of other fields, more accurate results can be obtained. In this paper, the goal is to automatically generate the level of the animation game. This research proposed animation game objects and victory conditions to derive the concept of the clearance path and uses artificial intelligence genetic algorithms to obtain the clearance path that best meets the needs of the developer to recombine new levels. In addition, since the generated levels are regenerated from the clearance path, there are still too many blank areas. In order to make full use of these blank areas, this research provides a level complete system. The system has formulated its placement rules for existing animation game objects. These rules fill in these blank areas and produce a more complete level. The contributions of this search proved that the genetic algorithm can converge quickly due to the correction effect in the mutation. In the complete system, it has successfully achieved a complete and playable level. In the system running time, this research adjusted the method of selecting elites and the use of permutations and combinations to mate, so that the system’s operation can be stabilized on an average value.
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