![]() They were released on iOS and Android platforms and over a period of two years were downloaded over 130,000 times. The games were created through iterative cycles of prototyping and public releases and stimulated and refined through the agency of voluntary user feedback. This practice-oriented research project investigates the potential of audio games through the design and development of the Audio Game Hub and Blind Cricket. Although there are approximately 114,000 video games currently in active circulation (MobyGames, 2020), just over 700 of these are accessible to the visually impaired (, n.d.-a). The study aims to investigate how misrepresentations concerning 'pull the pin' fake ads on mobile games influence their overall rating expressed through the gamers' reviews of selected games on Google Play, as well as the impact of fake ads on other aspects of the mobile gaming sector by applying a discursive analysis.Īccording to the World Health Organization (2019), an estimated 217 million people worldwide are visually impaired and 36 million are blind. This study examines the design and forms of already implemented fake ads on mobile games, concentrating particularly on the case study of originally fictional 'pull the pin' mechanics devised for this purpose and utilized by several games' promotions. Utilizing ads presenting fake gameplay footage, which can mislead potential new gamers and lure them to install such games, has become quite common and tolerated advertising practice (so far). ![]() However, some practices operate 'on the edge'. Logically, the importance of mobile game marketing is increasing as well. The mobile games segment currently represents the biggest share of the global game market with the highest year-on-year growth rate. ![]()
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