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A Preliminary Field Study of Game Programming on Mobile Devices

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 Added by Sihan Li
 Publication date 2013
and research's language is English




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TouchDevelop is a new programming environment that allows users to create applications on mobile devices. Applications created with TouchDevelop have continued to grow in popularity since TouchDevelop was first released to public in 2011. This paper presents a field study of 31,699 applications, focusing on different characteristics between 539 game scripts and all other non-game applications, as well as what make some game applications more popular than others to users. The study provides a list of findings on characteristics of game scripts and also implications for improving end-user programming of game applications.



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Game developers cannot always meet the growing and changing needs of the gaming community, due to the often already overloaded schedules of developers. So-called modders can potentially assist game developers with addressing gamers needs. Modders are enthusiasts who provide modifications or completely new content for a game. By supporting modders, game developers can meet the rapidly growing and varying needs of their gamer base. Modders have the potential to play a role in extending the life expectancy of a game, thereby saving game developers time and money, and leading to a better overall gaming experience for their gamer base. In this paper, we empirically study the metadata of 9,521 mods of the 20 most-modded games on the Nexus Mods distribution platform. Our goal is to provide useful insights into the modding community of the Nexus Mods distribution platform from a quantitative perspective, and to provide researchers with a solid foundation for future exploration of game mods. In doing so, game developers can potentially reduce development time and cost due to the increased replayability of their games through mods. We find that providing official support for mods can be beneficial for the perceived quality of the mods of a game. In addition, mod users are willing to submit bug reports for a mod. However, they often fail to do this in a systematic manner using the bug reporting tool of the Nexus Mods platform, resulting in low-quality bug reports which are difficult to resolve. Based on our findings, we recommend that game developers who desire an active modding community for their own games provide the modding community with an officially-supported modding tool. In addition, we recommend that mod distribution platforms, such as Nexus Mods, improve their bug reporting system to receive higher quality bug reports.
The Bluetooth sensor embedded in mobile phones provides an unobtrusive, continuous, and cost-efficient means to capture individuals proximity information, such as the nearby Bluetooth devices count (NBDC). The continuous NBDC data can partially reflect individuals behaviors and status, such as social connections and interactions, working status, mobility, and social isolation and loneliness, which were found to be significantly associated with depression by previous survey-based studies. This paper aims to explore the NBDC datas value in predicting depressive symptom severity as measured via the 8-item Patient Health Questionnaire (PHQ-8). The data used in this paper included 2,886 bi-weekly PHQ-8 records collected from 316 participants recruited from three study sites in the Netherlands, Spain, and the UK as part of the EU RADAR-CNS study. From the NBDC data two weeks prior to each PHQ-8 score, we extracted 49 Bluetooth features, including statistical features and nonlinear features for measuring periodicity and regularity of individuals life rhythms. Linear mixed-effect models were used to explore associations between Bluetooth features and the PHQ-8 score. We then applied hierarchical Bayesian linear regression models to predict the PHQ-8 score from the extracted Bluetooth features. A number of significant associations were found between Bluetooth features and depressive symptom severity. Compared with commonly used machine learning models, the proposed hierarchical Bayesian linear regression model achieved the best prediction metrics, R2= 0.526, and root mean squared error (RMSE) of 3.891. Bluetooth features can explain an extra 18.8% of the variance in the PHQ-8 score relative to the baseline model without Bluetooth features (R2=0.338, RMSE = 4.547).
All mobile devices are energy-constrained. They use batteries that allows using the device for a limited amount of time. In general, energy attacks on mobile devices are denial of service (DoS) type of attacks. While previous studies have analyzed the energy attacks in servers, no existing work has analyzed the energy attacks on mobile devices. As such, in this paper, we present the first systematic study on how to exploit the energy attacks on smartphones. In particular, we explore energy attacks from the following aspect: hardware components, software resources, and network communications through the design and implementation of concrete malicious apps, and malicious web pages. We quantitatively show how quickly we can drain the battery through each individual attack, as well as their combinations. Finally, we believe energy exploit will be a practical attack vector and mobile users should be aware of this type of attacks.
Mobile systems offer portable and interactive computing, empowering users, to exploit a multitude of context-sensitive services, including mobile healthcare. Mobile health applications (i.e., mHealth apps) are revolutionizing the healthcare sector by enabling stakeholders to produce and consume healthcare services. A widespread adoption of mHealth technologies and rapid increase in mHealth apps entail a critical challenge, i.e., lack of security awareness by end-users regarding health-critical data. This paper presents an empirical study aimed at exploring the security awareness of end-users of mHealth apps. We collaborated with two mHealth providers in Saudi Arabia to gather data from 101 end-users. The results reveal that despite having the required knowledge, end-users lack appropriate behaviour , i.e., reluctance or lack of understanding to adopt security practices, compromising health-critical data with social, legal, and financial consequences. The results emphasize that mHealth providers should ensure security training of end-users (e.g., threat analysis workshops), promote best practices to enforce security (e.g., multi-step authentication), and adopt suitable mHealth apps (e.g., trade-offs for security vs usability). The study provides empirical evidence and a set of guidelines about security awareness of mHealth apps.
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.
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