Designing a mobile game to generate Player data | lessons learned

William Wallis*, William Kavanagh, Alice Miller, Tim Storer

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

User friendly tools have lowered the costs of high-quality game design to the point where researchers without development experience can release their own games. However, there is no established best-practice as few games have been produced for research purposes. Having developed a mobile game without the guidance of similar projects, we realised the need to share our experience so future researchers have a path to follow. Research into game balancing and system simulation required an experimental case study, which inspired the creation of “RPGLite”, a multiplayer mobile game. In creating RPGLite with no development expertise we learned a series of lessons about effective amateur game development for research purposes. In this paper we reflect on the entire development process and present these lessons.

Original languageEnglish
Title of host publicationGAME-ON' 2020
Subtitle of host publicationproceedings of the 21st International conference on Intelligent Games and Simulation
EditorsAna Veloso, Oscar Mealha, Liliana Costa
PublisherEUROSIS
Pages13-15
Number of pages3
ISBN (Electronic)9789492859112
Publication statusPublished - 26 Oct 2020
Externally publishedYes
Event21st International Conference on Intelligent Games and Simulation, GAME-ON 2020 - Aveiro, Portugal
Duration: 24 Sep 202025 Sep 2020

Conference

Conference21st International Conference on Intelligent Games and Simulation, GAME-ON 2020
Country/TerritoryPortugal
CityAveiro
Period24/09/2025/09/20

Keywords

  • Design
  • Prototyping
  • Mobile game design

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