A Study on the Successfulness of Mobile Game: The Case of Angrybirds
Farahwahida Mohd1, Ezri Hielmi Che Daud2

1Farahwahida Mohd, Faculty of Computer Science and Information Technology, Universiti Selangor, Malaysia.
2Ezri Hielmi Che Daud, Faculty of Computer Science and Information Technology, Universiti Selangor, Malaysia.

Manuscript received on September 11, 2013. | Revised Manuscript received on September 15, 2013. | Manuscript published on September 25, 2013. | PP: 6-10 | Volume-1, Issue-11, September 2013. | Retrieval Number: K04570911113/2013©BEIESP

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© The Authors. Published By: Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: This research is to study on the successfulness of the mobile game. An Angrybirds game has been chosen as a case study. One of the reasons of using Angry Birds as a case study is due to its high popularity worldwide, including our country Malaysia. It is so popular that even children at the age of 5-12 years old are also very familiar with this title. Due to that matter, a model adopted majorly through the adaptation of mobile game features stated by Mark Overmars and some little combination the Nielsen’s Ten Heuristics were used in order to design questionnaire for surveys. This study would identify the relationship among Games Design, Controls, Social Features, Assets and Navigational Features in determining mobile game successfulness. Based on the finding, it seems that there is a significant relationship between Games Design, Controls, Social Features, Assets and Navigational Features in Mobile Game Features
Keywords: Mobile Game, paper-based survey , online survey