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Showing posts with label Research. Show all posts
Showing posts with label Research. Show all posts

Research - App Game Advertising

As I've seen in my textual analysis, there are indeed cases of TV/ youtube ads used to advertise smartphone apps. What I realise though is that the number of promotional adverts for adverts does not add up to anywhere near the total number of apps out there.

What that stands to reason is that there are more ways to advertise an app than just advertising; cheaper, easier, more viable ways. What also needs considering is that many apps are free to download, but in business terms that means no profit. That means there also must be a way to generate revenue off of app games.

These two points are what this research post is about. I'm going to look into some of the few relevant sources out there I could get my hands on, and work out the answers for these points. Since I'm not just doing a TV advert but a whole promotional package I need to look at other advertising formats. Now I already covered the various varieties of advertising, both new and traditional, in a previous research post. This time I'm looking at specifics, which of those varieties, if any, are used in app game promotion.

As usual I'll include my sources as links, so you can see where the information came from

The App Stores:

Apple's App Store
Windows App Store
Google Play Android App Store
Blackberry App Store

Let's start off with the one that's most obvious. You'd expect app games to be showcased effectively where they'd be bought from. There's an app store for each of the key platforms, they being iOS, Android, Windows, and Blackberry.

The store's main way of promoting ads comes in the form of charts for top 10s or top 25s or something of a similar nature. Through looking at each one they all showcase new apps, with a chart for the newest releases. They also highlight which games are the most frequently bought, and also differentiate between the free apps and the apps that cost money by having two popularity lists, one for each of them. Each app also has its ow page where all of its product description and overview can be found.

There's also the rate and review option for the apps. Anyone with an account can create a rating for the game, and also provide feedback on the game, be it praise, analysis or critique. There are also apps recommended by the store's editors, which can be seen on their own page

Each store also identifies that games are one of the most popular genres by signifying the game genre of apps in some way, shape or form.

Just going to look at the App store via google brings up a list of different app genres, and games alone has an entire list of sub-genres underneath it, something that none of the other genres have with the exception of the Newsstand genre. Clicking on the genre itself, or any of the sub-genres, brings up a list  of apps in order of their popularity.

When viewed from the Android site, the categories drop down list has games and all of its sub-genres taking up an entire side, whilst every other genre occupies the other. There's also a independent button for the genre that takes you directly to the game list, something none of the other categories have on the website.

The Blackberry site has a bar of main categories across its top, with games being the second option behind Apps in general, and also contains the charts for popular and new games. The Windows Store has a list of popular genres, with Games sitting at the top of the list and some of the popular games shown alongside it.

Web Advertising -

Facebook - Create your own Facebook Ads
Appnext, promoting apps through advertisements

When I was finding the sources, and was coming up rather short, I became thankful for the advertising section of google results. Normally I ignore it but through looking at the links I came across some actual sites that allowed you to create web adverts for apps, the sort of ads that you find as pop-ups along the sides of webpages.

Facebook Ads -

I remember back when I watched The Social Network, how Zuckerberg was completely against adverts being incorporated onto Facebook. The first link I looked at contradicted that entirely.

Because I have a Facebook account I was able to actually take a look at the ad creator and see what I myself could do with the function, what different types of things I could potentially promote.

They included adverts to websites and also encouraging what to do on the site, meaning I could potentially create an ad to promote this very blog, or possibly encourage comments that the blog is lacking in considerably. I could also try and increase the popularity of my posts on Facebook itself, or use it to get more likes. You can also use it to promote events that you know of.

If you own or are employed in a shopping company or store cha

in you can even use the ads to promote offers and deals on your products.

Most key to this topic however you can create promotional ads to let people know of your apps, and also encourage them to install it or boost activity on the app by showing off new features or challenges. I was tempted to promote MOBO through this method, just to add a bit more to the blog, but you actually need the app itself or its URL to exist, so I was cut off at that hurdle.

appnext -

This was the other link that I looked at. From news buzz, and its position on the Google search list, it seems to be a prominent source for advertising apps, be they games or not. Appnext is a technology platform that can be used to promote ads for apps, or so it says on its front page. I tried signing up myself to get a closer look but apparently both of my email addresses are already in use on the sight, so I couldn't get any further in.

What I could tell about the site was that it's primarily designed for people who have businesses in advertising. The software can be used to manage and promote apps efficiently. It portrays itself as a safe, trustworthy and self-controllable way to monetize any adverts you create.

The site is shown to be compatible with Facebook, Apple, Android and also Unity which, if you may remember, was the software I potentially would be using to make the game. iOS was the platform I hand in mind for the game as well, and I'd already looked at the Facebook advertising, so for me at least this may be an interesting site to keep tabs on.

Facebook Logo
appnext Logo

Research - TV Advertising Regulation and a Personal Observation of Advertising in the Present Day


Regulation of TV Advertising -




If you wish to produce a TV advert and not run the risk of having it banned and therefore wasted, a lot of precious money down the drain, you need to know how adverts are regulated. As I'm doing a promotional packaging revolving around types of advertising, this is compulsory information for me to know. As such I'll be looking into regulation as part of this post, plus its going to help out in the theory side of my work, as Regulation is the topic of interest.

To start off with, all mainstream Media formats are regulated in some way, and regulators differ from country to country. In Britain the film industry has the British Board of Film Classification, with its film rating system e.g. Universal, PG, 15 and 18. The newspapers and press currently have the Press Complaints Commission, with its editors code of practice, although now the system is being revised and possibly replaced with a new regulator, due to the phone hacking incidents by the News of World.

Similarly the industry of advertising now has one main regulatory body, the Advertising Standards Authority, or ASA, which regulates almost all varieties of advertising. Naturally it will be the topic of interest.

The ASA is self-regulating, and it doesn't receive any government funding, instead getting revenue from a levy set up to provide a cut of money from all advertising space, which was initially set up to help the ASA promote itself.

All of the well known forms of advertising are regulated by the ASA. Initially it was just non-broadcast forms of advertising, whilst Ofcom handled broadcast advertising. Now however the ASA covers both broadcast and non-broadcast forms of advertising. As of more recent times this has been extended to internet advertising as well. The codes used by the ASA for internet ads don't differ at all from advertising on other media platforms. They're regulated under the same guidelines.

The ASA has four main standards that it maintains for the adverts that go through it. They are that ad's message has to be:

- Legal
- Decent
- Honest
- Truthful

At its core is a Code of Conduct - The British Code of Advertising Practice, set up initially by the Committee of Advertising Practice (CAP), and has since been updated at least 12 times to suit the changing formats of advertising, particularly the ever more prominent forms of online ads. The ASA was also made by CAP to uphold the code as its adjudicator.

The way the ASA regulates ads is based on complaints about ads that they receive. Not one complaint is ignored, and once received the ASA conducts a full investigation of the advert and refers it back to its creators to ensure the ad sticks to the regulation standards, and also its four main aims. Based on what they find the ASA choose to either uphold the complaint or withdraw it, but one comment is enough to ban an advert if it gets upheld.

Complaints generally, as in 62% of the total complaints received, are due to adverts that make misleading claims about their products. Other issues that are brought up include discrimination, sexuality, disability, sexualisation, particularly of women, being used to sell products, religious icons being used casually, and distasteful or inappropriate imagery being used, a good example being the clothing company known as Benetton, which has a history of using shocking imagery to promote their products.

As a country Britain has some of the strictest codes on advertising in the whole world, but out of the thousands of adverts that are shown in the media each year 97% of them comply with the ASA's codes. That also includes 99.7% of Alcohol ads and 99% of game ads, which is a very dependable number. It means that any inspiration I may have taken from game ads is most likely legitimate with the advertising standards.


Advertising Today -


This next part is more of a short essay based on my observation, but really that's where research sources come from; looking at someone else's observation of a particular topic and then using it to back up your own points. 

I'll still be using some outside sources to back up the work but I think that I, as an active consumer of different media types, can have a valid observation of the topic in question as well. I like to think I have learnt something about the media after growing up with it for 18 years.

The funny thing about this next part is that I initially wrote it as part of my work for my main practical piece. I realised when I read it though that it would work far far better as a piece of advertising research.


From my experience when I was younger and television channels were the main form of media, adverts were commonplace between the various kids shows I watched. As I grew older though and computer viewing started to grow stronger, I began to watch less and less television. Now I'm at the point where I barely watch it at all. What's filled the space then? Where does my media consumption come from? This blog is a clue.

Now I've seen a fair few adverts in my time, whether they be for upcoming games or not, and although the brief falls under television advertising, in this day and age new media advertising is by far and away the more popular form of advertising. 

In the past, when TV programmes were limited to a specific spot, at a specific time, on a specific day, and if you missed them you couldn't easily catch it again. Today we have IPlayer to catch shows, that have aired, any time we choose, provided it's within a certain time frame. We also have Lovefilm and Netflix as two new means to watch films anytime we wish, whereas before we had to go out and buy a DVD or go to the cinema to see a film.

Oh, and Youtube....

TV Adverts can be classed as films in their own right because, like TV programmes, their revenue comes from the number of people who watch it. The big difference however is that people are rarely looking to watch the adverts themselves. To the vast majority of people ads are an inconvenience. They're also incredibly common and competition to get an advert out to a large audience, let alone promote its production, is fiercer than a lot of other types of media. 

This puts broadcasting advertisers under a good deal more pressure to get their adverts out effectively. They know they don't have the same luxury of being actively looked for, like TV programmes and films are, so instead they play on the success of other broadcasting media. This means they have to be very precise where exactly they put their adverts to gain the greatest amount of views. Even if an advert hasn't been appreciated it's still been acknowledged, and even that can be enough for the advert to do its job of promoting its product.

In this day and age then, with Youtube, Netflix, Lovefilm and IPlayer and other digital video services as the main sources of broadcasting Media, adverts too need to keep up with the times in order to do their jobs, and this has begun to show through. IPlayer, Youtube, and other sources like Dailymotion are chock full of advertisements.

One other thing to consider is the inclusion, on most adverts of this format, of a skip button, allowing the ad to be skipped entirely after a certain amount of time. In the past adverts had to be put up with, as there was no way around them. Now though that has been almost completely gotten rid of. This puts tremendous pressure on advertisers, not only to create something legitimate with regulation and get it into a slot for advertising, but also to make it interesting and unique enough to make people want to keep watching the ad till the end, even though there's the option of skipping.

Certainly from my experience there are very few adverts that I haven't skipped over at the first opportunity. There are only three I can think of off the top of my head, two of them promoting music or including a particular track, which I later went to download, and another that I talk about in my ideas stage for my main piece.

In this day and age now, adverts are still subject to annoyance, and they're certainly not gone. Even with changes to popular media and introduction of newer formats, ads have kept up and taken advantage of them. For the most part now however, thanks to the skipping function of many adverts, its up a great deal more to us what adverts we choose to watch and which we just can't bother with. Even small snippets of adverts can be enough to get the message across, but now the pressure has really been raised to make an advert that's actually worth watching.

And that's it. Thanks for viewing and we're almost there now. Not much left. Look forward to the final parts of my work very very soon.

Until then thanks for viewing and stay updated.

Research - Theories on Gameplay and Game Design

I'm not sure how much relevance this will have for my brief. I'm doing this post as a means to get research under my belt, and also because its a topic of personal interest for my potential future line of work.

I've been told that quoting theorists is a good way of obtaining marks, but there's nothing saying that this post can't be beneficial to my coursework either. I myself haven't looked into this area before and if I can apply the theories to my coursework I can potentially make it more credible. Therefore this is my next point of interest in my studies

Gaming Theory - The Study of Gaming

Wikipedia - Game Studies

As usual we start off with the basics. Gaming theory's main purpose is critically studying video games, specifically the way the game is designed, the way it's played and and who by, and the effect that the industry is having on society. Conventionally game studies is very similar to Film/Television Studies, and fits into the category of study of media, and shares some similar issues and conventions that films. Commercially the industry is bigger than both the film and music industries, despite only being around since the start of the modern technology era.

Games, being digitally created, have a potentially infinite scope of possibility, and because they interact directly through the audiences influence, can be much more immersive than films or television programmes are. For these above reasons they are examined and studied by a large variety of other practices and disciplines, but can be categorised into three main approaches:

Social Sciences - What do games do to people?

Social Sciences focuses of the different positive and negative effects that games can potentially have on their audience. As with film and television there is the study of how much of what we see contributes to our real world persona.

Video games, like all forms of media, also have the potential to contribute to the players experience of different cultures. In recent years scientists and teachers have also been starting to understand the power that games have to immerse and make subjects fun, and realising how it can help to solve scientific of mathematical problems if applied correctly.

The main negative effect, it would seem is the fear that the content of the game will affect the behaviour of the player in the real world. Violence and profanity in games is one of the key topics. For that reason it shares a lot of similarities with censorship and study of violence in films. It's no coincidence that both films and games have classification systems.

Humanities - What meanings are made through games?

The Humanities approach looks into the roles that games can play within or own lives, and the value that they're given.Video games are also viewed by some in this approach as representations of culture and explore the meanings contained within the game. Study within this area also looks at the style that games use of implementing real world concepts and combining them with fictional ideas and imagination, as well whether the focus of observation should be the game itself or the person playing it.

The concept of cheating in games is also explored in this approach - with each game being different there are different ways of cheating in each one. The meaning of the word in this concept is also continually debated. The Humanities approach is also the one that brings up the Narratology vs Ludology debate (which we'll cover at a later point), and which side the industry is more leaning towards.

Industry and Engineering - How can we create better games?/What makes a game good?

The Industry and Engineering approach is best described as design/product driven. The focus of this approach is in looking at, comparing, and studying the mechanics of a game - the experience it provides, its usability or lack thereof, the enjoyment the user gets and the mechanics incorporated into it, and continually finding ways to improve them each time. As such technology and new ideas, new guidelines, new suggestions are brought forward concerning how to improve games, to make them better designed, better to play, and causing the industry to most importantly evolve.

Video games are used as examples within this field to demonstrate the advancements and overcoming of limits in technology to enhance their capabilities. In looking for new capabilities of development software to be used in making games, and the competitive nature of having a game that can do what others can't, the industry serves as a considerable contributor to the advancement of digital technology.

Social Learning Theory vs Catharsis Theory and the Influence of Video Game Violence

About.com - Social Learning Theory


About.com - What is Catharsis?


Starting off with the social learning theory, created by Albert Bandura. This is the idea that people are influenced by what they see in media or text. People don't just rely on their own actions and experiences to learn new skills or information. Therefore they rely on an external element to pick up information and acquire skills. This normally comes from a role model, either in person or through watching them via the media.
The experiment credited for showing this theory is the famous bobo doll experiment, where a group of pre-schoolers are shown a bobo doll being beaten up and knocked about by a model, and then testing to see how many of them mimic the actions they see when presented with the doll themselves. The results of the test showed the reliability of it as being 89% positive.
In relation to video games, this theory states that violent and aggressive games have the potential to elicit the same traits in the person playing. If the results of the Bobo doll experiment are anything to go by, it stands to reason that people could replicate the violence they see and do it in real life.

Whilst the same issue arises in violent films, in games the connection is even stronger because of the direct influence the player has on the violence. As opposed to passively watching the violence they see the player is actively participating in the violence. From this idea it stands to reason then that there is is some validity behind the notion that the gaming industry is responsible for spurring violent tendencies in people.

On the reverse side of the argument is the Catharsis Theory. This theory is to do with what is known as Cartharsis; which is having a build-up of of stressful emotions, but finding a way to vent it in a harmless way, normally through physical activity or something else appropriate for stress relief. This same principle can be applied to video games. In this case the idea is that violence in games can serve as a way to relieve aggression by channeling it into the playing, and thus creating something positive in its place. A good example is using the aggression to win a bout in a fighting game, or compete against others in some other competitive game. So games can bring out aggression in people, but also serve as a means of channeling it out harmlessly. 

On a side note there's also an argument about censorship in film by Mark Kermode, stating that elements such as rape or violence, which would be likely to be cut because of fear of encouraging similar behaviour, can actually have the obverse effect and repel people from it, due to the feeling of unsettlement it stirs up. A study into the entertainment value of the violence in the film Pulp Fiction also brings up the point that in truth viewers can distinguish the fake violence of a film from real life violence. They don't think any more pleasurably about real violence, deeming it still as horrific, but can find fake violence funny for that reason - it's fake. This idea can just as easily be applied to games as it can film.

Gamification



The term gamification is a recently created idea of implementing game mechanics into concepts outside of gaming, thus adding a fun element to an otherwise dull and tedious problem. Elements brought across include reward systems such as achievements or medals and competing against against others with leaderboards and high scores. Through doing this it's possible for gamers to solve scientific problems with relative ease by turning it them into game puzzles to solve.
Gamification hasn't been hasn't been properly looked into until very recently, and the benefits are only now being realised by teachers and scientists. At the moment it's still a new and most importantly developing strand of gaming, and fast at that.

An article on the Guardian's website puts the benefits of gamification into context. It talks about an enzyme that caused AIDs in monkeys, which scientists had worked on for 13 years. That same problem was solved in three weeks a group of gamers using a game called Foldit, part of a series of game based science projects by a website called Zooniverse. The game involves taking the concept of protein folding and making into an online puzzle game.
Similar games by them include Planet Hunters, a space game about searching the solar system for other planets, the players of which had found 40 previously undiscovered planets that could support life; and Phylo, a colourful tile aligning game, the tiles actually corresponding to animal DNA, which contributes to researching diseases and genetic mutations.

It's not just science that gamification can contribute to. Games like Guitar Hero and Rock Band, through their playing styles, can also provide an alternative and potentially more effective way to play real instruments. It is in fact possible to connect real instruments up to the game and use the game to play them properly.
Scientists are also looking at concepts in others games, particularly MMOs to understand the nature of real world problems relating to the game concepts such as the spread of disease in World of Warcraft and relating it to the spread of disease in real life.

Narratology vs Ludology

Narratology - "The branch of knowledge or criticism that deals with the structure and function of narrative and its themes, conventions, and symbols."

This idea is that Video Games, or at least modern ones, have formed another branch of storytelling known as cyberdrama, within the spectrum of other types of narrative out there. A narrative is basically a story, or at the minimum, the indication of a story being there. In the early years of gaming narrative played next to no role. Arcade games didn't have the capacity for it. It's argued that giving the games titles such as Pac-Man or Street Fighter count as the indication of some kind of story, but aside from that narratology wasn't existent in games.

Moving on to the present day however that's been changed. Nowadays the vast majority of video games have stories or dialogue within them, and have a plot that follows along with the actions in the game. An extreme case of narratology in a game would be the story being the overarching feature of the game, rather than the gameplay itself, and it can become more like an interactive film than a game.

Ludology - “the study of games and gaming, especially video games.”

This is the puritanical view on video games. Ludology backs the idea that games are purely driven on gameplay, and are independent from other forms of media in their conventions. The study of ludology puts focus on the rules of the game rather than any representation contained within its elements.

As stated with narratology, the true shining point of ludology was in the early days of gaming, back when games were focused purely on the gameplay. It could be implied that people see this as the true form of the industry, but as the industry has expanded, its gone away from its roots in favour of games that have more focus on narrative.

That's not to say that ludology doesn't exist at all in the industry today. Smartphone game apps are the driving force of ludology: next to no narrative, gameplay driven, and conventional very similar to old arcade games, but brought forward into the modern era.

These two studies of games are considered to be mutually exclusive from each other, meaning they don't have any similarities. Look into the gaming industry however, at all of top grossing game series out there - Mario, Pokémon, Call of Duty, Grand Theft Auto, Fifa, Final Fantasy, Sims, Need for Speed, Sonic the Hedgehog. None of them incorporate either story or gameplay singularly into their games. They find the key balance between the two to bring out the most in the game.

Finding that balance is one of the key elements of a successful game, or indeed a franchise. Too focused on narratology and it'll become an interactive film rather than a game, and while games purely gameplay based can be successful, it's near to impossible to remove narratology from them completely. Narratives have the power to elicit emotion, and if they can be implemented into games, they can enhance the experience far more than if there was gameplay alone.

Research - App Game Platforms and Touch-Screen Technology

In order for an app game to be playable on a mobile device, it has to be compatible with the operating system that the device
runs on. My game is no different. If i was to make it into a commercial game, I'd need it first to be able to work on the smartphone, with its touch-screen orientated operating system.

In order for that to happen, research into the different kinds of smartphone Operating Systems (OS), and the way that touch-screen technology works is in order. This will help in deciding what platforms I might produce the game on, and give some useful facts if I ever need to answer how I'd release the game commercially.

I think you know by now the style that my research posts take. I find relevant sources, take any useful information and perhaps include some of my own notation as well. As usual the disclaimer as well. None of the information from the sources chosen is my own. Credit goes to the source's original posters. I'm only using it for research purposes.

Mobile Operating Systems (OS)

Sources:

Webopedia - What is a Mobile Operating System?

Wikipedia - Mobile Operating Systems

USwitch - Mobile Operating Systems

TechAdvisor - What’s the Best Mobile OS?

As usual let's first get into the picture of it with a definition. Definitions are always good, and a website called Webopedia had this description of what a Mobile OS is:

"An operating system that is specifically designed to run on mobile devices such as mobile phones, smartphones, PDAs, tablet computers and other handheld devices. The mobile operating system is the software platform on top of which other programs, called application programs, can run on mobile devices."

The website for USwitch also has an understandable article on what OS's are, as well as the main types of OS that exist out there. It also describes what exactly the Operating Systems do on and for your phone:

"We have operating systems to run our desktop computers and laptops, and smartphones use them too, to introduce advanced functions to a mobile phone that were only available on our computers before."

- I personally think a single desktop computer is more than enough, but I can understand how handy it is to have a perpetual computer in your pocket to look things up, when you can't get to your desktop computer.

"There were more than 400 million smartphones worldwide and it's their operating systems that define what functions they can carry out and how the phone manages its memory. It is also a platform so developers can create applications or 'apps'"

- Commonly companies will make different versions of the same application, that are compatible with each of the main different Operating Systems. That way they can maximise profit by not limiting it to any individual OS.

"Because operating systems are so integrated with the look, feel and function of a mobile phone, many people base their choice of device around which operating system it uses."

- If you look at different types of smartphone their interfaces are very different and have different styles depending on the smartphone.

So an OS is the interface that you get on mobile devices. All mobile devices have one on them that varies from phone to phone. So what different types of OS are out there, and what mobile devices do they correspond to? 

Both USwitch and Wikipedia list what are currently the main commercially successful OS systems, and there is also another site called techAdvisor that compares the different OSs to each other to determine the best one. The following notes are the key points about each system that I compiled from reading all three of them.

Android -

- Owned by Google inc., and the interface can link up to a google account that you may have.
- Samsung, Sony and HTC smartphones all use Android OS
- Open source, meaning it's both easy and cheap for developers to access and develop software for. Because of this however it does pose a danger to the user by allowing shady apps to be available, if the phone hasn't any security. If not its possible to receive viruses, and lose money on buying fake apps.
- As of currently, it's the most popular and fastest growing OS out there. 
- The interface is customisable, and user friendly.
- Its store, the Android market, has more than 600,000 different apps available to download, all of which are linked to the google account, which enables the apps to be automatically installed into any other Android smartphone you own
- Suffers considerably from app quality issues due to its leniency with allowing apps.

iOS -

- Owned by Apple inc. and distributed for all Apple's technology.
- This is the interface for the Ipod Touch, the IPhone and the IPad
- Takes pride in its vast amount of different apps available on its App Store; the largest variety of any OS.
- Utilizes touch screen technology to its fullest with its touch-screen based interface.
- Closed source, iron-fisted security wise, and curates every app it has available
- User friendly, and possesses excellent communication functions
- Is considered by some to be rather overstocked in terms of apps, making people feel overwhelmed.

Windows Phone -

- Owned by Microsoft, and as such can be found as the interface for their consoles as well as for smartphones.
- Nokia, Samsung and HTC have smartphones that use this interface
- Incorporates a tile based interface, very synthesised and each is designed to do a certain task.
- Can think on its feet to an extent; it can find entertainment, restaurants or businesses within your area, and also direct you to them.
- It's app store holds over 100,000 apps, but pales in comparison to the variety of other OSs. It itself is still lacking in apps.
- Made to be helpful to its user, which it does well.
- Well suited for someone who has a windows PC or an Xbox

Blackberry 10

- The OS used for all Blackberry smartphones.
- Known originally as a keyboard based phone, although Blackberry Z10 has rectified this and given the smartphone brand a touch screen.
- Closed source like iOS and proprietary
- Made for messaging, which it does superbly, and emphasises the seamless connectivity between all of its functions.
- Very good media management
- High profile apps on its app store, although in comparison to other OSs the quantity of apps is minuscule.
- No particularly outstanding features to put it ahead of its rivals

Touch-Screen Technology

In this day and age, almost every portable mobile device uses a touch-screen as its primary way to use the device. I've used them before, although I haven't a clue how they work.

Wikipedia - Touchscreen
HowStuffWorks - How do touch screen monitors know where you're touching?
ComputerWorld - How it works: The technology of touch screens

To clarify quickly, I'm trying to understand how the technology works by doing this research. Knowing the limits of the technology that the product will be put on is, from my awareness, the first thing to consider and take note of before creating the product. No matter how good a digital product is, it can't be used if the platform/device can't run it. Therefore its wise to understand the way your target technology works.

Let's start off really quickly and standardly with an outline of what a touchscreen is, and what it's commonly used on.

"An electronic visual display that the user can control through simple or multi-touch gestures by touching the screen with one or more fingers."

- Not to be confused with a touchpad. That's the sensor pad that that you find on laptops that turns your finger into the mouse for the screen. It's also what I'm using to write this post, although in my case it's a drawing tablet that I'm using instead of a mouse. That uses a pen rather than your finger.

"The touchscreen enables the user to interact directly with what is displayed, rather than using a mousetouchpad, or any other intermediate device. Some touchscreens can also detect objects such as a stylus or ordinary or specially coated gloves."

- So touch-screens can use a pen as the control too, although the interface for a lot of smartphones doesn't allow this. Stylus' are largely popular on Nintendo's Wii U console and 3DS handheld, both of which use touch-screens as part of the interface. It's possible for them to also be played with your fingers as well.

"Touch-screens are common in devices such as game consolesall-in-one computerstablet computers, and smartphonesThey also play a prominent role in the design of digital appliances."

- Like I said, knowing your target technology is key, and it's especially true in this day and age. How many different types of digital media now implement a touchscreen into their device. It's understandable  that being able to operate a system with your dextrous fingers rather than a comparably clunky mouse would be desirable. Technology's purpose is to make everyday tasks easier for us after all.

"The popularity of smartphones, tablets, and many types of information appliances is driving the demand and acceptance of common touch-screens for portable and functional electronics. Display manufacturers and chip manufacturers worldwide have acknowledged the trend toward acceptance of touch-screens as a highly desirable user interface component and have begun to integrate touchscreens into the fundamental design of their products."

Now then, let's get to the knitty-gritty. Touch-screens are the common interface component of smartphones, but how do they work? How does it know where it's being touched, and how does it know how to respond? I've got three different sources that I used to find the information for these questions: good old wikipedia, along with HowStuffWorks and ComputerWorld, both of which had articles on the mechanics of the touch-screen.  The following are the condensed facts I got from the articles. Not my own information, although it is for the most part written in my own words.


"Touch-screen monitors have become more and more commonplace as their price has steadily dropped over the past decade."
  • Resistive
  • Capacitive

This was the common theme for all of the sources. For Resistive touch and Capacitive sensing in particular, all three sources went into detail about them. As it seems, they are the main varieties of touchscreen technology on the market currently.

Resistive Touchscreen:

How it works:
- The older of the two main touchscreen systems.
- Used to be the most popular touchscreen technology, but is being outcompeted by the newer capacitive touchscreen.  
- The screen works using two electrically conductive layers, (a bottom glass layer, and another  top layer of plastic film) separated by a thin space, on top of the LCD screen. Pressing down on the screen whilst it's activated causes the layers to connect and pass a current to the device's computer. It then determines the X and Y coordinates of where the screen has been touched and translates the touch into something the system understands, such as opening a file through tapping it.

Benefits:
- Low cost to make.
- Requires very little pressure to respond, and as such can be controlled using virtually anything with a smooth tip.
- Resistive to liquids and contaminants, and commonly used in restaurants, hospitals and factories.

Problems:
- The system tends to drift, causing the screen to register coordinates that are askew from where you touch, leading to regular recalibration of the system.
- The material is rather brittle and is prone to crack, leading to inability to operate the device.
- With the increasing demand for thinner and sleeker devices, the extra layer and space required in-between serves as additional and unwanted width for the device.
- Thanks to the space in between the two conducting layers, which is basically air, this causes unwanted refractions of light in-between the layer, making the contrast of the screen very poor.
- The biggest problem however is with it's inability to sense more than one point of pressure on its screen, meaning that the system is single-touch only and not multi-touch.Whilst it's not impossible to do, it's expensive and complicated.

Capacitive Sensing:

How it works:
- The new, more modern and more efficient alternative of Resistive, and is quickly overtaking it as the dominant touchscreen technology.
- Relies on the science that the human body is a conductor of electricity.
- The mechanism involved is to have a layer underneath a glass film, that has electrical charge stored in a transparent conductor. When you touch the screen with your finger, some of the charge is transferred over to you, causing a decrease in the change in the conductor's electrical field. The device's computer then picks up on this change and determines where on the screen was touched, afterwards sending back an appropriate signal to generate a response from the device.

Benefits:
- It can detect multiple points of decrease in charge on the screen, enabling multi-touch usage.
- Transmits more light from the monitor than a resistive system does, enabling brighter and clearer images
- Ergonomically better, due there being more need for a second layer or space in between. As technology develops it also enables thinner insulators to be used, thinning the distance between the conductor and your finger, and allowing for better accuracy.

Problems:
- The dependence on electrical conduction means that the point being used must be a conductor. As such it can't be used with a stylus or pen, your fingernail, or whilst wearing insulating gloves.
- The processing power to do all of this is significantly high, which makes it expensive and also power consuming, hence the short battery life of smartphones, and the continuous need to charge them. 
- Exterior electrical interference can cause the system to become confused, and makes it have trouble determining the signals sent to it.

I'm glad this post is finally finished. It was fast becoming a real hassle for me to complete, but it's done finally. The other reason for this post being delayed is that I've also been working on creating some future posts on the practical side. They should both be coming up shortly, along with one more research post, and then we'll be into the knitty-gritty of the project. As usual thanks for reading, I hope it's been factual and relevant for you and stay updated.

Android Phone Image
iOS Interface Image
Windows Phone Image
Blackberry 10 OS Image
Resistive Touch Diagram

Research - The Different Varieties of Advertising

Obviously the big priority of this project is to create the game to be used in the commercial, but once the game is set up and ready I need still to create the commercial for the game, using what I have made. Now it's no lie that I myself have never actually seen an app game commercial, therefore that means there is research to be done.

As with my research page on addiction, my style will be to find three or four sources and make use of the information to answer the topic of the post. As usual none of the information from the sources is my own information. Credit goes to the people who created the sources. I'm only using the information for research purposes.

So without further ado, shall we get started?

Source 1 - Traditional Media Advertising -

Chron - 10 Ways to Advertise a Product

Let's start at the top before getting into any specifics and look at some ways of advertising general products. I found this article on a site called Chron, written by a woman called Melanie J. Martin. It looks at traditional ways to advertise that don't use newer styles of media that have been introduced more recently. Whether or not they work for advertising app games is another matter. Some could work some couldn't. The bold writing is information from the source, whilst the normal writing underneath is notation that I've put with it.

"Successful advertising techniques often use new media forms to promote a product. However, traditional advertising forms still work, too." - Melanie J. Martin

Press Release

If your product features a notable innovation, or has an unusual feature, write a press release. Alternatively, stage an event to release your new product and write a news release about the event. 
- Considering the nature of my work this one probably isn't plausible. Console games companies have the E3 Conference and PAX to showcase upcoming titles, whilst app developers have the ADC and GDC to showcase their apps. Maybe at a later point I could use press release, if I decided to make it commercial and with sufficient finance that I currently don't have, but not for this coursework.

TV Ad

Develop a creative TV ad and run it at a time when your target audience will most likely be watching. Film your own ad, purchase a pre-made ad and record a voiceover or enlist the help of a commercial production company. Just make sure it’s entertaining and looks professional. 
- This is an option. However from personal experience it wouldn't be the best option for maximising awareness of it. Teenagers and upwards are my target market, and commonly the only TV that demographic watches is evening TV, where video game adverts show up next to never on the main channels. There are better ways to advertise games where more of my target demographic are likely to look.

Radio Ad

Advertise on your local radio station, or a larger station if your budget allows. Make sure your voice captures attention and presents the type of character you want people to associate with your business. Otherwise, enlist the help of a friend or professional.
- I can't imagine doing this one. Whenever I listen to the radio, it's passively; I don't actively go and listen to it. I myself have never heard any adds over the radio. I just don't think it's the place for it. Besides when has a game ever been vocally advertised and done well as a result. I can't think of any times.

Print Ad

Magazines let you easily target a particular audience – just pick the trade or consumer publication they read most. You’ll tend to reach a more affluent audience with magazines, too. Newspapers and regional magazines let you reach the audience in your area. Consider a full-page ad for maximum impact, choosing a design that entertains or makes people pause to think.
- Now this one is feasible. I've read game and technology magazines in the past and know what sort of content they contain. You could easily create and put in an app game advertisement and get it seen by the right kind of people. The only issue there is that people need to pay to get a magazine, and even then there's no guarantee they'll see the advert. In short people are paying money, that won't come to you, to potentially see an advert that is easily missable. Not a very effective strategy.  

Interpersonal Networking

Always carry business cards and brochures for your product and be prepared to pitch your product to any receptive audience. Attend social events and talk about what you offer, giving a card and brochure to each person you talk with.
- Definitely not. Not only is it time consuming but it's also not very efficient and comes off as unprofessional. Handing out business cards or brochures is only effective if a customer is showing interest in something you're selling. It often comes off as desperate which people don't like, because it makes them feel like they're doing you a favour. It's the same reason why door to door sales people generally don't do well. People just don't like it when people try to waste their time with dropping products on them that they don't need or want. 

Online Networking

Connect with other professionals who serve a similar customer base but aren’t competing with you. Agree to post their link on your website if they post yours on their site. Connect with friends and acquaintances on social networks after developing a page for your business or a professional profile. Send notices about sales, your new product and responses to it.
- I think this is a healthy idea. I means helping out each other and developing connections that can be helpful in the future. Media integration, when done correctly is often the start of large businesses growing. It's not however something I could do in this coursework. Unless you count getting assistance from other people in my class, which is likely something I'll end up doing.

Online Ads

Use online ad placement services such as Google AdSense, which target customers searching for a similar topic. Place ads on informational websites, such as online magazines, that feature topics related to your business.
- This one I think is probably the most common way of advertising app games outside of the app store itself. Whenever I trawl through game or anime wikis, all I ever see along the sides are adverts for games, be them app games, online computer games, or upcoming console games. Even if I don't buy them, I'm certainly aware of them. The other nice thing about it is that you don't need to pay to view a webpage, and you're not actively looking for it. I find that you often remember something that you passively pick up on better than something you pick up on directly, which is why I think it works so effectively. 

Online Content

Develop easy-to-read content for your website, incorporating commonly searched for terms in your writing. Join site submission networks like Digg, where you submit links to your content. Submit quality links to other sites so you’ll get higher ratings, too. Consider writing a blog or e-newsletter, doing a podcast or producing instructive YouTube videos.
- Well... That's certainly helpful. It didn't twig in my mind that this blog is a form of advertising for my game. So I have already used a method of advertising to showcase the game. Seems I'm further ahead than I thought. Also I can understand youtube. It's become a staple way of advertising, though only a couple of adverts are actually effective enough to make people watch them before their video. I actually ended up getting into World of Warcraft through watching the trailer for Mists of Pandaria before a Youtube video, so they do work, sometimes... 

Direct Mail

Start a direct-mailing campaign by sending letters to clients or potential customers. Consider sending coupons or highlighting the product feature that your target audience will find most important. 
- Again not a good idea for my product, for the same reasons as Interpersonal Networking; it's inefficient and also not very reliable. Commonly people don't pay any notice to flyers through the letterbox, and most email of that sort, people class as junk or spam.
Events
Attending local, regional and even national events will help you connect with many potential customers. Conduct demonstrations on how to use the product or perform a related task and talk with as many attendees as possible.
- Good idea for the product, but again, not very feasible within my own current situation. If it was commercial then yes perhaps, but not for school coursework.

Source 2 - New Media Advertising -


We talked about new media advertising briefly in the first source and now we're getting into detail as to what it actually is.

"New media advertising is rich with prospects. There have never been more ways to tell people about a good product or company."

First of all a definition is in order. I site called wiseGeek had a short information page detailing what new media advertising is:

"New media advertising employs new technology to reach customers, specifically on the Internet. New media is interactive and Internet driven. It consists of websites, blogs, vlogs, visual and audio newscasts, RSS news feeds, and social networking. These choices are available to anyone with an Internet connection, and are a way to gain a global audience." 

The article also reinforces the point that was made in the previous source, about traditional media advertising being overtaken my new media advertising:

"While print, radio and television ads still exist, traditional advertising's influence has decreased, forcing the marketing industry to consider new media avenues. Consumers are increasingly on the Internet to communicate, receive news, and purchase products."

- So new media advertising refers to advertising that relies on computers and the internet to reach it's audience. It's also fairly clearly that it's becoming the new best way to advertise products, though it does overlap somewhat with traditional media. All of the online traditional media; Ads, Content, and Networking seemingly tie in with new media. 

The article also talked about the impact it's having on businesses. Social media is talked about as playing a key part. What is social media? The article also explains that as well:

"Social media, a huge component of new media, consists of channels set up to form online communities. Users can communicate and spread information widely and instantly, known as viral marketing. Strategically placed ads on these sites get people talking and messaging. Potential customers visit other buyers' blogs or forum discussions. They read buyer comments and write their own user ratings. This people-driven movement is giving consumers power of voice and choice."

- So social media is allowing advertising to fall into the hands of the public. It makes sense. The internet is a free resource, available for anyone to use and put things up on. Beforehand word of mouth advertising was limited the people that you met in the real world, which isn't a large amount when looking at a broader picture. Social media it seems has taken a traditional form of advertising and improved it exponentially by connecting a customer up with the entire world. Communication it seems is one of the most effective and efficient ways to advertise, and if you get it right you can sit back and watch as the public advertises your product for you.

I doubt I'm the first to come to this conclusion, and through further reading It seems that businesses have indeed picked up on this and used it to improve their marketing strategies:

"Online newscasts, podcasts, and video logs give advertisers a chance to show customers exactly what they are getting. Many businesses are hiring staff to blog about positive product features and run forums to receive valuable feedback."

- Which I also tried to do with the questionnaire during my research into audiences, to no avail.  That's nothing uncommon. Many professional businesses have trouble receiving feedback, although they have the problem for other reasons too it seems.

"The business challenge for advertisers is getting people to a site in the first place. One new media advertising obstacle is the vast amount of available information, leading to overwhelming competition. Another problem is keeping abreast of ever-changing technology and trends. After realizing new media advertising is standard, companies must understand trends to keep their strategies fresh."

- And I have enough trouble getting views on this blog, let alone trying to compete with others. It's no easy feat it seems, in this day and age, to utilize new media and social media effectively enough to become majorly successful, although as it says at the start - it's rich with prospects, and if you utilize new media and social media in the right way you can soon reap the rewards of it.


Source 3 - Ways to Promote an App

Entrepreneur - 25 Creative Ways to Promote your App For Free

My observations may not currently be very informed, but commonly the main way a company chooses to advertise a console game online is through preview trailers. I see them all of the time whilst I'm browsing online, waiting for videos and whatnot. The bugging thing however is that despite all of this advertising, which clearly seems to work, I don't ever see similar adverts that showcase app games. I've only ever seen one, and that was for the massively successful Angry Birds. 

I factor this mainly to the low pricing of the games. Maybe the general profit for app games isn't high enough for the developers to spend their advertising budget on a preview commercial. Therefore some research is needed to decide how exactly to advertise it effectively. 

"It does not make sense to pay advertising dollars to get customers because the cost of a customer acquisition is never lower than the price of the app." - Rahul Varshneya - Business Building Advisor and Co-founder of Arkenea LLC


Cue the third and final source, which I found on a site called Entrepreneur, written by a contributor called Rahul Varshneya, which had a substantial 25 different ways to promote an app without spending any money; perfect for someone like me, who currently has no money to contribute to it.

All of the points are very brief and range between methods that use both Traditional Media and New Media


1. Build a microsite. This one or two-pager showcases your app to the web audience. Take cues from Snapchat and Path.
2. Build a teaser website. Do this a month or two before your launch to collect email addresses of people who would like to know when the app launches.
3. Start a blog. Attach it to your microsite. Write interesting content that will draw people to your website.
- This part we're good on, I hope. Though actual creation may require a more professional blog, if I should choose to make it commercial.
4. Share your content.  Use your Twitter, Facebook, Google+ and LinkedIn profiles to promote the app several times in a week.
5. Create a product video. Make it creative, funny, thought-provoking or personal. Tell the story, but in a way people can identify with.
- Now this one seems to be what we're getting at. A trailer is after all what is required from me in the brief for this project, and this could be the ideal way to fulfil that criteria whilst keeping to convention.
6. Get press, tons of it. "Press is the best way to kick start your startup, and the best way to get it is to manually reach out to journalists."- Neil Patel - Entrepreneur
7. Pitch to app review websites. Sites like 148appsAppStoreApps and AppAdvice can generate a lot of buzz for your app if they mention it.
8. Contact bloggers who would care. Identify bloggers who write on niches that relate to your app. For instance, a children's app can be pitched to bloggers who write for mothers.
- There is my entire class, all of whom are doing a blog themselves, although only a few are doing the same brief as me. Even so, it's still something that could help out.
9. Apply for awards. Look into awards such as the Kiip Build Fund or The Mobileys. If you win, you also get a ton of press, not to mention winner's booty.
10. Start a podcast. Publish it on iTunes or your own website. Draw content from the niche your app caters to most.
11. Always be collecting emails. Gather potential customer emails through Facebook, Twitter or your website. An email list of people who have opted in is a powerful marketing tool.
12. Create a six-second how-to series. Make the most of Vine with videos potential customers will find useful.
- This is also an option for a video, although it might be rather short.
13. Use Dubbler. Promote your blog posts or content having to do with your app's niche on Dubbler -- a 60-second audio social network.
14. Post on Pinterest. Use blog images, infographics and visual content from your app to create content on your Pinterest board.  You can even use happy customer photos or hold contests.
15. Manually recruit customers. The creator behind Canvsly reaches out to local art schools, libraries and pediatricians to get more customers. Know your audience and find them.
16. Run a contest. For example, you can encourage people to tweet and share content on their social networks promoting your app. A random person every week can win a promo code to download your app for free if it is a paid one.
- This one's interesting. Given my current standing; a high school student, it might might be possible to take advantage of this method in the future.
17. Create a Facebook group.  Form a group for people with common interests related to your app's niche so they can meet and socialize regularly. If your app caters to hikers, for example, create a hiking group.
18. Get speaking opportunities. Research events that touch on the topic your app addresses and make an appearance. Start small and get recognized as an authority in the space.
19. Take advantage of voicemail. Include a creative mention of your app in your phone's voicemail recording.
20. Be obsessive about resolving negative reviews. Remember: A happy customer is a brand ambassador for your app.
- Always a healthy approach. Taking on board why your project had bad reviews and trying to rectify it  is great for ironing out any kinks in the work before it becomes too late.
21. Make good use of App Store OptimizationYou can find it at the app store.
- I will make note of this one. It may come in useful in the future.
22. Contact admins of related Facebook pages. Look for pages with 100k+ likes and reach out to their admins. Make sure these pages have something to do with the focus of your app. Then give them a compelling reason to mention it.
23. Optimize your email signature. Provide a catchy one-liner about your app along with the link to download it in your email signature.
- You know a good one just popped into my head whilst I was reading. I think I'm onto something to add onto the promotion already. 
24. Consider offering a promotional price. If your app is a pay-to-download one, consider a promotional pricing of $0.99 during the launch time. This price point encourages impulse purchases.
25. Integrate social media within the app. This will make it obvious to users to share with others. Path app allows users to share photographs on social networks and Draw Something makes sure you rope in a friend or more.
And with that we have our question answered. The source information has provided more than 30 possible ways of advertising the game. We also learnt, through researching this topic, about Traditional Media Advertising and New Media Advertising, as well as it's biggest component Social Media. 
I'm pretty pleased with this. There's plenty now to go on as I continue with this. I can refer back to the info here when I produce my work and also tie it in with doing the ancillary tasks, when I get to them as well. 
We're getting close now. A few more bits of research and I'll be ready to create a pitch detailing what my game idea will be. Until then
thanks for reading and stay updated.