A Survey on Mobile Games Usage among the Institute of Higher Learning (IHL) Students in Malaysia

H.A. Hashim, S. H. Ab. Hamid, W.A. Wan Rozali
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引用次数: 17

Abstract

The emerging of mobile games invites many researchers from all around the world to continue the studies related to this field. As in many countries especially Japan and Korea, mobile game is getting more attention from digital gamers as one of the most preferable type of digital games. One good reason that contributes to the success of mobile game is because of its mobility, which means gamers can play games at anytime and anywhere they wish for. In this paper, ire examine the usage of mobile game compared to other type of digital game such as console or arcade game in Malaysia. We also perform a series of analysis regarding to student preferences in every situation before a paradigm shifts from console or arcade game to mobile game. A survey on user preferences among students of Institute of Higher Learning (IHL) has been done to gather useful information and relevant data to support this paper. The survey showed that an overwhelming majority (60%) of the respondents prefer to play game in mobile phone. The questionnaire survey is part of an ongoing research study titled Mobile-Based Mental Skill Game Technology for Programming Course sponsored by Ministry of Science, Technology and Innovation (MOSTT). The data that have been gathered from the survey were analyzed using statistical package for social science (SPSS), Release 13.0.0, to investigate the number and percentage of students that use mobile game.
马来西亚高等教育学院(IHL)学生手机游戏使用情况调查
手机游戏的兴起吸引了世界各地的研究者继续对这一领域的研究。在许多国家,尤其是日本和韩国,手机游戏越来越受到数字玩家的关注,成为最受欢迎的数字游戏类型之一。手机游戏成功的一个重要原因是它的移动性,这意味着玩家可以随时随地玩游戏。在本文中,我们将研究马来西亚手机游戏与其他类型的数字游戏(如游戏机或街机游戏)的使用情况。在从主机或街机游戏转向手机游戏之前,我们还针对学生在各种情况下的偏好进行了一系列分析。为了收集有用的信息和相关数据来支持本文的研究,我们对高等院校学生的使用偏好进行了调查。调查显示,绝大多数(60%)的受访者更喜欢在手机上玩游戏。这项问卷调查是由科技部(MOSTT)赞助的一项正在进行的名为“基于手机的心理技能游戏技术编程课程”的研究的一部分。我们使用SPSS 13.0.0版本对调查收集到的数据进行分析,以调查使用手机游戏的学生数量和百分比。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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