How can a mobile game with a touch interface be designed to attract a casual gaming audience? That’s what this report will focus and investigate further upon. What should be avoided , what should you should ourself on instead and what should be thought of before you start to implement new or improve old features.
This project is to help developers in the touch design of casual games. The project work was made on the development platform Gideros Mobile and much of the thesis theory and methods will be based on that work.
The purpose of the report is to show what one should think about when making a casual game in a touch design perspective, like taking into account that most people are used to one type of input design (like swiping or tapping), that you should design the game with the purpose to reach out to as a large audience as possible (taking into account people with disabilities) and some small notes on what should be avoided so not to deter people from wanting to play the game. It is important to note that this thesis is built for the purpose of mobile casual games, others will probably not find this thesis relevant.
Source: Linköping University
Author: Andersson, Gustav