Revision history of "Engine managing the emotional layer of gameplay" (Q79945)

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13 October 2024

  • curprev 15:2315:23, 13 October 2024DG Regio talk contribs 90,041 bytes +8 Changed label, description and/or aliases in pt
  • curprev 15:2315:23, 13 October 2024DG Regio talk contribs 90,033 bytes +205 Set a claim value: summary (P836): O projeto diz respeito ao processo de criação e oferta de jogos casuais/intermédios para dispositivos móveis, centrando-se nos fenómenos emocionais associados à jogabilidade. O grupo-alvo são os utilizadores de jogos móveis, dos mercados ocidentais. O mercado é altamente competitivo em termos de quantidade (várias centenas de milhares de títulos), mas a maior parte das receitas são geradas por produções de topo. Os fatores de sucesso do jogo são dif...

7 March 2024

12 January 2024

13 December 2023

6 July 2023

11 June 2023

24 May 2023

2 March 2023

  • curprev 22:2322:23, 2 March 2023DG Regio talk contribs 88,603 bytes −1,348 Changed label, description and/or aliases in lv, it, da, bg, sk, pt, et, lt, hr, ga, ro, de, sv, fr, cs, es, hu, sl, mt, nl, el, fi, and other parts

25 October 2022

20 October 2022

25 July 2022

  • curprev 22:1622:16, 25 July 2022DG Regio talk contribs 88,299 bytes +57,380 Changed label, description and/or aliases in da, el, hr, ro, sk, mt, pt, fi, sl, cs, lt, lv, bg, hu, ga, sv, et, nl, fr, de, it, es, and other parts: Adding translations: da, el, hr, ro, sk, mt, pt, fi, sl, cs, lt, lv, bg, hu, ga, sv, et,

19 January 2022

15 January 2022

16 December 2021

7 December 2021

30 November 2021

  • curprev 14:2414:24, 30 November 2021DG Regio talk contribs 18,235 bytes +3,019 Created claim: summary (P836): Le projet concerne le processus de création et d’offre de jeux mobiles occasionnels/midcore — en se concentrant sur les phénomènes émotionnels entourant le gameplay. Le groupe cible est les utilisateurs de jeux mobiles, provenant des marchés occidentaux. Il y a un niveau élevé de concurrence sur le marché (plusieurs cent mille titres), mais la plupart des revenus génèrent des productions supérieures. Les facteurs de succès du jeu sont difficiles...
  • curprev 14:2414:24, 30 November 2021DG Regio talk contribs 15,216 bytes +115 Changed label, description and/or aliases in fr: translated_label

29 October 2020

14 October 2020

  • curprev 10:3310:33, 14 October 2020DG Regio talk contribs 15,541 bytes +106 Changed label, description and/or aliases in 1 language: translated_label
  • curprev 10:3310:33, 14 October 2020DG Regio talk contribs 15,435 bytes −105 Changed label, description and/or aliases in 1 language: remove_english_label
  • curprev 10:3310:33, 14 October 2020DG Regio talk contribs 15,540 bytes +2,922 Created claim: summary (P836): The project is about the process of creating and offering casual/midcore mobile games – focusing on the emotional phenomena associated with the gameplay. The target group is mobile gaming users, from Western markets. The market is highly competitive in terms of quantity (several hundred thousand titles), but most of the revenues are generated by top productions. The success factors of the game are difficult to understand (even ex post) – similar...
  • curprev 10:3310:33, 14 October 2020DG Regio talk contribs 12,618 bytes −2,385 Removed claim: summary (P836): The project concerns the process of manufacturing and offering mobile games of the capal/midcore, focusing on the emotional phenomena that accompany the game.The target group is mobile games users, from the Western markets.There is a high volume competition on the market (several hundred thousand titles), but most of the revenues are generated by products.The success factors of the game are hard to grasp (even ex-post) — games similar, for exa...

23 September 2020

15 July 2020

9 June 2020

6 June 2020

26 March 2020

4 March 2020

  • curprev 08:5308:53, 4 March 2020DG Regio talk contribs 13,295 bytes +2,385 Created claim: summary (P836): The project concerns the process of manufacturing and offering mobile games of the capal/midcore, focusing on the emotional phenomena that accompany the game.The target group is mobile games users, from the Western markets.There is a high volume competition on the market (several hundred thousand titles), but most of the revenues are generated by products.The success factors of the game are hard to grasp (even ex-post) — games similar, for examp...

18 February 2020

8 February 2020

31 January 2020

14 January 2020