This class accounts for 60 percent of worldwide player spending.
Source: The State of MOBA Mobile Games 2021
The figure is a screenshot from the Sensor Tower website, specifically from the "Market Overview: Worldwide Revenue" section. It provides a detailed analysis of the MOBA (Multiplayer Online Battle Arena) market, focusing on key players and their performance metrics. ### Key Components of the Figure: 1. **Pie Chart:** - The pie chart illustrates the market share of the MOBA market by region. - **Asia:** 53% - **North America:** 24% - **Europe:** 13% - **Latin America:** 8% - **Middle East:** 5% 2. **Bar Chart:** - The bar chart shows the percentage of revenue generated by different players. - **Puzzle:** 43% - **Action:** 7% - **Simulation:** 21% - **Casual:** 26% - **Revenge:** 9% - **Mid-core:** 60% - **RPG:** 47% 3. **Line Graph:** - The line graph depicts the session duration of different games. - **Brawl Stars:** 0-5 minutes - **Mobile Legends:** 6-10 minutes - **League of Legends:** 11-15 minutes - **U.S. DAU:** 16-20 minutes - **Session Duration:** 21-25 minutes 4. **Text Box:** - The text box provides insights into the performance of MOBA games. - It mentions that while most monetization models are popular in some countries, it is not particularly successful in the West. - It discusses the increasing number of players and their engagement with MOBA games, highlighting the growth in the mid-core market. - It also notes that players have access to real-time team-based actions with strategic objectives like destroying an opponent's towers or earning more kills in a set time. - The text box concludes by mentioning that the number of players has grown significantly, with a 23% increase in the mid-core market. 5. **Additional Information:** - The figure includes a brief description of the MOBA market, emphasizing its growth and the increasing number of players. - It also mentions that the MOBA market is a collection of genres with appeal to more dedicated gaming audiences. - T

The figure is a pie chart that illustrates the distribution of different types of games in the game library. The chart is divided into several segments, each representing a specific category of games. Here is a detailed description of the figure: 1. **Casual Games (70%)**: - This segment occupies the largest portion of the pie chart, indicating that 70% of the game library consists of casual games. These games are typically designed for a relaxed, leisurely experience. 2. **Arcade Games (27%)**: - The second-largest segment, representing 27% of the game library. Arcade games are typically fast-paced and competitive, often featuring single-player experiences. 3. **Puzzle Games (23%)**: - This segment accounts for 23% of the game library. Puzzle games involve solving puzzles, often with a focus on strategy and problem-solving. 4. **Simulation Games (22%)**: - Representing 22% of the game library, simulation games are designed to mimic real-world scenarios or environments. They often require players to interact with virtual objects and systems. 5. **Lifestyle Games (19%)**: - This segment makes up 19% of the game library. Lifestyle games focus on personal experiences and activities, such as role-playing or simulation games. 6. **Tabletop Games (9%)**: - Representing 9% of the game library, tabletop games involve players interacting with physical objects or characters. These games often require strategy and problem-solving. 7. **Shooter Games (35%)**: - This segment accounts for 35% of the game library. Shooter games typically involve shooting and combat, with a focus on fast-paced action. 8. **Action Games (23%)**: - Representing 23% of the game library, action games are designed for fast-paced, competitive gameplay. They often feature multiple characters and engaging storylines. 9. **Mid-core Games (20%)**: - This segment accounts for 20% of the game library. Mid-core games are a mix of action and strategy, balancing both elements.

The figure illustrates the various features and functionalities of a mobile game, as described in the paper "Mobile Game Design: A Systematic Literature Review." The figure is divided into several sections, each highlighting a different aspect of the game's design and functionality. Here is a detailed description of each section: 1. **Game Class: Mid-Core** - This section indicates that the game is designed to run on a mid-core processor, which provides a balance between processing power and energy efficiency. 2. **Game Genre: Strategy** - The game falls under the strategy genre, which typically involves elements of competition and resource management. 3. **Game Sub-Genre: MOBA** - The game is categorized under the Multiplayer Online Battle Arena (MOBA) genre, which is known for its complex gameplay involving teams of heroes and their abilities. 4. **Art Style: 3D Cartoon** - The game's art style is described as 3D cartoon, which adds a unique visual appeal to the game. 5. **Camera POV: Isometric** - The camera perspective is an isometric view, providing a top-down perspective that helps players understand the game's layout and environment. 6. **Game Cross-Play: Yes** - The game supports cross-play functionality, allowing players to play the same game on different devices or platforms. 7. **Theme: Pokémon / Battle Creatures** - The game's theme revolves around the popular Pokémon franchise and its battle creatures, which are integral to the gameplay experience. 8. **Setting: Cartoon Fantasy** - The game's setting is described as cartoon fantasy, which aligns with the game's visual style and thematic elements. 9. **Game Sub-Genre: MOBA** - The game is categorized under the Multiplayer Online Battle Arena (MOBA) genre, which is known for its complex gameplay involving teams of heroes and their abilities. 10. **Game Sub-Genre: Strategy** - The game is categorized under the strategy genre, which typically involves competition and

The figure illustrates the results of a 3D reconstruction process using the Sensor Tower method, as described in the paper "Sensor Tower: A 3D Reconstruction Framework for Mobile Augmented Reality." The figure is divided into two sections, each containing a set of images. ### Top Section: - **Left Image**: This image shows a 3D reconstruction of a character's face, labeled as "5v5." The character appears to be smiling and has a detailed facial structure. - **Middle Image**: This image depicts another 3D reconstruction of a character's face, labeled as "VAIN GLORY." The character has long hair and is shown in a dynamic pose. - **Right Image**: This image shows a 3D reconstruction of a character's face, labeled as "MARVEL." The character has a serious expression and is holding a weapon. ### Bottom Section: - **Left Image**: This image shows a 3D reconstruction of a character's face, labeled as "5v5." The character has a neutral expression and is shown in a side profile. - **Middle Image**: This image depicts another 3D reconstruction of a character's face, labeled as "VAIN GLORY." The character has long hair and is shown in a dynamic pose. - **Right Image**: This image shows a 3D reconstruction of a character's face, labeled as "MARVEL." The character has a serious expression and is holding a weapon. ### Analysis: - **Top Section**: The images labeled "5v5" and "VAIN GLORY" show detailed 3D reconstructions of characters with distinct facial features and dynamic poses. These images likely represent the output of the Sensor Tower method for different character models. - **Bottom Section**: The images labeled "5v5" and "MARVEL" also show detailed 3D reconstructions of characters with neutral expressions. These images likely represent the output of the Sensor Tower method for different character models. ### Conclusion: The figure effectively demonstrates the capability of the Sensor Tower method in reconstructing detailed 3D models from mobile augmented reality applic

The figure illustrates the global distribution of the number of users in the context of the paper "A Survey on the Security and Privacy of Mobile Social Networks." The map highlights various regions with different symbols indicating the number of users in those areas. Here's a detailed description: 1. **Color Coding**: - The map uses different shades of teal to represent various regions. - Darker shades indicate a higher number of users, while lighter shades indicate fewer users. 2. **Symbols and Their Meanings**: - **Red Circle with a Library Icon**: This symbol is used to represent regions where the number of users is relatively low. These areas are likely to have fewer social media accounts or less engagement in terms of user numbers. - **Red Circle with a Bar Chart Icon**: This symbol indicates regions where the number of users is moderate. These areas might have a mix of social media accounts and user engagement. - **Red Circle with a Rocket Icon**: This symbol represents regions where the number of users is high. These areas likely have more social media accounts and higher user engagement. 3. **Geographical Distribution**: - The map shows that the number of users varies significantly across different regions. - North America, parts of Europe, and Australia have a higher concentration of users (indicated by darker shades). - Asia, particularly in countries like China and India, also shows a significant number of users. - South America has fewer users compared to North and East Asia. - Africa, parts of Europe, and Australia have moderate user numbers. 4. **Implications for the Paper**: - The figure suggests that the paper focuses on mobile social networks, and understanding user distribution across different regions is crucial. - Regions with higher user numbers might require more attention in terms of network security and privacy, as indicated by the red circle with a rocket icon. - Regions with lower user numbers

The figure illustrates the distribution of fans across different regions and their preferences for various sports teams. The data is presented in a circular format, with each segment representing a different region and the percentage of fans who prefer specific teams. Here's a detailed breakdown: 1. **Central Circle (Asia)**: - The central circle represents the Asia region. - It shows that 100% of fans prefer the Villingory team, which is represented by a flag icon. - There are 7% of fans who prefer Onmyoji Arena, represented by a flag icon. - There are 44% of fans who prefer d Rift, represented by a flag icon. 2. **Left Segment (Villingory)**: - This segment represents fans who prefer the Villingory team. - It shows that 45% of fans prefer this team, represented by a flag icon. 3. **Right Segment (Brawl Stars)**: - This segment represents fans who prefer the Brawl Stars team. - It shows that 30% of fans prefer this team, represented by a flag icon. 4. **Bottom Segment (Onmyoji Arena)**: - This segment represents fans who prefer Onmyoji Arena. - It shows that 7% of fans prefer this team, represented by a flag icon. 5. **Top Segment (d Rift)**: - This segment represents fans who prefer d Rift. - It shows that 45% of fans prefer this team, represented by a flag icon. 6. **Middle Segment (Villingory)**: - This segment represents fans who prefer the Villingory team. - It shows that 70% of fans prefer this team, represented by a flag icon. The figure effectively visualizes the distribution and preferences of fans across different regions, highlighting the dominance of Villingory in Asia and d Rift in Asia as well.
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