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Tutorial B5

  • Writer: jcucc2017
    jcucc2017
  • May 27, 2017
  • 1 min read

Braintastiq Team Members Back (from left to right): Nishaant Dalmia, Jatin Chawla, Owynn Kenli Ng, Sein Tin Team Members Front (from left to right): Wang Ying, Zhang Xiaoqing


The main aim of the project Braintastiq is to encourage adults as well as children to make full utilization of brain effectively. Braintastiq has come up with many brain related digital games, shows which will be creating situations both sides of brain to win a game. Nintendo and IOS/Android are the platforms for the research work on which the braintastiq can run well. Our team as come up with a research based on the different platforms and it based on primary as well as secondary data. The collection of primary data has been done through online among college students. Secondary data has been collected from various websites and articles. Based on the survey for gender part male and female play equal and most of age of gamers are 18-22. Asian peoples are more interested in games compared to others region. 40% of the of the people play everyday and 30% will play several times a week. The people who play brain games 80% like it and they feel the game is interesting and free to play. For most them are in action, adventure and word games. 20% of the gamers will like to pay, if the game is interesting 50% of the gamers will go for it and 53%are willing to pay by pay to play method. For game-related merchandises only 35% will be willing to pay.


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