Objective The purpose of this study was to determine the feasibility of having a mobile game development course in Computer Science and Software Engineering (CSE) Department of Miami University. Different alternatives learning objectives for the course was considered, and all related data was collected between April 6 and April 22 in year 2011. The related data includes: 1) Interviews with relevant faculty about the course taken in Miami University 2) Survey primarily sampled from students majoring in Computer Science, IMS, and Software Engineering in Miami University 3) Interview with faculty members outside Miami University 4) Online research complements with other data to cover topics such as textbooks, cost, and learning objectives. Introduction From the information security to the (pilot) mobile development course to be launched this summer, CSE department has been rather successful at introducing new courses to keep up with the growth and evolution of computers. To help the department to determine whether it is feasible to create a new course to respond to the increasing demand of mobile gaming market, we wrote this report to your consideration. Faculty’s response, physical practicality, cost, and student’s interest are factors we consider to be especially important. These can be influenced by how the course is structured. Therefore, we have proposed and analyzed several alternatives based on different combinations of mobile platform, topics to cover, prerequisites, and cost mitigation methods. Alternatives From the survey results, it appears the only two main mobile platforms students use and has shown interest in are Android and iOS. We will be focusing on these two platforms. All other criteria is branched off by the choice of platforms. Methodology Surveys Since we believe those students that are interested are most relevant to the study, we did not take a simple random sample of all students in Miami. An online survey link was sent out to all students in CSE, IMS, and Engineering department. We recognize the survey may be biased towards the interested students because those who are not interested may not take the survey at all. [To provide a large sample, we also distributed printed surveys to account for at least 100 samples.] Multiple cross-tabulate views of the survey was created and analyzed to identify and evaluate subgroup of students who own iOS against subgroup of students who own Android devices. We also evaluated subgroup of students based on different majors against each other. Interviews We have interviewed Dr. Bachmann, Gannod, and Zmuda in Miami University. The questions we asked were attached in the Addendum of this report. Dr. Kiper has suggested us to interview them due to their professional interests related to this area. We have also requested to interview three faculties of other universities who have had experience teaching mobile game development courses. The questions we asked were also attached in the Addendum. Due to limited amount of time we have for this project, only those that replied before April 15th are included in the report. Cost Estimation Through a combination of surveys, interviews, and online research, we included expected license, device, subscription, and maintenance fees minus lab fees for each alternative. To do the estimation correctly, we asked students on how much they are willing to pay for the course’s lab fee, and faculties on what estimate they have on costs. Results [Survey data not sufficient. We have included charts and results that has already shown trends that are not likely to change.] Using the survey results we can analyze the results and compare them with each other to serve as a background for the class, because without students a class can not be approved. 100% of people that took the survey said they were going to take higher CSE classes than the ones listed. First of all we wanted to get a sense of students interests and also what kind of mobile device they own. Looking at the first chart, which was run on a 5-point scale, we can see that a majority of students liked to develop on Android and iOS platforms. One thing to notice is that in the following graph more students own an iPhone, but yet more people would still like to develop on Android. Figure 3 shows how Android users compare with iPhone users in their interests in development. IPhone users just slightly preferred to develop on an iOS platform over the Android platform, indicating interest to develop applications on both platforms. On the other hand, Android users do not have substantial interesting to learn how to develop games in iOS devices. The following graph shows some topics that could be covered in the mobile game development course and from the students perspectives it can be seen that collision detection, 2D, and 3D graphics were topics with with highest scores. Also noticed in the survey is the fact that for all students [%] would be willing to pay at least $10 outside of the required textbook and other course material. [%] said they would pay more than $50. [Chart and Results for candidate prerequisites. It might change after we get back IMS survey results.] [Textbook research not completed. Interview: ⅓ completed, expected to complete by April 14, and information combined to here in April 15.] Textbook Name iPhone® Game Development (Chris Craft, Jamey McElveen) Platform Price iOS Free/$31.17 3D for iPhone® Apps with Blender and SIO2 (Tony Mullen) iOS Free/$26.12 iPhone Game Development (Paul Zirkle, Joe Hogue) iOS Free/$22.85 (Electronic/ Hard Copy) Special Topics: Kindle: $24.69 Google: $32.99 Overlaps with game design, intro to SDK, Collision detection, GPS, Accelerometer, Compass Visual Quartz, OpenGL ES [2D/3D intro] H2H, P2P Network 31 Days of Activities/Sampl iPhone Apps es provides 31 examples/exercis es. Code snippets and step-by-step instructions. Structure Topical, from easy to difficult. More suitable to less experienced programmers. Textbook Name Learn Blackberry Games Development (Carol Hamer, Kindle: $23.51 Google: $25.99 Kindle: $15.39 Google: $15.39 Accelerometer, intro to SDK. OpenGL ES No specific coverage Step by step instructions in chapter 4. Top-Down (Application Framework à Game State Framework à 2D/3D Game Engine) Not many (complete) hands-on examples in the beginning. Andrew Davison) Platform Blackberry Price Paperback: (Electronic/ $24.95 Hard Copy) Kindle: $22.46 Google: $31.19 Special Topics: Accelerometer, GPS, SMS, Selling Games Visual SVG, OpenGL ES [2D and 3D] Network P2P, MMORPG Activities/Sampl No practice es problems after each chapter. Step by step instructions/code . Black and white photos. Structure Genre-orientated Discussion While gathering data in our feasibility study we found some relationships that we would like to discuss here. First of all the student interest of creating mobile game applications is there. [%] of those surveyed said that they would be interested in taking a course in mobile game development. While this demand is there among the students, an appropriate instructor and faculty support is a huge aspect of course creation. This is a main part that this course would seam to be missing from faculty interviews conducted thus far. There are far too many courses that have been approved, but still sit there without being implemented in our current curriculum. This can be attributed to faculty already being very busy with their schedules and having limited time. Another factor in lack of faculty able to teach a course such as this one is the sear amount of professors that have mobile development experience. Out of the many faculty that we talked to there was only a couple that came up when asked "What professors would have mobile development experience?" Another item that came up while looking over the survey results was the vast support for development for Android and iOS verses other options such as Blackberry. While the market is currently going in favor of Android and iOS is was interested to see Blackberry only getting [%] of the vote. This clearly tells us that if a mobile game development course was created that it should focus on Android and iOS. We had noticed in the last section that both Android and iOS device owners are in favor of developing in Andriod platform, while only iOS device owners has shown significant interest in that of iOS platform. There are two factors that we think might be related to this result: familiarity with Java platform, and Apple’s high standard of iOS applications. All of the students we have surveyed has taken at least CSE 174. In that class, the students became familiar with Java programming environment, which is Android's primary development language. This strongly suggests the students were expecting a more shallow learning curve in Android development than iOS development. And since Apple has a annual developer license fee, as well as a rigorous testing and approval system, we feel the students might be somewhat intimated by the cost and possible rejection of the applications they may very well spend a long time to develop in the future. From the survey results we have gathered so far, it suggests the students are interested in 2D, 3D, collision detection, and to learn how to use Accelerometer and Gyro. [Also, those topics are generally covered in syllabus of similar courses offered by other universities.] As a result, we have structures the alternatives to contain these topics. [Prerequisite discussion. It seems from what we have so far we will not be able to use CSE 251, 487, IMS 211, 212 as prerequsities as at least 50% hasn’t taken any of them. It has a possibility to change after surveys from IMS gets to us.] Hello YeChen, Alan and Erich, we really enjoy the progress you made with your study. We found the comments that you included in the first part of the report really useful and we understand that especially the second part of it is not complete yet. This is why our comments cannot be too thorough. Apart from the details we pointed out throughout the report, you may want to focus on spell-checking and some further editing of the layout and figures. We are sure that after having all the necessary data collected and some parts of the text reformulated, the report will make even better impression that it already does now. Alavi, Alper, Georgina, Jan and Michal