Tuesday, May 19, 2015

How Can I Avoid Keyword Abuse?

You can avoid keyword or keyphrase abuse by writing naturally. Your readers want to hear what you have to say. Stuffing your article with keywords in an effort to gain more traffic will be transparent. You stand to lose your readers' trust and it diminishes your credibility as an expert. If your reader doesn't feel that you have their best interest in mind, they'll go elsewhere.
Here is a real life example of an article that is keyword stuffed:

This 325 word article had the following stats in just the article body:
Keyphrase: debt settlements occurs 9 times (2.7%)
Keyword: debt occurs 17 times (5.2%)
Keyphrase: debt settlements occurs 14 times (4.3%)
Keyword: debt occurs 35 times (10.8%)


We recommend that you do not add more than one keyword/keyphrase for every 100 words.  

Wednesday, June 8, 2011

INPUT DRIVEN AND EVENT DRIVEN J2ME GAME FORMATS

Depending on the purpose of your mobile game, and the audience, the basic format will either be input driven or event driven. Basically, input driven games wait for the player to make their move. The computer either updates the screen to reflect that change (as an example a solitaire type game), or it makes a move of its own (like a checkers game). Event driven game, on the other hand, require the player to keep up with the computer. These games may involve hitting a target, or other objectives that require good hand to eye coordination. Event driven games may also utilize the factor of time to accomplish a specific task that also combines strategic maneuvers. Tetris style games lend themselves well to event driven formats.

Depending on the purpose of your game, one format may be more suitable than another. If you are planning to develop an educational game to teach mathematics, you would be better off with an input driven game. As an example, a sudoku type game requires a great deal of strategy, but not much in physical skills. Likewise, crossword puzzles or crypt-a-quote games work well in a J2ME input driven format.

This game format also lends itself well to teaching a prospective customer how to use your product. You can create a game to teach a series of steps, or even one that will encourage an individual to come up with more efficient ways to use your product. Input driven games, therefore, can increase your ability to bring brand name recognition to players.

Many times people play games on their hand held devices to take up time when they can't do anything else. As an example, if someone is at the laundromat or the doctor' office, they might play a J2ME game while they are waiting. Strategy games are ideal for these situations. Among other things, if the player can leave off in the middle of the game, and resume later on, they will be more inclined to play the game at every opportunity.

At other times, event driven games are of more advantage. In many instances, these games may be better for teaching concepts, as well as provide video game style challenges to players. As an example, a game that focuses on defensive driving tactics does not lend itself well to an input driven format. The computer cannot simply wait for the player to take action. Rather, it is the player that must respond to the scenario presented to them.

Event driven J2ME games can also be useful marketing tools. Because people may simply enjoy playing these games for entertainment value, they may be more inclined to pass free versions along to other people. This, in turn, makes other people aware of your company and products. Some of the most popular J2ME games are based on an event driven format. As an example, there are hundreds, if not thousands of games that are similar to Tetris and Pac Man. While each one may be based on similar strategies, people still enjoy playing new versions.

When deciding on the format of your J2ME game, you need to consider what goals you want to achieve. If the primary goal is educational, you may want to go with an input style game. Alternatively, if you are more interested in providing a game that is more entertainment based, or that teaches a specific concept; an event driven game may work better.

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