Games As A Service

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Author :
Publisher : CRC Press
ISBN 13 : 1317908872
Total Pages : 311 pages
Book Rating : 4.76/5 ( download)

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Book Synopsis Games As A Service by : Oscar Clark

Download or read book Games As A Service written by Oscar Clark and published by CRC Press. This book was released on 2014-02-05 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Service Games: The Rise and Fall of SEGA

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Author :
Publisher :
ISBN 13 : 1311080821
Total Pages : 480 pages
Book Rating : 4.20/5 ( download)

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Book Synopsis Service Games: The Rise and Fall of SEGA by : Sam Pettus

Download or read book Service Games: The Rise and Fall of SEGA written by Sam Pettus and published by . This book was released on 2013-12-20 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.

The Psychology of Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 105 pages
Book Rating : 4.60/5 ( download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Games As A Service

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Author :
Publisher : CRC Press
ISBN 13 : 1317908864
Total Pages : 312 pages
Book Rating : 4.69/5 ( download)

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Book Synopsis Games As A Service by : Oscar Clark

Download or read book Games As A Service written by Oscar Clark and published by CRC Press. This book was released on 2014-02-05 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Data Analytics Applications in Gaming and Entertainment

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Publisher : CRC Press
ISBN 13 : 1000008703
Total Pages : 237 pages
Book Rating : 4.08/5 ( download)

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Book Synopsis Data Analytics Applications in Gaming and Entertainment by : Günter Wallner

Download or read book Data Analytics Applications in Gaming and Entertainment written by Günter Wallner and published by CRC Press. This book was released on 2019-07-11 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.

The Pyramid of Game Design

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Publisher : CRC Press
ISBN 13 : 0429815662
Total Pages : 336 pages
Book Rating : 4.69/5 ( download)

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Book Synopsis The Pyramid of Game Design by : Nicholas Lovell

Download or read book The Pyramid of Game Design written by Nicholas Lovell and published by CRC Press. This book was released on 2018-12-07 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.

The Routledge Companion to Video Game Studies

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000886026
Total Pages : 832 pages
Book Rating : 4.23/5 ( download)

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Book Synopsis The Routledge Companion to Video Game Studies by : Mark J.P. Wolf

Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Video Game Marketing

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1317607473
Total Pages : 156 pages
Book Rating : 4.72/5 ( download)

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Book Synopsis Video Game Marketing by : Peter Zackariasson

Download or read book Video Game Marketing written by Peter Zackariasson and published by Taylor & Francis. This book was released on 2016-10-04 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: • the essentials of marketing strategy; • video games as products or services; • marketing research for game development; • branding video games; • marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

Interactive Storytelling

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Author :
Publisher : Springer Nature
ISBN 13 : 3030923002
Total Pages : 545 pages
Book Rating : 4.06/5 ( download)

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Book Synopsis Interactive Storytelling by : Alex Mitchell

Download or read book Interactive Storytelling written by Alex Mitchell and published by Springer Nature. This book was released on 2021-12-03 with total page 545 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021. The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.

Optimizing Play

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Publisher : MIT Press
ISBN 13 : 0262547783
Total Pages : 201 pages
Book Rating : 4.89/5 ( download)

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Book Synopsis Optimizing Play by : Christopher A. Paul

Download or read book Optimizing Play written by Christopher A. Paul and published by MIT Press. This book was released on 2024-05-14 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.