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Mobile & Social Game Design Monetization Methods and Mechanics, Second Edition




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 02/2014
Edizione: Edizione nuova, 2° edizione





Note Editore

Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract—and Retain—Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game’s overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.




Sommario

IntroductionThe Changing TideWhat This Book Is Not What Is a Social Game? Are Mobile Games Social? Meet Your CompetitionBBS Games and MUDsMMOsJust Being Multiplayer Doesn’t Make You SocialGreat Mobile Games ARE SocialInterview with Words with Friends Creators, The Bettners History of Game MonetizationWhat Do We Mean By MonetizationA Brief History of Game MonetizationInterview with Richard Garriott, "The Three Grand Eras of Gaming" Why Create a Social or Mobile Game? Social and Mobile Games Put a Lot of Power in the Hands of the DevelopersSocial Games Make the Developer ResponsibleSocial Games Give Power to the UsersUsed Retail Game Sales: Friend to Social and Mobile DevelopersInterview with Jason Decker of Pocket Legends, "Love Letters from Your Community" Industry Terms and MetricsIndustry Terms and MetricsMeasuring Player PopulationMeasuring MonetizationSocial Network AdvertisingMobile TermsGeneral TermsWhy These Metrics MatterCase Study: Ravenwood Fair and the Use of Metrics in Game DesignInterview with Everett Lee of OMGPop, "The Science of Social Game Design" What Is a Social Network?What Is a Social Network?Who Is the Average Social Gamer? Who Is the Average Mobile Gamer?What Social Networks Are Popular Today?Games Are GlobalIt’s All about ScaleUsing Social Networks to Extend Traditional GamesCreating Social Networks as a Platform HolderIs Apple’s Game Center a Social Network? ConclusionsInterview with Janus Anderson, "Gaming and the Social Graph" How to Acquire, Keep, and Regain UsersHow to Build it So They’ll ComeThe Purchase FunnelAcquisition: How to Get PlayersAcquiring New Users on FacebookAcquiring New Users on Mobile PlatformsAdvertising EfficientlyThe Rising Cost of CPIViralityRedirecting Users for Increased Virality How to Retain UsersTracking RetentionUsing Leaderboards and Messaging to Add StickinessUsing Messages to Remind Users to ReturnOnly the Last Inch MattersInterview with Exploding Barrel: "Give Them What They Want" Monetization StrategiesShow Us the MoneyClassic Premium Download ModelsSubscriptions"Freemium"Play the NumbersCombinationsCase Study: Hunters Episode I and Different Monetization MethodsWhy You Should Avoid Giving Players Real MoneyTransitioning ModelsWhich Models Fit Best for Which Type of Game?Interview with Ryan Cleven: "Social Platforms" Virtual GoodsFake EstatesSelling Premium GoodsFunctional AdvantagesGame Balance ConsiderationsAesthetic "Vanity" ItemsRarityInterview with Dimitri Delattre, Founder of Deadpan Dodo—"Indie Perspective" CurrencyGreenspan for the WinSingle Currency ModelsDual Currency ModelsClosed and Open EconomiesAddressing the Matter of "Honest" GameplayInterview with Ben Lamm—"Controlling Chaos" ConclusionsThe Plentiful Tide ReviewA Fond Farewell to Friends




Autore

Since 1995, Tim Fields has worked in the game industry as a producer, project manager, design lead, and business developer. Tim has helped small studios and top publishers, such as EA and Microsoft, run teams that create great games. He has worked on shooters, sports games, racing titles, and RPGs using talent and teams from North America, Asia, and Europe.










Altre Informazioni

ISBN:

9781466598683

Condizione: Nuovo
Dimensioni: Ø 1.00 lb
Formato: Brossura
Illustration Notes:57 b/w images
Pagine Arabe: 236


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