Games As a Service : How Free to Play Design Can Make Better Games
Games As a Service : How Free to Play Design Can Make Better Games
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Author(s): Clark, Oscar
ISBN No.: 9780415732505
Pages: 312
Year: 201403
Format: Trade Paper
Price: $ 76.64
Dispatch delay: Dispatched between 7 to 15 days
Status: Available (On Demand)

Chapter 1: Introduction Exercise 1: Coming up with an initial concept Chapter 2: What is a game? Exercise 2: Who Are Your Players? Chapter 3: The Anatomy of Play Exercise 3: What is the Mechanic? Chapter 4: Player Lifecycle Exercise 4: What is the Context Loop? Chapter 5: The Rhythm of Play Exercise 5: What is the MetaGame? Chapter 6: Building on Familiarity Exercise 6: What is Your Bond Opening? Chapter 7: Counting on Uncertainty Exercise 7: What is Your Flash Gordon Cliffhanger? Chapter 8: Six Degrees of Socialization Exercise 8: What is your Star Wars Factor? Chapter 9: Engagement Led Design Exercise 9: What is Your Columbo Twist? Chapter 10: Delivering Discovery Exercise 10: What makes your game social? Chapter 11: Counting on Data Exercise 11: How Does Your Design Encourage Discovery? Chapter 12: Service Strategies Exercise 12: How Will You Capture Data? Chapter 13: The Psychology of Pricing Exercise 13: Writing Use Cases Chapter 14: Tools of the Trade Exercise 14: How will you Monetize? Chapter 15: Conclusions > Chapter 4: Player Lifecycle Exercise 4: What is the Context Loop? Chapter 5: The Rhythm of Play Exercise 5: What is the MetaGame? Chapter 6: Building on Familiarity Exercise 6: What is Your Bond Opening? Chapter 7: Counting on Uncertainty Exercise 7: What is Your Flash Gordon Cliffhanger? Chapter 8: Six Degrees of Socialization Exercise 8: What is your Star Wars Factor? Chapter 9: Engagement Led Design Exercise 9: What is Your Columbo Twist? Chapter 10: Delivering Discovery Exercise 10: What makes your game social? Chapter 11: Counting on Data Exercise 11: How Does Your Design Encourage Discovery? Chapter 12: Service Strategies Exercise 12: How Will You Capture Data? Chapter 13: The Psychology of Pricing Exercise 13: Writing Use Cases Chapter 14: Tools of the Trade Exercise 14: How will you Monetize? Chapter 15: Conclusions > Exercise 6: What is Your Bond Opening? Chapter 7: Counting on Uncertainty Exercise 7: What is Your Flash Gordon Cliffhanger? Chapter 8: Six Degrees of Socialization Exercise 8: What is your Star Wars Factor? Chapter 9: Engagement Led Design Exercise 9: What is Your Columbo Twist? Chapter 10: Delivering Discovery Exercise 10: What makes your game social? Chapter 11: Counting on Data Exercise 11: How Does Your Design Encourage Discovery? Chapter 12: Service Strategies Exercise 12: How Will You Capture Data? Chapter 13: The Psychology of Pricing Exercise 13: Writing Use Cases Chapter 14: Tools of the Trade Exercise 14: How will you Monetize? Chapter 15: Conclusions Factor? Chapter 9: Engagement Led Design Exercise 9: What is Your Columbo Twist? Chapter 10: Delivering Discovery Exercise 10: What makes your game social? Chapter 11: Counting on Data Exercise 11: How Does Your Design Encourage Discovery? Chapter 12: Service Strategies Exercise 12: How Will You Capture Data? Chapter 13: The Psychology of Pricing Exercise 13: Writing Use Cases Chapter 14: Tools of the Trade Exercise 14: How will you Monetize? Chapter 15: Conclusions Exercise 11: How Does Your Design Encourage Discovery? Chapter 12: Service Strategies Exercise 12: How Will You Capture Data? Chapter 13: The Psychology of Pricing Exercise 13: Writing Use Cases Chapter 14: Tools of the Trade Exercise 14: How will you Monetize? Chapter 15: Conclusions ;lt;/P> Exercise 14: How will you Monetize? Chapter 15: Conclusions.


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