Games as a service : how free2play design can make better games /

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Bibliographic Details
Author / Creator:Clark, Oscar.
Imprint:Burlington, MA : Focal Press, 2014.
Description:1 online resource (1 volume) : illustrations
Language:English
Subject:
Format: E-Resource Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/13619499
Hidden Bibliographic Details
Varying Form of Title:How free2play design can make better games
ISBN:9781317908869
1317908864
9781315849102
1315849100
9780415732505
0415732506
Notes:Includes bibliographical references and index.
Online resource; title from title page (Safari, viewed February 20, 2014).
Summary:"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. Games as a Service features: - Step-by-Step guide to ethical social and freemium game design principles - Product Design techniques to help create commercial games without compromising fun - The Role of the Player Lifecycle from Discovery, Learning, Engaging, and Churning - End-of-chapter exercises providing a design framework for Game As A Service - Companion website (www.GamesAsAService.net) for designers to share ideas"--Back cover
Other form:Print version: Clark, Oscar. Games as a service. Burlington, MA : Focal Press, 2014 9780415732505 0415732506
Table of Contents:
  • 1. Introduction
  • 2. What is a game?
  • 3. The anatomy of play
  • 4. Player lifecycle
  • 5. The rhythm of play
  • 6. Building on familiarity
  • 7. Counting on uncertainty
  • 8. Six degrees of socialization
  • 9. Engagement-led design
  • 10. Delivering discovery
  • 11. Counting on data
  • 12. Service strategies
  • 13. The psychology of pricing
  • 14. Tools of the trade
  • 15. Conclusions.