Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition (Anglais) Broché – 28 février 2014
- Choisissez parmi 17 000 points de collecte en France
- Les membres du programme Amazon Prime bénéficient de livraison gratuites illimitées
- Trouvez votre point de collecte et ajoutez-le à votre carnet d’adresses
- Sélectionnez cette adresse lors de votre commande
Description du produit
Présentation de l'éditeur
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.
Biographie de l'auteur
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.
Aucun appareil Kindle n'est requis. Téléchargez l'une des applis Kindle gratuites et commencez à lire les livres Kindle sur votre smartphone, tablette ou ordinateur.
Pour obtenir l'appli gratuite, saisissez votre numéro de téléphone mobile.
Détails sur le produit
Si vous vendez ce produit, souhaitez-vous suggérer des mises à jour par l'intermédiaire du support vendeur ?
|5 étoiles (0%)|
|4 étoiles (0%)|
|3 étoiles (0%)|
|2 étoiles (0%)|
|1 étoile (0%)|
Commentaires client les plus utiles sur Amazon.com
Unfortunately this book is a disjointed collection of random interviews from game industry veterans along with insertions of the authors opinions on good game design with no experimentation or research to justify their claims.
The books reads like a bunch of individual blog posts compiled together.
Probably good for a newbie who's never made a game before. But book's concepts are too high level and generic to really help anyone make a good game.
Readers would be better off saving their money and reading Gamasutra.com and their collection of excellent posts on mobile, social, and Free-to-Play game design.