Free To Play


Free To Play
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Free To Play


Free To Play
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Author : Will Luton
language : en
Publisher: New Riders
Release Date : 2013-05-27

Free To Play written by Will Luton and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-27 with Business & Economics categories.


“ Will’s knowledge of F2P comes from years of building games, as well as writing about and consulting with developers on the model. All the topics covered in this book—economics, gameplay, monetization, analytics and marketing—are important to consider when you’re building an F2P game, and Will covers each with an easy-to-digest style.” —Ian Marsh, co-founder, NimbleBit Free-to-Play: Making Money From Games You Give Away is an accessible and complete guide to the business model that has revolutionized the videogames industry, creating huge hits, multi-billion-dollar startups and a new deal for players: Play for free, spend on what you like. Written by respected game designer and consultant Will Luton, Free-to-Play gives you the in-the-trenches insight you need to build, run and make money from games you give away. In it you’ll find: Psychology behind player decisions and the motivations to play Simple and accessible explanations of the math and economic theories behind F2P, including working examples Processes for capturing and using player data to improve your game Marketing tips on positioning your game and attracting players Plus: A downloadable F2P spreadsheet, articles from the author, a foreword by NimbleBit co-founder Ian Marsh and an interview with Zynga CEO, Mark Pincus.



Free To Play


Free To Play
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Author : Christopher A. Paul
language : en
Publisher: MIT Press
Release Date : 2020-10-13

Free To Play written by Christopher A. Paul and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-13 with Games & Activities categories.


An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games. Free-to-play and mobile video games are an important and growing part of the video game industry, and yet they are often disparaged by journalists, designers, and players and pronounced inferior to to games with more traditional payment models. In this book, Christopher Paul shows that underlying the criticism is a bias against these games that stems more from who is making and playing them than how they are monetized. Free-to-play and mobile games appeal to a different kind of player, many of whom are women and many of whom prefer different genres of games than multi-level action-oriented killing fests. It's not a coincidence that some of the few free-to-play games that have been praised by games journalists are League of Legends and World of Tanks.



Free Play


Free Play
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Author : Stephen Nachmanovitch
language : en
Publisher: Canongate Books
Release Date : 2024-01-18

Free Play written by Stephen Nachmanovitch and has been published by Canongate Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-18 with Body, Mind & Spirit categories.


This book is about the inner sources of spontaneous creation. It is about where art in the widest sense comes from. It is about why we create and what we learn while doing so. It is about the flow of unhindered creative energy: the joy of making art in all its varied forms. Free Play is directed towards people in any field who want to contact, honour and strengthen their own creative powers. It reveals how inspiration arises within us, how that inspiration may be blocked, derailed or obscured by certain unavoidable facts of life. How it can finally be liberated – how we can be liberated – to speak or sing, write or paint, dance or play, with our own authentic voice. Wise, generous and timeless, it has been a touchstone for creativity since 1990 and it is a book that you will find yourself reaching for again and again in times of need. This 2024 edition includes a new afterword by the author and a foreword by Women's Prize for Fiction-winner Ruth Ozeki.



Games As A Service


Games As A Service
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Author : Oscar Clark
language : en
Publisher: CRC Press
Release Date : 2014-02-05

Games As A Service written by Oscar Clark and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-05 with Computers categories.


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.



Real Games


Real Games
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Author : Mia Consalvo
language : en
Publisher: MIT Press
Release Date : 2019-10-01

Real Games written by Mia Consalvo and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-01 with Games & Activities categories.


How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."



The Pyramid Of Game Design


The Pyramid Of Game Design
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Author : Nicholas Lovell
language : en
Publisher: CRC Press
Release Date : 2018-12-07

The Pyramid Of Game Design written by Nicholas Lovell and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-12-07 with Computers categories.


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.



Free To Learn


Free To Learn
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Author : Peter Gray
language : en
Publisher: Basic Books
Release Date : 2013-03-05

Free To Learn written by Peter Gray and has been published by Basic Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-03-05 with Education categories.


A leading expert in childhood development makes the case for why self-directed learning -- "unschooling" -- is the best way to get kids to learn. In Free to Learn, developmental psychologist Peter Gray argues that in order to foster children who will thrive in today's constantly changing world, we must entrust them to steer their own learning and development. Drawing on evidence from anthropology, psychology, and history, he demonstrates that free play is the primary means by which children learn to control their lives, solve problems, get along with peers, and become emotionally resilient. A brave, counterintuitive proposal for freeing our children from the shackles of the curiosity-killing institution we call school, Free to Learn suggests that it's time to stop asking what's wrong with our children, and start asking what's wrong with the system. It shows how we can act—both as parents and as members of society—to improve children's lives and to promote their happiness and learning.



The Play


The Play
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Author : Elle Kennedy
language : en
Publisher: Hachette UK
Release Date : 2023-11-14

The Play written by Elle Kennedy and has been published by Hachette UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-11-14 with Fiction categories.


A brand-new standalone novel in the New York Times bestselling Briar U series! She's about to put this player in his place . . . What I learned after last year's distractions cost my hockey team our entire season? No more screwing up. No more screwing, period. As the new team captain, I need a new philosophy: hockey and school now, women later. Which means that I, Hunter Davenport, am officially going celibate . . . no matter how hard that makes things. But there's nothing in the rulebook that says I can't be friends with a woman. And I won't lie - my new classmate Demi Davis is one cool chick. Her smart mouth is hot as hell, and so is the rest of her, but the fact that she's got a boyfriend eliminates the temptation to touch her. Except three months into our friendship, Demi is single and looking for a rebound. And she's making a play for me. Avoiding her is impossible. We're paired up on a yearlong school project, but I'm confident I can resist her. We'd never work, anyway. Our backgrounds are too different, our goals aren't aligned, and her parents hate my guts. Hooking up is a very bad idea. Now I just have to convince my body - and my heart. Praise for Elle Kennedy: 'Delicious, complicated and drama-filled . . . I read it in one sitting, and you will, too' L. J. Shen, USA Today bestselling author 'A deliciously sexy story with a wallop of emotions that sneaks up on you' Vi Keeland, No.1 New York Times bestselling author 'Elle Kennedy delivers another sexy and addictive read, and my latest personal favourite from her!' Tijan, New York Times bestselling author



Fundamentals Of Game Design


Fundamentals Of Game Design
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Author : Ernest Adams
language : en
Publisher: New Riders
Release Date : 2010-04-07

Fundamentals Of Game Design written by Ernest Adams and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-04-07 with Computers categories.


To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade



Video Games Around The World


Video Games Around The World
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Author : Mark J. P. Wolf
language : en
Publisher: MIT Press
Release Date : 2015-05-01

Video Games Around The World written by Mark J. P. Wolf and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-01 with Games & Activities categories.


Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela