Creating Casual Games for Profit and Fun

Creating Casual Games for Profit and Fun PDF

Author: Allen R. Partridge

Publisher:

Published: 2007

Total Pages: 0

ISBN-13: 9781584505198

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Thousands of game enthusiasts and would-be developers are searching habitually for an opportunity to expand their knowledge of games. Whether they're clicking through Amazon or browsing Barnes and Noble, they are all looking for a path to their dream, a secret door into the games industry. The Casual Games Market is that secret passage. The industry, featuring online downloadable games generally delivered through distributors like Real-One Arcade, Shockwave.com and Oberon Media (via MSN Games and Pogo) has exploded over the past five years into a multi-billion dollar annual marketplace. Independent developers have rapidly discovered the field as one of the last remaining venues to break into the public eye. It is now the single most attractive opportunity available to anyone who wants to become a game developer. Casual Games for Profit and Fun introduces and defines casual games, explains the current state and scope of the industry, and describes the various genres, formats, conventions, and business models that define the industry today. It also teaches the basic casual game development techniques in Flash for the web, PC, and PDA's and cell phones. Throughout the book users will learn how to create a variety of games that they can use for their own fun or sell commercially.

Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes] PDF

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2012-08-16

Total Pages: 991

ISBN-13:

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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Social, Casual and Mobile Games

Social, Casual and Mobile Games PDF

Author: Michele Willson

Publisher: Bloomsbury Publishing USA

Published: 2017-08-24

Total Pages: 319

ISBN-13: 150132019X

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The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.

Fundamentals of Puzzle and Casual Game Design

Fundamentals of Puzzle and Casual Game Design PDF

Author: Ernest W. Adams

Publisher: Pearson Education

Published: 2014

Total Pages: 35

ISBN-13: 0133811948

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You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the puzzle and casual game genres. This focused guide gives you exactly what you need. It walks you through the process of designing for the puzzle and casual game genres and shows you how to use the right techniques to create fun and challenging experiences for your players.

Shigeru Miyamoto

Shigeru Miyamoto PDF

Author: Jennifer deWinter

Publisher: Bloomsbury Publishing USA

Published: 2015-05-21

Total Pages: 201

ISBN-13: 1628923873

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Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen. You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The Legend of Zelda, and Donkey Kong-games so ubiquitous that Miyamoto was named one of TIME's 100 Most Influential People in 2007. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto unveils the artist behind thousands of glowing gaming screens, tracing out his design decisions, aesthetic preferences, and the material conditions that shaped his work. With this incredible (and incredibly unknown) figure, series editors Jennifer DeWinter and Carly Kocurek launch the Influential Video Game Designers series, at last giving these artists the recognition they deserve.

Designing Games

Designing Games PDF

Author: Tynan Sylvester

Publisher: "O'Reilly Media, Inc."

Published: 2013-01-03

Total Pages: 416

ISBN-13: 144933802X

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Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design

Pervasive Games

Pervasive Games PDF

Author: Markus Montola

Publisher: CRC Press

Published: 2009-06-12

Total Pages: 353

ISBN-13: 1498717306

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Emerging quickly from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like conferences, museums, communities, cities, buildings or other non-traditional game venues...and game designers need to unde

Powerful Profits From Video Slots

Powerful Profits From Video Slots PDF

Author: Victor H Royer

Publisher: Lyle Stuart

Published: 2014-06-24

Total Pages: 224

ISBN-13: 0818407832

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Improve your odds every time you play! Video slots can be an exciting and profitable alternative to traditional slot machines, especially for those who know the right wagering strategies. In this updated guide, nationally renowned gambling columnist and casino insider Victor H. Royer offers outstanding advice for improving your odds at video slots. He explains how to play the most common video slot games in the casino and exactly how to maximize your chances of success with each. Pick up insider tips for such casino favorites as Wheel of Fortune and Megabucks. No matter which game you choose, the odds of winning consistently can be dramatically improved through proper playing technique. You'll learn: Why all video slot games are not alike! How to determine which games and machines offer the best odds of winning Strategies for maximizing potential payouts while minimizing potential loss How to avoid common mistakes Smart and simple advice for money management And many more tips for increasing your odds! This essential guide also includes a fun and informative video slots quiz and complete payout tables for 20 of the casinos' most popular video slot games. From Royer's proven "Keys to Winning" strategies to uncovering games with the best bonuses and even navigating the EZ Pay® TITO—ticket in, ticket out Ticket System, you'll be better prepared than ever before. When it comes to video slots, knowing more means winning more—so let this book make you the smartest player on the floor. 106,000 Words

The Book of all 20 Methodologies to Improve and Profit from Customer Experience and Service

The Book of all 20 Methodologies to Improve and Profit from Customer Experience and Service PDF

Author: Heverton Anunciação

Publisher: Heverton Anunciação

Published: 2023-12-04

Total Pages: 403

ISBN-13:

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In the past, medicine worked like this: a patient looked for a doctor who evaluated him carefully. After the evaluation, the doctor said to the patient: Are you willing to abandon everything that has made you sick so far? Only then do I accept to be your doctor. Now, I ask you: Is your company willing to abandon all the bad processes and bad strategies that have given your customers a bad experience? The big problem is that, in many cases, we look for doctors, pharmacists and software resellers and, what they want most, is to recommend medicines and CRM systems for a temporary cure, or imaginary cure to serve the media or advertising. What's wrong with that? It is that in the customer service sector, the side effect is worse than acting directly on the cause of the corporate pains that cause the bad experience to customers. If professionals don't know how to hire and build a long-term strategy, your suppliers will always want you to come back for new software purchases and more software, and not for a permanent cure. The objective of this book is to bring the most widely used and effective standards on the market to serious professionals who really want to embrace and offer excellent customer service. There is no methodology that will solve everything overnight, but the right methodology will help the company to respond quickly and without repression. As the conclusion, I wrote in this book too a table that help you to identify Why, when and how to use each one of those worldwide methodologies or tools to improve and profit from your customer service. This book is part of the CRM and Customer Experience Trilogy called CX Trilogy which aims to unite the worldwide community of CX, Customer Service, Data Science and CRM professionals. I believe that this union would facilitate the contracting of our sector and profession, as well as identifying the best professionals in the market. The CX Trilogy consists of 3 books and one Dictionary: 1st) 30 Advice from 30 greatest professionals in CRM and customer service in the world 2nd) The Book of all Methodologies and Tools to Improve and Profit from Customer Experience and Service 3rd) Data Science and Business Intelligence - Advice from reputable Data Scientists around the world and plus, the book: The Official Dictionary for Internet, Computer, ERP, CRM, UX, Analytics, Big Data, Customer Experience, Call Center, Digital Marketing and Telecommunication: The Vocabulary of One New Digital World

The Art of Gathering

The Art of Gathering PDF

Author: Priya Parker

Publisher: Penguin

Published: 2020-04-14

Total Pages: 322

ISBN-13: 1594634939

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"Hosts of all kinds, this is a must-read!" --Chris Anderson, owner and curator of TED From the host of the New York Times podcast Together Apart, an exciting new approach to how we gather that will transform the ways we spend our time together—at home, at work, in our communities, and beyond. In The Art of Gathering, Priya Parker argues that the gatherings in our lives are lackluster and unproductive--which they don't have to be. We rely too much on routine and the conventions of gatherings when we should focus on distinctiveness and the people involved. At a time when coming together is more important than ever, Parker sets forth a human-centered approach to gathering that will help everyone create meaningful, memorable experiences, large and small, for work and for play. Drawing on her expertise as a facilitator of high-powered gatherings around the world, Parker takes us inside events of all kinds to show what works, what doesn't, and why. She investigates a wide array of gatherings--conferences, meetings, a courtroom, a flash-mob party, an Arab-Israeli summer camp--and explains how simple, specific changes can invigorate any group experience. The result is a book that's both journey and guide, full of exciting ideas with real-world applications. The Art of Gathering will forever alter the way you look at your next meeting, industry conference, dinner party, and backyard barbecue--and how you host and attend them.