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Mobile & Social Game Design: Monetization Methods and Mechanics

Mobile & Social Game Design: Monetization Methods and Mechanics (Paperback, 2)

팀 필즈 (지은이)
A K Peters Ltd
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Mobile & Social Game Design: Monetization Methods and Mechanics
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· 제목 : Mobile & Social Game Design: Monetization Methods and Mechanics (Paperback, 2) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781466598683
· 쪽수 : 236쪽
· 출판일 : 2014-01-22

목차

Introduction
The Changing Tide
What This Book Is Not

What Is a Social Game? Are Mobile Games Social?
Meet Your Competition
BBS Games and MUDs
MMOs
Just Being Multiplayer Doesn’t Make You Social
Great Mobile Games ARE Social
Interview with Words with Friends Creators, The Bettners

History of Game Monetization
What Do We Mean By Monetization
A Brief History of Game Monetization
Interview with Richard Garriott, "The Three Grand Eras of Gaming"

Why Create a Social or Mobile Game?

Social and Mobile Games Put a Lot of Power in the Hands of the Developers
Social Games Make the Developer Responsible
Social Games Give Power to the Users
Used Retail Game Sales: Friend to Social and Mobile Developers
Interview with Jason Decker of Pocket Legends, "Love Letters from Your Community"

Industry Terms and Metrics
Industry Terms and Metrics
Measuring Player Population
Measuring Monetization
Social Network Advertising
Mobile Terms
General Terms
Why These Metrics Matter
Case Study: Ravenwood Fair and the Use of Metrics in Game Design
Interview with Everett Lee of OMGPop, "The Science of Social Game Design"

What Is a Social Network?
What Is a Social Network?
Who Is the Average Social Gamer? Who Is the Average Mobile Gamer?
What Social Networks Are Popular Today?
Games Are Global
It’s All about Scale
Using Social Networks to Extend Traditional Games
Creating Social Networks as a Platform Holder
Is Apple’s Game Center a Social Network?
Conclusions
Interview with Janus Anderson, "Gaming and the Social Graph"

How to Acquire, Keep, and Regain Users
How to Build it So They’ll Come
The Purchase Funnel
Acquisition: How to Get Players
Acquiring New Users on Facebook
Acquiring New Users on Mobile Platforms
Advertising Efficiently
The Rising Cost of CPI
Virality
Redirecting Users for Increased Virality
How to Retain Users
Tracking Retention
Using Leaderboards and Messaging to Add Stickiness
Using Messages to Remind Users to Return
Only the Last Inch Matters
Interview with Exploding Barrel: "Give Them What They Want"

Monetization Strategies
Show Us the Money
Classic Premium Download Models
Subscriptions
"Freemium"
Play the Numbers
Combinations
Case Study: Hunters Episode I and Different Monetization Methods
Why You Should Avoid Giving Players Real Money
Transitioning Models
Which Models Fit Best for Which Type of Game?
Interview with Ryan Cleven: "Social Platforms"

Virtual Goods
Fake Estates
Selling Premium Goods
Functional Advantages
Game Balance Considerations
Aesthetic "Vanity" Items
Rarity
Interview with Dimitri Delattre, Founder of Deadpan Dodo?"Indie Perspective"

Currency
Greenspan for the Win
Single Currency Models
Dual Currency Models
Closed and Open Economies
Addressing the Matter of "Honest" Gameplay
Interview with Ben Lamm?"Controlling Chaos"

Conclusions
The Plentiful Tide
Review
A Fond Farewell to Friends

저자소개

팀 필즈 (지은이)    정보 더보기
16년차 베테랑 게임 기획자이자 프로듀서, 팀 리더이자 마케터, 비즈니스 개발자다. 그는 지난 몇 년 동안 니드포스피드(Need for Speed), 헤일로(Halo), 콜 오브 듀티(Call of Duty), 브루트포스(Brute Force), SSX 등의 최상위 게임들과 관련된 일을 했다. 팀은 게임을 만들고 기업과 팀이 파트너를 찾을 있게 도와줄 뿐만 아니라, 게임 개발 영역과 금융 커뮤니티에서 컨설턴트, 작가, 스피커로 활동하고 있다. 그는 아내, 고양이 두 마리, 그리고 수많은 책과 함께 텍사스에서 살고 있다.
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