Cover image for Game On : Energize Your Business with Social Media Games.
Game On : Energize Your Business with Social Media Games.
Title:
Game On : Energize Your Business with Social Media Games.
Author:
Radoff, Jon.
ISBN:
9781118089323
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (434 pages)
Contents:
Game On -- Contents -- Foreword -- Acknowledgments -- Introduction -- The Things You Remember Best -- What Is a Social Game? -- What if Anything Could Be a Game? -- Who Should Read This Book? -- What's In this Book? -- Part I: Understanding Social Games -- Part II: Designing Social Games -- Part III: Glossary, Resources, and More -- How to Read this Book -- Book Icons -- Finding Your Own Path in This Book -- Choose Your Path -- Part I: Understanding Social Games -- Chapter 1:  How to Play This Book -- Quiz: Who Are You? -- Taking the Test -- Scoring Your Results -- What Your Results Say about You -- Do You Have a Combination Personality? -- What Is the Use of a Quiz? -- Chapter in Review -- Choose Your Path -- Chapter 2:  Games Have Changed the Business Playfield -- The Power of Experience -- The Evolving Experience Economy -- The Real Game Machine -- The Evolution of Mass Media -- The Evolving Media Landscape -- The Changing Nature of Social Media -- Games as High-Value Experiences -- Major Trends in Five Thousand Years of Social Games -- Games as Art -- Games and Rules -- Games as a Social Activity -- Emergence of Virtual Goods -- Social Network Games -- What Social Games Mean for Your Business -- Chapter in Review -- Choose Your Path -- Chapter 3:  Developing Social Media Games -- Social Media Game Development Is Different -- Agile Development -- Goals of Agile Development -- Social Media Games versus Traditional Games -- Social Media Games versus Websites -- Teams -- Player-Centered Design -- Envisioning Your Game Concept -- Understanding Players -- Identifying the Fun -- Crafting Experiences -- Building Software -- Measuring Success -- Chapter in Review -- Choose Your Path -- Chapter 4:  Customers as Players -- Describing Customers with Player Personas -- What to Ask during a Customer Interview -- Turning Research into Personas.

Naming Your Personas -- Nine Pitfalls with Personas -- The Hero's Journey -- The Resonance of Myth -- The Mythmaking Game -- Visual Aids for Creativity -- Different People, Different Fun -- Bartle's Four Types of Fun -- Modernizing the Bartle Categories -- Social Gameplay Motivations -- Achievement -- Immersion -- Competition -- Cooperation -- Evolution of Social Gameplay Motivations -- Should You Focus on Multiple-Player Personas? -- Case Study: Magic: the Gathering -- MTG Personas: Timmy, Johnny and Spike -- Critique of Timmy, Johnny, and Spike -- Turning Motivators into Questions -- Cooperation -- Competition -- Achievement -- Immersion -- Interpreting Answers -- Differences in Real versus Online Identity -- The Online Disinhibition Effect -- Is It All in Your Head? -- The Leveling Effect -- Chapter in Review -- Choose Your Path -- Chapter 5:  Fungineering -- Why Adults Never Outgrow Stickers -- Endowment Effect and Loss Aversion -- This Is Your Brain on Games -- Sixteen Human Motivations -- The Power of Belief and Alief -- Social Status as a Reward -- 42 Things That Customers Think Are Fun -- Rules for the 42 Fun Things Game -- #1: Recognizing Patterns -- #2: Collecting -- #3: Finding Random Treasures -- #4: Achieving a Sense of Completion -- #5: Gaining Recognition for Achievements -- #6: Creating Order out of Chaos -- #7: Customizing Virtual Worlds -- #8: Gathering Knowledge -- #9: Organizing Groups of People -- #10: Noting Insider References -- #11: Being the Center of Attention -- #12: Experiencing Beauty and Culture -- #13: Romance -- #14: Exchanging Gifts -- #15-19: Imagining Yourself as a Character -- #20: Pretending to Live in a Magical Place -- #21: Listening to a Story -- #22: Telling Stories -- #23: Predicting the Future -- #24: Competition -- #25: Psychoanalyzing -- #26: Mystery -- #27: Mastering a Skill.

#28: Exacting Justice and Revenge -- #29: Nurturing -- #30: Excitement -- #31: Triumph over Conflict -- #32: Relaxing -- #33: Experiencing the Freakish or Bizarre -- #34: Being Silly -- #35: Laughing -- #36: Being Scared -- #37: Strengthening a Family Relationship -- #38: Improving One's Health -- #39: Imagining a Connection with the Past -- #40: Exploring a World -- #41: Improving Society -- #42: Enlightenment -- Chapter in Review -- Choose Your Path -- Chapter 6:  Turning Work into Fun -- How Games Make Ordinary Tasks Addicting -- When to Turn Something into a Game -- Understanding the Business Decisions beneath Modern Games -- Glory Days: Gods of Rock -- Carrot on a Stick: World of Warcraft -- There's Always Work to Be Done: FarmVille -- Living the Life You Imagined: Dungeons & Dragons -- Evolving a Community: Spore -- Political Drama: Kingdoms of Camelot -- Always Time to Play God: Godfinger -- Fame Is Greater Than Fortune: Zynga Poker -- Metagames: Xbox Achievements -- The Problem with Serious Games -- Learning Is Fun -- Rosetta Stone -- Language Learning on Livemocha -- Using Games to Improve Health -- Using Games to Improve the World -- Social Media as a Game -- How LinkedIn Turned Business Networking into a Game -- How YouTube Creates the Dream of Celebrity -- How eBay Leverages Reputation and Reciprocity -- How Location Makes Work Fun -- How Foursquare Harnesses Competition and Collection -- SCVNGR and Creativity, Movement -- Chapter in Review -- Choose Your Path -- Part II: Designing Social Games -- Chapter 7:  Anatomy of a Social Game -- Understanding Where Social Games Live -- Three Phases of the Player Life Cycle -- Player Discovery on Facebook -- Finding Customers with Social Communication Channels -- Pitfalls of Using Social Channels -- Things to Do When a Player Discovers You -- Engaging and Reengaging Players.

Time-Based Limitations -- Leaderboards -- Social Reengagement -- Economic Exchange -- Adapting Social Games to Business -- Chapter in Review -- Choose Your Path -- Chapter 8:  Understanding Social Game Business Models -- Converting Attention to Dollars -- Casual versus Hardcore Games -- Social Play as an Attention Generator -- Social Game Business Model -- Revenue Models -- Subscriptions -- Software Purchase -- Advertising -- Business Metrics for Social Games -- Metrics for Attention -- Economic Exchange Metrics -- Player Discovery Metrics -- Forecasting Growth -- Simple Model -- Advanced Model -- A/B Split Testing -- Qualitative Testing -- Focus Groups -- One-on-One Interviews -- Surveys -- Straw Man Versions -- Chapter in Review -- Choose Your Path -- Chapter 9: ​ Using Storytelling to Understand Your Design Objectives -- One Thousand and One Designs -- Stories Have a Beginning, Middle, and End -- The Monomyth -- The Hero's Journey for Games -- The Craft of Storytelling -- Starting with a Powerful Hook -- Show, Don't Tell -- Using Compelling, Active Language -- Making Use of Interesting Characters -- Have a Fascinating World That People Crave to Explore -- Surprise and Delight -- Mystery -- Player Narratives -- Mythical Structure in Player Narratives -- Extracting Experiences from Stories -- Creating User Stories -- Epics: Tell about the Big Picture -- Making User Stories Smaller -- INVEST in Good Stories -- Iterating Stories and Player Narratives -- Visualizing Stories with Story Cards -- Story Creation Games -- Games with Player Narratives -- Chapter in Review -- Choose Your Path -- Chapter 10: ​ Creating Compelling Game Systems -- Understanding Flow -- Balancing Challenge versus Skill -- Sources of Challenge -- Disrupting Flow -- Designing Progress Systems -- Leveling Systems -- Badge and Achievement Systems -- Leaderboards.

Time Series Comparisons -- Pacing -- Case Study: Pacing in World of Warcraft -- Case Study: Pacing in Mafia Wars -- Honing Your Game Design Skills -- Experiment with Board Games -- Playing Games Critically -- Visit Toy and Hobby Stores -- Network with Game Designers -- Chapter in Review -- Choose Your Path -- Chapter 11: ​ Designing Game Interfaces -- Doorways to a World -- Levels of Abstraction -- Purely Imaginative -- Symbolic Representations -- Perspective Views -- Immersive 3D -- MAGIC Game Interfaces -- Memories -- Attention -- Goals -- Intuitions -- How Beauty Engages Customers -- Peak Shift Principle -- Grouping -- Perceptual Problem Solving -- Isolation -- Contrast -- Symmetry -- Abhorrence of Coincidence -- Metaphor -- Repetition, Rhythm, and Orderliness -- Balance -- Details: It Is about Perception -- Creating an Interaction Map -- Identifying Objects -- Identifying Information Channels -- Context -- Adding Social Elements to Your Interface -- Sharing -- Leverage Online Status -- Commenting and Conversation -- Reward Social Network Integration -- Chapter in Review -- Choose Your Path -- Chapter 12: ​ Designing for Virtual Goods -- Why Do People Buy Virtual Goods? -- Who Buys Virtual Goods? -- Where Do People Buy Virtual Goods? -- How People Pay for Virtual Goods -- Credit Cards and Payment Aggregators -- Facebook Credits -- Paypal -- Mobile Phone Payments -- Game Cards -- Categorizing Virtual Goods -- Gifts -- Boosts and Power-Ups -- Personalization and Creativity -- Play Accelerators -- Collectibles -- Expansions -- Transmedia Content -- Managing Virtual Economies -- Understanding Virtual Markets -- Money Supply -- Problems in Virtual Economies -- Mitigating Problems with Virtual Economies -- Pricing and Merchandising Virtual Goods -- Chapter in Review -- Choose Your Path -- Chapter 13: Coda -- Anything Can Be a Game.

Games Are a Mathematical Art Form.
Abstract:
A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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