Social Game Design for Mobile Devices
CRC Press (Verlag)
978-0-415-72914-7 (ISBN)
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Introduction
Why Mobile Social is different from core games
Value expectations from consumer
Play session length
Constant updates/iterations
Necessity of game design to extra $$ value constantly
Intense market saturation
Mistakes made since the advent of mobile social
Not pushing monetization hard enough
Launching too early
etc.
Genre and platform maturation - where we are now
Game design principles
Onboarding, FTUE
Designing for AEM
Compulsion loop - macro and micro
Using social in your design effectively
What to share, what not to
Appealing to biases
Role of friends in co-op and competitive games
What is MVP
Definition of MVP
Why utilize an MVP approach, versus the opposite
Various companies' MVP practices
Monetization
Shifting monetization landscape of mobile social
Monetization models most often employed today
How genre and demographic affect model selection
Designing for high conversion in freemium
Marketing
Likelihood of a pure viral success
Key strategies and tactics
Get a mkg partner? Or go alone?
Metrics to track
When to move from Beta to Launch
When to scale up marketing spend
Ongoing KPIs and other health metrics for your product
Launch strategy
Regional launches
Support partners
Ad aggregation
Install swaps
Localisation
etc
Glossary
Erscheint lt. Verlag | 1.1.2019 |
---|---|
Verlagsort | London |
Sprache | englisch |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 0-415-72914-9 / 0415729149 |
ISBN-13 | 978-0-415-72914-7 / 9780415729147 |
Zustand | Neuware |
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