This document provides guidance on designing successful mobile games. It recommends starting with constraints to focus creativity. Researching app stores reveals recurring patterns in top-grossing and top-paid games. Business models like up-front payment with optional unlocks or free-to-play with microtransactions are discussed. Common successful genres like puzzle, arcade, and tower defense games are also described. The document concludes by outlining key elements for engagement like simple controls, levels of mastery, social features, and viral sharing opportunities.
Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!Karl Kapp
Using games for practice sales skills, make role-plays fun and to reinforce sales skills? Yes, and here are some real-world examples that have gotten real-world results.
A good game provides players with control and freedom through meaningful decisions that influence progress towards clear goals. It challenges players at an appropriate level through goals that become incrementally harder to achieve as the game advances. Failure results from mistakes that players feel they could have avoided, rather than being overly punitive. The game maintains balance by regularly introducing new elements that match the developing skills of players, while still delivering surprises throughout.
Best Fiends Design and Monetization AuditTony Gowland
An audit on the design & monetisation methods used in the mobile free to play (f2p) game Best Fiends.
Seriously is a company formed from a bit of a mobile gaming dream team. A couple of months ago when Best Fiends, their first game, had just released I predicted that although it's very polished & fun to play, it would not break in to the top 100 grossing. So I thought I should probably go back and check to see if my fortune telling skills need work or not.
Was I right? Find out!
Did you enjoy this audit? Find my design & monetization audit on Rovio's racing game Angry Birds Go! in the "More From User" links on the right of the browser window or here
http://slideshare.net/FreakyZoid/angry-birdsgo
Would you like your game to benefit from an audit by an experienced designer? Whether it's already on the marketplace, in or approaching soft launch, or even just an initial concept, every title can be improved with a fresh pair of eyes.
I can work to whatever level your game is ready for, from high level product scoping, to deep diving the numbers on a specific feature.
Email tony@ant-workshop.com
A List of Some of the Tools Available to Create Digital Learning GamesKarl Kapp
This document discusses tools and resources for creating learning games, including authoring tools, game engines, templates, and asset libraries. It compares options for building vs buying games and highlights inexpensive or free options. These include tools like Raptivity, eLearning Brothers, GameSalad, Construct 3, and libraries like Turbosquid and Shutterstock for finding game assets. Live audience response tools like Kahoot! and Poll Everywhere are also presented.
Fail Fast, Fail Cheap: How Errors Make Us BetterTony Saucier
A quick look at how failing fast and cheap in the social media and digital space makes brands smarter, faster.
Presentation given by Arik Hanson and Tony Saucier at Unsummit3 in Minneapolis on 10.10.09.
This document provides an overview of Directly's expert program that leverages community members to help answer questions from customers. The program goals are to deliver a faster support experience, reduce the ticket backlog, and leverage the community's knowledge. Experts will earn rewards for answering questions correctly and helping customers through their mobile phones or email. Experts must follow guidelines that include answering questions accurately, empathizing with customers, and maintaining a professional demeanor.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
This document provides guidance on designing successful mobile games. It recommends starting with constraints to focus creativity. Researching app stores reveals recurring patterns in top-grossing and top-paid games. Business models like up-front payment with optional unlocks or free-to-play with microtransactions are discussed. Common successful genres like puzzle, arcade, and tower defense games are also described. The document concludes by outlining key elements for engagement like simple controls, levels of mastery, social features, and viral sharing opportunities.
Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!Karl Kapp
Using games for practice sales skills, make role-plays fun and to reinforce sales skills? Yes, and here are some real-world examples that have gotten real-world results.
A good game provides players with control and freedom through meaningful decisions that influence progress towards clear goals. It challenges players at an appropriate level through goals that become incrementally harder to achieve as the game advances. Failure results from mistakes that players feel they could have avoided, rather than being overly punitive. The game maintains balance by regularly introducing new elements that match the developing skills of players, while still delivering surprises throughout.
Best Fiends Design and Monetization AuditTony Gowland
An audit on the design & monetisation methods used in the mobile free to play (f2p) game Best Fiends.
Seriously is a company formed from a bit of a mobile gaming dream team. A couple of months ago when Best Fiends, their first game, had just released I predicted that although it's very polished & fun to play, it would not break in to the top 100 grossing. So I thought I should probably go back and check to see if my fortune telling skills need work or not.
Was I right? Find out!
Did you enjoy this audit? Find my design & monetization audit on Rovio's racing game Angry Birds Go! in the "More From User" links on the right of the browser window or here
http://slideshare.net/FreakyZoid/angry-birdsgo
Would you like your game to benefit from an audit by an experienced designer? Whether it's already on the marketplace, in or approaching soft launch, or even just an initial concept, every title can be improved with a fresh pair of eyes.
I can work to whatever level your game is ready for, from high level product scoping, to deep diving the numbers on a specific feature.
Email tony@ant-workshop.com
A List of Some of the Tools Available to Create Digital Learning GamesKarl Kapp
This document discusses tools and resources for creating learning games, including authoring tools, game engines, templates, and asset libraries. It compares options for building vs buying games and highlights inexpensive or free options. These include tools like Raptivity, eLearning Brothers, GameSalad, Construct 3, and libraries like Turbosquid and Shutterstock for finding game assets. Live audience response tools like Kahoot! and Poll Everywhere are also presented.
Fail Fast, Fail Cheap: How Errors Make Us BetterTony Saucier
A quick look at how failing fast and cheap in the social media and digital space makes brands smarter, faster.
Presentation given by Arik Hanson and Tony Saucier at Unsummit3 in Minneapolis on 10.10.09.
This document provides an overview of Directly's expert program that leverages community members to help answer questions from customers. The program goals are to deliver a faster support experience, reduce the ticket backlog, and leverage the community's knowledge. Experts will earn rewards for answering questions correctly and helping customers through their mobile phones or email. Experts must follow guidelines that include answering questions accurately, empathizing with customers, and maintaining a professional demeanor.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
Analytics: going from crushing candy to delivering dinnersdeltaDNA
The document discusses the similarities and differences between analytics in the gaming industry versus food delivery. Some key similarities include tracking the right data, understanding metrics, experiment design, customer understanding, and having the right people. Important differences are that food delivery deals with real-life factors like churn and local variables, has a more complex analytical landscape with variable costs and revenues, and presents greater opportunities for machine learning. Complex experiment designs are also more common for optimizing dispatch algorithms in food delivery versus games.
UK GIAF: Winter 2015
26th November, London
Kindly hosted at the offices of Space Ape Games.
GIAF returns to London with a fantastic line-up of industry speakers covering a broad range of topics from the realm of game analytics.
Speakers:
Juan Gabriel Gomila Salas, CEO at Frogames
Slot machines: Tweaking randomness in Social Casino
Learn how manipulating randomness on social casino games drives engagement, retention and monetisation.
Fred Easey, Head of Analytics at Space Ape Games
Analytical techniques: A practical guide to answering business questions
Exploring different methods you can use as an analyst to understand your game data
Mark Robinson, CEO at deltaDNA
Survey results: The secrets to successful F2P ad monetisation
Get a first-look at the data generated from a research project on in-game advertising, with over 100 game developers surveyed on their top grossing F2P games.
Most companies agree that people are their most important asset. In properly developing those human assets, companies seek long-term success through increased productivity, improved longevity, and other benefits. Then why are so many companies not realizing the best return from their training investment? The answer: poor retention of training materials.
During this session, You will learn how complementing your training materials with games will boost employee engagement and yield significantly increased retention. Games deliver lots of actionable data to measure effectiveness, both individually and through group learning, showing gaps and areas to optimize for a continuous cycle of improvement.
The Games Industry Analytics Forum returned for its third gathering of the year in San Francisco and its 10th meet-up, on Monday August 10th.
Featuring presentations and expert panel discussions, the GIAF is a unique opportunity for practitioners looking to generate insight and value from big data game analytics; one of the most important trends in games.
Talks at this GIAF:
Nurturing the player journey
Kady Srinivasan, Sr Director of Player Engagement - Mobile at Electronic Arts
Lean analytics
Will Perone, CTO at Wicked Fun
Analytics architecture at IMVU
Jon Watte, VP of Technology at IMVU
Using data to prove the value of haptics
Nick Thomas*, Head of Gaming at Immersion Corporation.
The event is free for game analytics practitioners. For more info on future GIAF events, visit www.deltadna.com/GIAF
*Slides from Immersion are not included in this slide deck at present
Demystifying Data by Pallas Horwitz, Senior Data Scientist at Blue Shell Games.
The Games Industry Analytics Forum (GIAF) returned to San Francisco for its 9th meet-up. The GIAF is a unique opportunity for games analytics practitioners looking to generate insight and value from big data game analytics. If you are interested in attending future GIAF events, please sign up to our mailing list at www.deltadna.com/mailing-list-signup/
All Work and No Play: A way to gamify tasksjhouchens99
This document discusses gamifying the task of studying for a quiz. It proposes three gamification strategies: 1) motivational design to align organizational objectives with intrinsic motivation, 2) viewing play as not opposite of work but as engaging in playful activities while working, and 3) using status and virtual rewards integrated into communities.
The document then describes gamifying a quiz study session by creating a Jeopardy-style game with points and rewards, a board game like Trivial Pursuit or Scrabble related to the study topic, and a bingo or tic-tac-toe style game with clues and prizes.
Finally, it discusses using gamification to address potential problems like boredom in repetitive tasks,
The document discusses technological innovations and their impact on learning and training. It explores how different generations interact with technology, from Baby Boomers to Millennials. It suggests that modern learners are more engaged by challenges, stories, feedback, games and leveraging devices. Various solutions are proposed to incorporate these elements into training, such as providing challenges, narratives, communities, mixing up activities and considering learning as a process involving different media.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
The Games Industry Analytics Forum returned for its first gathering of 2015 in the UK and its 8th meet-up.
The line up was as follows:
Changes in Mobile Play & its Analytic Implications
Philip Tuck - Gaming Realms
The Trials of Building a Custom Analytics Solution
Andres Tallos - Fun Fungus
Analytics and Adserving: The Future
A panel of experts from Rebellion, Bee7, InMobi and deltaDNA looked at the issues surrounding the future of analytics and adserving.
A video of the GIAF including the panel discussion will be available on the deltaDNA blog from April 21st 2015.
Social Media in Research 02/02 Vlerick ClarabridgeFebelmar
The document discusses how analyzing social media and customer feedback can improve the customer experience. It notes that 55% of customers who have a bad experience will stop buying from a company and 85% will warn others. For good experiences, 55% of customers will recommend the company and 66% will spend more. However, perception does not always match reality. The challenges of customer feedback are finding it across huge volumes from many sources, understanding unstructured feedback from various channels and measures, and using the insights to take meaningful actions. Natural language processing and sentiment analysis can help analyze feedback to improve the customer journey at each stage.
SearchLove San Diego 2015 | Scott Edwards, 'Optimizing for Delight'Distilled
We're digital marketers. We think in terms of CTRs and CPAs. But that's only half the equation. Marketing doesn't have to be a boring endeavor. By optimizing for delight, we can turn digital experiences into human ones. In this session you'll see how Simple brings humanity to an inhuman industry: banking, and how you can do so in your own marketing. Let's talk about the emotion behind the numbers.
The document discusses how to position a subject's head in a portrait painting. It states that the head will be pulled against the top edge of the frame unless enough empty space, or headroom, is left above the head to counteract the magnetic pull. Studying how old master painters used headroom and perspective techniques can provide lessons for properly positioning the head.
Learn to validate your insights and know more about your customer with each test. That's winning continuously! Snehal Samant's talk from Startup Saturday
Game Connection Paris 2016 - Making games pay: data secrets for game monetiza...Lauren Cormack
This document outlines key strategies for effectively monetizing mobile games discussed in a presentation. It notes that most common issues include low player retention and uncertainty around which monetization approaches to use. The presentation advocates treating the game like a marketplace by integrating different strategies. It emphasizes that ads are important for monetizing the large percentage of players who never pay and shares data showing over 70% of players do not engage with rewarded ads. The document provides secrets around using player data to understand monetization patterns and balance gameplay and spending. It stresses testing ad placement and rewards to improve engagement without disrupting the game experience.
Designing with Gamification: Tips for Creating Fun & Engaging User Experiencesjsteffgen
This document provides an overview of gamification and tips for applying game mechanics to create engaging user experiences. It discusses understanding gamification, knowing the audience through player types and demographics, thinking like a game designer regarding elements like rules and skills. It also covers planning gamification through defining goals and users, using validation, completion and rewards mechanics, and analyzing data. Examples are given of how mLevel applies these concepts in their game-based learning platform through missions, progression, freedom of choice, challenges, and feedback.
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
Effective Testing of Free-to-Play Gamesemily_greer
The document discusses different types of testing that can be done prior to launching a mobile game globally. It describes internal team playtests, in-person playtests with outsiders, remote playtests on services like UserTesting, friends and family tests, closed beta tests with broader groups of players, and soft launches in select countries. The key is to use multiple testing methods in order to gather both qualitative and quantitative feedback from varied player demographics to maximize the chances of success upon global launch.
The base presentation file for my 8-hour mini-course @CafeIT of Fanap about gamification. I took some steps further from just introducing the gamification and talked about the basic needs for designing a gamification solution.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Analytics: going from crushing candy to delivering dinnersdeltaDNA
The document discusses the similarities and differences between analytics in the gaming industry versus food delivery. Some key similarities include tracking the right data, understanding metrics, experiment design, customer understanding, and having the right people. Important differences are that food delivery deals with real-life factors like churn and local variables, has a more complex analytical landscape with variable costs and revenues, and presents greater opportunities for machine learning. Complex experiment designs are also more common for optimizing dispatch algorithms in food delivery versus games.
UK GIAF: Winter 2015
26th November, London
Kindly hosted at the offices of Space Ape Games.
GIAF returns to London with a fantastic line-up of industry speakers covering a broad range of topics from the realm of game analytics.
Speakers:
Juan Gabriel Gomila Salas, CEO at Frogames
Slot machines: Tweaking randomness in Social Casino
Learn how manipulating randomness on social casino games drives engagement, retention and monetisation.
Fred Easey, Head of Analytics at Space Ape Games
Analytical techniques: A practical guide to answering business questions
Exploring different methods you can use as an analyst to understand your game data
Mark Robinson, CEO at deltaDNA
Survey results: The secrets to successful F2P ad monetisation
Get a first-look at the data generated from a research project on in-game advertising, with over 100 game developers surveyed on their top grossing F2P games.
Most companies agree that people are their most important asset. In properly developing those human assets, companies seek long-term success through increased productivity, improved longevity, and other benefits. Then why are so many companies not realizing the best return from their training investment? The answer: poor retention of training materials.
During this session, You will learn how complementing your training materials with games will boost employee engagement and yield significantly increased retention. Games deliver lots of actionable data to measure effectiveness, both individually and through group learning, showing gaps and areas to optimize for a continuous cycle of improvement.
The Games Industry Analytics Forum returned for its third gathering of the year in San Francisco and its 10th meet-up, on Monday August 10th.
Featuring presentations and expert panel discussions, the GIAF is a unique opportunity for practitioners looking to generate insight and value from big data game analytics; one of the most important trends in games.
Talks at this GIAF:
Nurturing the player journey
Kady Srinivasan, Sr Director of Player Engagement - Mobile at Electronic Arts
Lean analytics
Will Perone, CTO at Wicked Fun
Analytics architecture at IMVU
Jon Watte, VP of Technology at IMVU
Using data to prove the value of haptics
Nick Thomas*, Head of Gaming at Immersion Corporation.
The event is free for game analytics practitioners. For more info on future GIAF events, visit www.deltadna.com/GIAF
*Slides from Immersion are not included in this slide deck at present
Demystifying Data by Pallas Horwitz, Senior Data Scientist at Blue Shell Games.
The Games Industry Analytics Forum (GIAF) returned to San Francisco for its 9th meet-up. The GIAF is a unique opportunity for games analytics practitioners looking to generate insight and value from big data game analytics. If you are interested in attending future GIAF events, please sign up to our mailing list at www.deltadna.com/mailing-list-signup/
All Work and No Play: A way to gamify tasksjhouchens99
This document discusses gamifying the task of studying for a quiz. It proposes three gamification strategies: 1) motivational design to align organizational objectives with intrinsic motivation, 2) viewing play as not opposite of work but as engaging in playful activities while working, and 3) using status and virtual rewards integrated into communities.
The document then describes gamifying a quiz study session by creating a Jeopardy-style game with points and rewards, a board game like Trivial Pursuit or Scrabble related to the study topic, and a bingo or tic-tac-toe style game with clues and prizes.
Finally, it discusses using gamification to address potential problems like boredom in repetitive tasks,
The document discusses technological innovations and their impact on learning and training. It explores how different generations interact with technology, from Baby Boomers to Millennials. It suggests that modern learners are more engaged by challenges, stories, feedback, games and leveraging devices. Various solutions are proposed to incorporate these elements into training, such as providing challenges, narratives, communities, mixing up activities and considering learning as a process involving different media.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
The Games Industry Analytics Forum returned for its first gathering of 2015 in the UK and its 8th meet-up.
The line up was as follows:
Changes in Mobile Play & its Analytic Implications
Philip Tuck - Gaming Realms
The Trials of Building a Custom Analytics Solution
Andres Tallos - Fun Fungus
Analytics and Adserving: The Future
A panel of experts from Rebellion, Bee7, InMobi and deltaDNA looked at the issues surrounding the future of analytics and adserving.
A video of the GIAF including the panel discussion will be available on the deltaDNA blog from April 21st 2015.
Social Media in Research 02/02 Vlerick ClarabridgeFebelmar
The document discusses how analyzing social media and customer feedback can improve the customer experience. It notes that 55% of customers who have a bad experience will stop buying from a company and 85% will warn others. For good experiences, 55% of customers will recommend the company and 66% will spend more. However, perception does not always match reality. The challenges of customer feedback are finding it across huge volumes from many sources, understanding unstructured feedback from various channels and measures, and using the insights to take meaningful actions. Natural language processing and sentiment analysis can help analyze feedback to improve the customer journey at each stage.
SearchLove San Diego 2015 | Scott Edwards, 'Optimizing for Delight'Distilled
We're digital marketers. We think in terms of CTRs and CPAs. But that's only half the equation. Marketing doesn't have to be a boring endeavor. By optimizing for delight, we can turn digital experiences into human ones. In this session you'll see how Simple brings humanity to an inhuman industry: banking, and how you can do so in your own marketing. Let's talk about the emotion behind the numbers.
The document discusses how to position a subject's head in a portrait painting. It states that the head will be pulled against the top edge of the frame unless enough empty space, or headroom, is left above the head to counteract the magnetic pull. Studying how old master painters used headroom and perspective techniques can provide lessons for properly positioning the head.
Learn to validate your insights and know more about your customer with each test. That's winning continuously! Snehal Samant's talk from Startup Saturday
Game Connection Paris 2016 - Making games pay: data secrets for game monetiza...Lauren Cormack
This document outlines key strategies for effectively monetizing mobile games discussed in a presentation. It notes that most common issues include low player retention and uncertainty around which monetization approaches to use. The presentation advocates treating the game like a marketplace by integrating different strategies. It emphasizes that ads are important for monetizing the large percentage of players who never pay and shares data showing over 70% of players do not engage with rewarded ads. The document provides secrets around using player data to understand monetization patterns and balance gameplay and spending. It stresses testing ad placement and rewards to improve engagement without disrupting the game experience.
Designing with Gamification: Tips for Creating Fun & Engaging User Experiencesjsteffgen
This document provides an overview of gamification and tips for applying game mechanics to create engaging user experiences. It discusses understanding gamification, knowing the audience through player types and demographics, thinking like a game designer regarding elements like rules and skills. It also covers planning gamification through defining goals and users, using validation, completion and rewards mechanics, and analyzing data. Examples are given of how mLevel applies these concepts in their game-based learning platform through missions, progression, freedom of choice, challenges, and feedback.
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
Effective Testing of Free-to-Play Gamesemily_greer
The document discusses different types of testing that can be done prior to launching a mobile game globally. It describes internal team playtests, in-person playtests with outsiders, remote playtests on services like UserTesting, friends and family tests, closed beta tests with broader groups of players, and soft launches in select countries. The key is to use multiple testing methods in order to gather both qualitative and quantitative feedback from varied player demographics to maximize the chances of success upon global launch.
The base presentation file for my 8-hour mini-course @CafeIT of Fanap about gamification. I took some steps further from just introducing the gamification and talked about the basic needs for designing a gamification solution.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
The document discusses issues with common approaches to "gamification". It argues that many gamification efforts focus only on superficial elements like points and badges without incorporating meaningful game design principles. This results in "exploitationware" that uses extrinsic motivators to encourage behaviors but lacks intrinsic challenges that make games engaging. True gamification requires integrating feedback and rewards into systems with engaging core mechanics that provide learning and flow experiences for users.
This is the full downloadable "Marczewski" or Gamified UK method workshop. It is the same workshop I delivered at gamification world congress 2014. It has now been changed for a new version, but this should still provide some interesting opportunities in gamification workshops you may wish to run.
http://gamified.uk
You'll Never Look at Interactive the Same After this DeckDori Adar
Games and interactive systems are different from any other medium in that they require their users to constantly make decisions.
The decisions' type and the intensity of interaction define the global experience.
These two elements form the TIMT (The Interaction Mapping Tool). A tool that will help you quantify the user experience of any interactive activity and adjust it's variables properly to fit your users' state of mind.
Granted, you will not look at interactive media the same after this talk.
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
This document provides guidance on conducting data analysis to gain meaningful insights. It outlines key steps such as cleaning the data, checking for errors or outliers, reviewing goals and hypotheses, calculating statistics, identifying patterns, finding correlations between variables, and summarizing results. The overall process is meant to guide decision making, provide customer feedback, measure progress, and help improve products over time with a data-driven approach.
The document discusses using games to facilitate collaboration and innovation. It describes Innovation Games® as serious games used to solve business problems by having customers and internal stakeholders work together. Some key benefits mentioned are generating new ideas, understanding customer needs, prioritizing roadmaps and developing consensus. Various games are outlined that can be used for activities like envisioning products, understanding relationships, and identifying hidden problems.
Final Form Games talks about the importance of making good decisions early on in development, and how iteration, prototypes, and testing can provide you with the information you need to make the right choices.
Here are the key points about Chinesegamers' WALKFUN mobile game platform strategy:
- Targets mobile game players in China
- China has a huge and growing mobile games market
- By building a platform, Chinesegamers can aggregate players and games in one place
- This allows them to monetize the platform through things like in-game payments, ads, etc.
- The strategy is to attract both game developers to publish games on the platform for exposure to players
- And to attract players by offering a wide selection of games in one centralized location
So in summary, the key players in their strategy are mobile game developers and players in China. By building a platform, they aim to be the
Gamification is transforming the way businesses engage customers and motivate employees. By applying the same principles that inspire people to play games (achievements, status, and rewards) to websites and other online experiences, businesses can dramatically increase the size of their audience, boost engagement, and increase revenue.
This month, Kasey McCurdy, Director of Engineering at Bunchball, will discuss how game mechanics can engage your fans and users, increase customer loyalty and sales, and motivate employees and partners.
Bunchball is the industry leader in gamification and has provided solutions for customers like Warner Bros., Comcast, NBC Universal, ABC Television, Stella & Dot and LiveOps.
Kasey will cover the history of gamification, why it works and sometimes doesn’t, and how the combination of data, motivation, and gamification can strengthen loyalty. He’ll also discuss customer and employee engagement, how to motivate the unmotivated, and what the future of human motivation looks like.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
This document provides an introduction to gamification and funerals business. It defines gamification as using game elements and design techniques in non-game contexts to engage users and solve problems. The document discusses how gamification is being used by major companies and industries to increase engagement, which leads to loyalty and revenue. It also explores using gamification for behavior change and provides an overview of how to design a gamification system using frameworks like defining objectives, understanding player types, and creating activity loops. The document emphasizes that gamification is not just making everything a game and recommends designing gamification systems using a human-centered approach.
Semelhante a Casual gaming metrics applied to social gaming (20)
SERV is the ideal spot for savory food, refreshing beverages, and exciting entertainment. Each visit promises an unforgettable experience with daily promotions, live music, and engaging games such as pickleball. Offering five distinct food concepts inspired by popular street food, as well as coffee and dessert options, there's something to satisfy every taste. For more information visit our website: https://servfun.com/
Morgan Freeman is Jimi Hendrix: Unveiling the Intriguing Hypothesisgreendigital
In celebrity mysteries and urban legends. Few narratives capture the imagination as the hypothesis that Morgan Freeman is Jimi Hendrix. This fascinating theory posits that the iconic actor and the legendary guitarist are, in fact, the same person. While this might seem like a far-fetched notion at first glance. a deeper exploration reveals a rich tapestry of coincidences, speculative connections. and a surprising alignment of life events fueling this captivating hypothesis.
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Introduction to the Hypothesis: Morgan Freeman is Jimi Hendrix
The idea that Morgan Freeman is Jimi Hendrix stems from a mix of historical anomalies, physical resemblances. and a penchant for myth-making that surrounds celebrities. While Jimi Hendrix's official death in 1970 is well-documented. some theorists suggest that Hendrix did not die but instead reinvented himself as Morgan Freeman. a man who would become one of Hollywood's most revered actors. This article aims to delve into the various aspects of this hypothesis. examining its origins, the supporting arguments. and the cultural impact of such a theory.
The Genesis of the Theory
Early Life Parallels
The hypothesis that Morgan Freeman is Jimi Hendrix begins by comparing their early lives. Jimi Hendrix, born Johnny Allen Hendrix in Seattle, Washington, on November 27, 1942. and Morgan Freeman, born on June 1, 1937, in Memphis, Tennessee, have lived very different lives. But, proponents of the theory suggest that the five-year age difference is negligible and point to Freeman's late start in his acting career as evidence of a life lived before under a different identity.
The Disappearance and Reappearance
Jimi Hendrix's death in 1970 at the age of 27 is a well-documented event. But, theorists argue that Hendrix's death staged. and he reemerged as Morgan Freeman. They highlight Freeman's rise to prominence in the early 1970s. coinciding with Hendrix's supposed death. Freeman's first significant acting role came in 1971 on the children's television show "The Electric Company," a mere year after Hendrix's passing.
Physical Resemblances
Facial Structure and Features
One of the most compelling arguments for the hypothesis that Morgan Freeman is Jimi Hendrix lies in the physical resemblance between the two men. Analyzing photographs, proponents point out similarities in facial structure. particularly the cheekbones and jawline. Both men have a distinctive gap between their front teeth. which is rare and often highlighted as a critical point of similarity.
Voice and Mannerisms
Supporters of the theory also draw attention to the similarities in their voices. Jimi Hendrix known for his smooth, distinctive speaking voice. which, according to some, resembles Morgan Freeman's iconic, deep, and soothing voice. Additionally, both men share certain mannerisms. such as their calm demeanor and eloquent speech patterns.
Artistic Parallels
Musical and Acting Talents
Jimi Hendrix was regarded as one of t
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