Location-Based Gaming

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Publisher : Springer
ISBN 13 : 9811306834
Total Pages : 272 pages
Book Rating : 4.8/5 (113 download)

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Book Synopsis Location-Based Gaming by : Dale Leorke

Download or read book Location-Based Gaming written by Dale Leorke and published by Springer. This book was released on 2018-06-29 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Location-Based Mobile Games

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Publisher : Springer
ISBN 13 : 3319752561
Total Pages : 108 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Location-Based Mobile Games by : Davide Spallazzo

Download or read book Location-Based Mobile Games written by Davide Spallazzo and published by Springer. This book was released on 2018-02-21 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Location-Based Mobile Games

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Author :
Publisher : GRIN Verlag
ISBN 13 : 3656113459
Total Pages : 69 pages
Book Rating : 4.6/5 (561 download)

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Book Synopsis Location-Based Mobile Games by : L. A. Lehmann

Download or read book Location-Based Mobile Games written by L. A. Lehmann and published by GRIN Verlag. This book was released on 2012-02 with total page 69 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2012 in the subject Computer Science - Internet, New Technologies, grade: 1.3, Technical University of Berlin, course: Service-centric Networking, language: English, abstract: In the recent years location-based services have become more and more popular due to advanced mobile devices that make the use of these services very convenient. With the rise of location-based services location-based games will also gain popularity and become more wide spread. This seminar paper describes game patterns and new game types that are possible with location based games. It also examines different techniques to determine the geolocation of players, and it analyses the changes to the game experiences known from traditional video games. Ultimately this paper gives an overview of the current state of the art concerning location-based games and discusses several issues and possibilities concerning the implementation of one.

Location-based Mobile Games

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Author :
Publisher : GRIN Verlag
ISBN 13 : 3656113017
Total Pages : 35 pages
Book Rating : 4.6/5 (561 download)

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Book Synopsis Location-based Mobile Games by : L. A. Lehmann

Download or read book Location-based Mobile Games written by L. A. Lehmann and published by GRIN Verlag. This book was released on 2012-01-30 with total page 35 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2012 in the subject Computer Science - Internet, New Technologies, grade: 1.3, Technical University of Berlin, course: Service-centric Networking, language: English, abstract: In the recent years location-based services have become more and more popular due to advanced mobile devices that make the use of these services very convenient. With the rise of location-based services location-based games will also gain popularity and become more wide spread. This seminar paper describes game patterns and new game types that are possible with location based games. It also examines different techniques to determine the geolocation of players, and it analyses the changes to the game experiences known from traditional video games. Ultimately this paper gives an overview of the current state of the art concerning location-based games and discusses several issues and possibilities concerning the implementation of one.

Geography Education in the Digital World

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Author :
Publisher : Routledge
ISBN 13 : 1000196704
Total Pages : 248 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis Geography Education in the Digital World by : Nicola Walshe

Download or read book Geography Education in the Digital World written by Nicola Walshe and published by Routledge. This book was released on 2020-10-07 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Geography Education in the Digital World draws on theory and practice to provide a critical exploration of the role and practice of geography education within the digital world. It considers how living within a digital world influences teacher identity and professionalism and is changing young people’s lives. The book moves beyond the applied perspective of educational technology to engage with wider social and ethical issues of technology implementation and use of digital data within geography education. Situated at the intersection between research and practice, chapters draw on a wide range of theory to consider the role, adoption and potential challenges of a range of digital technologies in furthering geographical education for future generations. Bringing together academics from the fields of geography, geography education and teacher education, the book engages with four key themes within the digital world: Professional practice and personal identities. Geographical sources and connections. Geospatial technologies. Geographical fieldwork. This is a crucial read for geographers, geography educators and geography teacher educators, as well as those engaging with existing and new technologies to support geographical learning in the dynamic context of the digital world. It will also be of interest to any students, academics and policymakers wanting to better understand the impact of digital media on education.

Augmented Reality Game Development

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Publisher : Packt Publishing Ltd
ISBN 13 : 1787124525
Total Pages : 326 pages
Book Rating : 4.7/5 (871 download)

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Book Synopsis Augmented Reality Game Development by : Micheal Lanham

Download or read book Augmented Reality Game Development written by Micheal Lanham and published by Packt Publishing Ltd. This book was released on 2017-01-20 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create your own augmented reality games from scratch with Unity 5 About This Book Create your own augmented reality game from scratch and join the virtual reality gaming revolution Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn Build a location-based augmented reality game called Foodie Go Animate a player's avatar on a map Use the mobile device's camera as a game background Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions Create basic UI elements for the game, inventory, menu, and settings Perform location and content searches against the Google Places API Enhance the game's mood by adding visual shader effects Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples.

Augmented Reality Games I

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Author :
Publisher : Springer
ISBN 13 : 3030156168
Total Pages : 254 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Augmented Reality Games I by : Vladimir Geroimenko

Download or read book Augmented Reality Games I written by Vladimir Geroimenko and published by Springer. This book was released on 2019-05-10 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Simulation Gaming Through Times and Disciplines

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Publisher : Springer Nature
ISBN 13 : 3030721329
Total Pages : 469 pages
Book Rating : 4.0/5 (37 download)

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Book Synopsis Simulation Gaming Through Times and Disciplines by : Marcin Wardaszko

Download or read book Simulation Gaming Through Times and Disciplines written by Marcin Wardaszko and published by Springer Nature. This book was released on 2021-03-26 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

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Publisher : Akademia Leona Kozminskiego
ISBN 13 : 8366502015
Total Pages : 687 pages
Book Rating : 4.3/5 (665 download)

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Book Synopsis SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES by : Marcin Wardaszko

Download or read book SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES written by Marcin Wardaszko and published by Akademia Leona Kozminskiego. This book was released on 2019-08-30 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

ECGBL2015-9th European Conference on Games Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1910810584
Total Pages : 825 pages
Book Rating : 4.9/5 (18 download)

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Book Synopsis ECGBL2015-9th European Conference on Games Based Learning by : Robin Munkvold and Line Kolås

Download or read book ECGBL2015-9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA

Emerging Technologies and Applications for Cloud-Based Gaming

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Publisher : IGI Global
ISBN 13 : 1522505474
Total Pages : 336 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Emerging Technologies and Applications for Cloud-Based Gaming by : Krishna, P. Venkata

Download or read book Emerging Technologies and Applications for Cloud-Based Gaming written by Krishna, P. Venkata and published by IGI Global. This book was released on 2016-07-13 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements. Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.

Geogames and Geoplay

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Publisher : Springer
ISBN 13 : 3319227742
Total Pages : 246 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Geogames and Geoplay by : Ola Ahlqvist

Download or read book Geogames and Geoplay written by Ola Ahlqvist and published by Springer. This book was released on 2017-11-10 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.

Augmented Cognition

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Publisher : Springer Nature
ISBN 13 : 3030781143
Total Pages : 486 pages
Book Rating : 4.0/5 (37 download)

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Book Synopsis Augmented Cognition by : Dylan D. Schmorrow

Download or read book Augmented Cognition written by Dylan D. Schmorrow and published by Springer Nature. This book was released on 2021-07-03 with total page 486 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 15th International Conference on Augmented Cognition, AC 2021, held as part of the 23rd International Conference, HCI International 2021, held as a virtual event, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. AC 2021 includes a total of 32 papers; they were organized in topical sections named: BCI and brain activity measurement physiological measuring and human performance; modelling human cognition; and augmented cognition in complex environments.​

Games and Play in the Creative, Smart and Ecological City

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Author :
Publisher : Routledge
ISBN 13 : 1000217787
Total Pages : 242 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis Games and Play in the Creative, Smart and Ecological City by : Dale Leorke

Download or read book Games and Play in the Creative, Smart and Ecological City written by Dale Leorke and published by Routledge. This book was released on 2020-12-30 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760

Entertainment Computing – ICEC 2021

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Publisher : Springer
ISBN 13 : 9783030893934
Total Pages : 542 pages
Book Rating : 4.8/5 (939 download)

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Book Synopsis Entertainment Computing – ICEC 2021 by : Jannicke Baalsrud Hauge

Download or read book Entertainment Computing – ICEC 2021 written by Jannicke Baalsrud Hauge and published by Springer. This book was released on 2021-11-01 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

The Impact of Location-Based Games on the Entertainment Industry

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Publisher :
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.:/5 (137 download)

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Book Synopsis The Impact of Location-Based Games on the Entertainment Industry by : Cristina Mihale-Wilson

Download or read book The Impact of Location-Based Games on the Entertainment Industry written by Cristina Mihale-Wilson and published by . This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital technologies and in particular the prevalence of mobile devices and high speed mobile data networks enable new entertainment products such as location-based games (LBGs). Several LBGs have managed to attract and retain over 100 million active users (e.g., Pokémon Go, Jurassic World Alive); thus affecting mobile consumer behavior and the entertainment industry. The objective of this study is to analyze the impact of LBGs on three of the most popular entertainment products: Cinema, TV and PC-based online gaming using the market introduction of Pokémon Go as intervention. Our results show that LBGs possess a highly disruptive potential for the entertainment industry and can substitute as well as complement other entertainment products. We quantify the impact of LBGs on cinema attendance, TV viewership, and PC online game usage and derive implications for entertainment managers, advertisers, game developers, as well as local stores.

Game-Based Marketing

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470562234
Total Pages : 240 pages
Book Rating : 4.4/5 (75 download)

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Book Synopsis Game-Based Marketing by : Gabe Zichermann

Download or read book Game-Based Marketing written by Gabe Zichermann and published by John Wiley & Sons. This book was released on 2010-03-29 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?