000 -LEADER |
fixed length control field |
03212nam a22002537a 4500 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
OSt |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20240905133112.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
240905b ||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781032207612 |
040 ## - CATALOGING SOURCE |
Language of cataloging |
eng |
Transcribing agency |
ASCOT Library. |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
Ref 794.8 B99g 2023 |
Item number |
04636 |
100 ## - MAIN ENTRY--PERSONAL NAME |
Personal name |
Bycer, Joshua. |
Relator code |
author. |
245 ## - TITLE STATEMENT |
Title |
Game design deep dive: |
Remainder of title |
free-to-play / |
Statement of responsibility, etc |
by Joshua Bycer. |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc |
Boca Raton, FL : |
Name of publisher, distributor, etc |
CRC Press, |
Date of publication, distribution, etc |
2023. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
xv, 188 pages: |
Other physical details |
col. illus.; 23 cm. |
500 ## - GENERAL NOTE |
General note |
Includes bibliographical references, glossary, and index. |
505 ## - FORMATTED CONTENTS NOTE |
Formatted contents note |
Contents:<br/>Foreword -- <br/>Acknowledgements -- <br/>Social Media Contacts -- <br/>Additional Books -- <br/>1. The Goal of Game Design Deep Dive: Free-to-Play -- <br/>Introduction -- <br/>Consumer and Developer Benefits -- <br/>2. The Birth of Live Service -- <br/>A Brief Look at MMOGs -- <br/>Team Fortress 2 -- <br/>League of Legends -- <br/>Live Service's Impact -- <br/>3. The Beginning of the Free-to-Play Era -- <br/>The MMOG Boom and Crash -- <br/>The Rise of the Browser and Casual Game Market -- <br/>The Era of Browser Game Design -- <br/>4. The Basics of Free-to-Play Design -- <br/>The Difficulty of Defining the Market -- <br/>The Basic Structure -- <br/>Popular Genres -- <br/>Can Any Genre Become F2P? -- <br/>The Introduction of "Fun Pain" -- <br/>Creating a Live Service Game -- <br/>The Risks and Rewards of Live Service Design -- <br/>5. The First Generation of Free-to-Play/Mobile Games -- <br/>The First Successes -- <br/>Cultivating the Casual Gamer Market -- <br/>The Limits of the Casual Market -- <br/>The Mobile Methodology -- <br/>The Three Phases of Gameplay -- <br/>6. The Matters of Monetization -- <br/>Ad Revenue -- <br/>Monetization Design -- <br/>Creating Currency -- <br/>Popular Monetization Options -- <br/>The Value of Time and Money -- <br/>7. The Second Generation of Free-to-Play/Mobile Games -- <br/>Of Brands and Battles -- <br/>Pushing PvP Play -- <br/>Defining Gameplay Systems -- <br/>Crafting the Long-Term Experience -- <br/>8. Studying Surprise Mechanics -- <br/>Defining Surprise Mechanics -- <br/>Loot Box -- <br/>Gacha Design -- <br/>Random Progression -- <br/>Hero Collector Design -- <br/>9. The Ethics of F2P -- <br/>Anti-Consumer Practices -- <br/>The Psychology of Microtransactions -- <br/>Ethics in Game Design -- <br/>Defining Ethical Game Design -- <br/>Why This Matters -- <br/>10. The Third Generation of Free-to-Play/Mobile Games -- <br/>Carving Out Genres -- <br/>Major Mobile (and F2P) Names -- <br/>The Successes of Warframe and Path of Exile -- <br/>Battle Passes/Seasonal Play -- <br/>11. Long-Tail Live Service -- <br/>The Challenge of Retention -- <br/>The Two Kinds of Content -- <br/>Balancing Live Service Gameplay -- <br/>Pop Culture Promotion -- <br/>Long-Term Support -- <br/>When a Live Service Game Ends -- <br/>12. Looking Forward with Free-to-Play Design -- <br/>The Future of the Market -- <br/>Play-to-Earn Design and NFTs -- <br/>Conclusion -- <br/>Glossary.<br/> |
520 ## - SUMMARY, ETC. |
Summary, etc |
"An examination on the history and design philosophy surrounding free to play games, and a discussion on monetization and economy systems and what does it mean to make ethical free to play gameplay"-- Provided by publisher |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Video games--Design. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Free-to-play games. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Video games--History. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Video games. |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Koha item type |
Books |
Source of classification or shelving scheme |
|