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Game design deep dive: (Record no. 5643)

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
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Permanent Location Current Location Shelving location Date acquired Source of acquisition Full call number Barcode Date last seen Price effective from Koha item type
          Reference ASCOT Library - Zabali Campus ASCOT Library - Zabali Campus Reference 03/09/2024 Purchase Ref 794.8 B99g 2023 04636 Ref7948004636 05/09/2024 05/09/2024 Books

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