Game On: Energize Your Business with Social Media Games

Overview

Game On: Energize Your Business with Social Media Games  consists of two major parts: first, an explanation of what makes games fun, along with a range of business cases drawn from actual games as well as non-game industries. Business cases will include an analysis of what works and what doesn't, screen shots with call-outs highlighting key concepts, diagrams of user interaction, and interviews/quotes with key industry figures (drawn from the author's extensive media ...

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Game On: Energize Your Business with Social Media Games

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Overview

Game On: Energize Your Business with Social Media Games  consists of two major parts: first, an explanation of what makes games fun, along with a range of business cases drawn from actual games as well as non-game industries. Business cases will include an analysis of what works and what doesn't, screen shots with call-outs highlighting key concepts, diagrams of user interaction, and interviews/quotes with key industry figures (drawn from the author's extensive media and entertainment network; view Jon's LinkedIn connections)

The second part of the book will drill down into the process of game design, focusing on the design, analysis and creation of games and game-like elements that would enable the reader to either create an online social game, or enhance non-game products and applications by using game technology.

A feature of the book will be that it utilizes some of the techniques it advocates such as maps, badges, community and self-exploration to better understand and enjoy the subject matter.  For example, one of the first chapters will feature a quiz that readers can take which will help them assess the type of gamer they are; this will demonstrate a key idea regarding "personas" (a way of describing the customers of a business) while simultaneously demonstrating the way in which quizzes can be made fun.  This information will then suggest a personal step-by-step guide for how to approach the book, and a guide to their further exploration within online communities.

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Product Details

  • ISBN-13: 9780470936269
  • Publisher: Wiley
  • Publication date: 4/12/2011
  • Edition number: 1
  • Pages: 432
  • Product dimensions: 5.90 (w) x 8.90 (h) x 1.10 (d)

Meet the Author

Jon Radoff is an entrepreneur who focuses on entertainment and social communities. He created one of the original commercial games on the Internet, Legends of Future Past, and founded a content management system that foreshadowed modern blog and wiki technology. His newest startup, Disruptor Beam, is a social game publisher.

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Table of Contents

Foreword.

Introduction.

I Understanding Social Games.

1 How to Play This Book.

2 Games Have Changed the Business Playfield.

3 Developing Social Media Games.

4 Customers as Players.

5 Fungineering.

6 Turning Work into Fun.

II Designing Social Games.

7 Anatomy of a Social Game.

8 Understanding Social Game Business Models.

9 Using Storytelling to Understand Your Design Objectives.

10 Creating Compelling Game Systems.

11 Designing Game Interfaces.

12 Designing for Virtual Goods.

13 Coda.

III Glossary, Resources, and More.

A Glossary.

B Resource Guide.

C Book References.

Index.

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  • Anonymous

    Posted April 28, 2011

    Awesome read for any entrepreneur...

    Awesome read for any entrepreneur that wishes to provide a greater & richer experience to their customers. A lot of it can apply to most products or services out there. Even if you do not work in the gaming industry, you can still benefit from the knowledge and advice found in this book!

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