Buch, Englisch, 246 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 471 g
Live Outside of Game Updates
Buch, Englisch, 246 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 471 g
ISBN: 978-1-032-71820-0
Verlag: CRC Press
This book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization.
You’ll discover the "3 LAPs of Operations" framework—a dynamic, question-driven process that you can implement to systematically boost retention and achieve your game's financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics.
While some studio leaders merely talk about "riding the trend", this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People's LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations.
Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Introduction. Chapter One. A Brief History of Video Games. Chapter Two. Introduction to Live Service Games. Chapter Three. Video Game Value Creation. Chapter Four. Generating Added Value. Chapter Five. Creating Player’s Path. Chapter Six. The Three LAPs of Operations. Chapter Seven. Acquisition. Chapter Eight. Engagement. Chapter Nine. Monetization. Chapter Ten. Events. Chapter Eleven. Personalization. Chapter Twelve. Operations Management. Chapter Thirteen. Toolset. Chapter Fourteen. Analytics. Chapter Fifteen. May I Have Your Attention Please? Chapter Sixteen. Attention Ecosystem. Chapter Seventeen. Game as a Platform. Conclusion.




