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Running a Successful Live Service Game Live Outside of Game Updates de Sergei Vasiuk
“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.
indice:
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.
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Traveling through Video Games de Tom van Nuenen
“This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.
Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it.
This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities..
indice:
1. Introduction
2. It’s All Under Control
3. King of the Sandbox
4. Bigger on the Inside
5. You Can Stay Here
6. When Here Becomes There
7. Conclusion.
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+infos(oficial): LINK