02730nam a22004815i 4500001001800000003000900018005001700027007001500044008004100059020001800100024003500118050001000153072001600163072001600179072002300195072001500218072001500233100008500248245009800333250001800431264006900449300006800518336002600586337002600612338003600638347002400674490007800698505024000776520078201016650002701798650003301825650002301858650003001881650002201911650002301933710003401956773002601990776003602016776003602052776003602088830007802124856004602202978-3-031-56156-6DE-He21320251030112033.0cr nn 008mamaa240509s2024 sz | s |||| 0|eng d a97830315615667 a10.1007/978-3-031-56156-62doi 4aTA167 7aTJF2bicssc 7aUYZ2bicssc 7aTEC0670002bisacsh 7aTJF2thema 7aUYZ2thema1 aStanković, Stanislav.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut10aGame Design for Free-to-Play Live Serviceh[electronic resource] /cby Stanislav Stanković. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Springer,c2024. aXIII, 270 p. 117 illus., 109 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda1 aSynthesis Lectures on Image, Video, and Multimedia Processing,x1559-81440 aIntroduction -- Business Model of Free To Play -- Player psychology -- Modeling player audience -- Understanding time -- Mathematics of game design -- Social features -- Game design methods -- Live service -- Practical design examples. a"Game Design for Free to Play Live Service" is the ultimate guide to designing successful free-to-play mobile games. Based on a decade of experience at companies like Rovio, EA, and Supercell, the author provides practical advice on gameplay mechanics, monetization strategies, and player engagement. With case studies and expert insights, this book is essential reading for any game developer looking to create a hit mobile game. In addition, this book: Based on the author's first-hand experience in designing and operating free-to-play mobile games Enables readers to think as a game designer and how to approach key problems in a systematic and constructive way Shows readers how to design games in a way that ensures long-term success and profitability, in live operation. 0aHuman-machine systems. 0aComputer gamesxProgramming. 0aComputer graphics.14aHuman-Machine Interfaces.24aGame Development.24aComputer Graphics.2 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303156155908iPrinted edition:z978303156157308iPrinted edition:z9783031561580 0aSynthesis Lectures on Image, Video, and Multimedia Processing,x1559-814440uhttps://doi.org/10.1007/978-3-031-56156-6