Paperback: 432 pages
Publisher: Wiley; 1 edition (April 12, 2011)
Language: English
ISBN-10: 0470936266
ISBN-13: 978-0470936269
Product Dimensions: 6.1 x 0.9 x 9 inches
Shipping Weight: 1.2 pounds (View shipping rates and policies)
Average Customer Review: 4.8 out of 5 stars See all reviews (19 customer reviews)
Best Sellers Rank: #1,183,024 in Books (See Top 100 in Books) #171 in Books > Computers & Technology > Web Development & Design > User Generated Content #505 in Books > Computers & Technology > Business Technology > Social Media for Business #825 in Books > Computers & Technology > Internet & Social Media > Social Media
Love:I Loved the Virality Chapter... it explains so methodically why Facebook Games work, and how to measure and improve Virality.I Enjoyed the ideas of Life/Work as a Game.I Liked the Game Design topics as well (even though I'm not a designer), as it applies contextually to "business/system design" of which I am both.Want:More references and illustrations to research would have been helpful (with URLs on the pages, so I can get PDFs/etc.).More pictures of the games mentioned (in color would have been nice too!). (use as examples).Details:When I started the book, I was a little taken aback by the "read this book as a game" idea... but as I played my way through the chapters, I realized that I was thinking constantly about my "knowledge score". I started making little +1 marks near anything I learned I didn't know before. My total score is +134. How many books can you read where you can actually say you learned 134 new things, that you can use in your everyday life? The heaviest chapter for me was the one on Virality. +48 from that chapter alone.I wholeheartedly recommend this book to anyone who is interested in: Business, Society, Games, Game Marketing, Marketing, Game Design, or even has a passing interest in Facebook and/or Virality.
You might have noticed that there is a button next to these reviews where you can vote as to whether the review is helpful or not. Your vote becomes part of the logarithm that determines the reviewers 'ranking' on - I'm currently ranked 94,597, hence the title of this review.I draw your attention to this detail for two reasons. First, so you'll take the time to click the "Helpful" button when you finish reading this, and secondly because this is what Game On is all about. How many 'friends' do you have on Facebook, followers on Twitter, contacts on LinkedIn? Did you get a 'like' on your recent blog post, or a little prompt last time you logged into some on-line app telling you that your profile was 75% complete and promising you riches beyond belief if you completed it?Gaming has penetrated the entire social media world, and most of the time we don't even notice that it's there. Competition, cooperation, rewards and quests are common place, and if you want to understand how these principles of gaming are being applied, then Game On is one of the best places to start. If, like me, you're working on applying some of these ideas in developing your own social media application, then this is a more than useful reference work.There is a good mix of practical experience and solid theory behind this easy to read book. The take home message for me in this book is that 'gaming' is not something just for teenagers welded to their computer screen playing shoot them ups or whatever. Gaming is mainstream social media practice, something that you are involved in every time you enter social media space, and if you want to get your head around how it all comes together, buy this book.And now - with the power of your mouse and in the spirit of Game On - you can move me up or down from position 94,597 by choosing to click the 'Yes" next to the question "Was this review helpful?".
This book is a good guide to get check list or hints on how to build game system design.I think the technical editor of the book, Ethan Kidhardt may have plentiful experience to build up the framework of the systematic game design.Nowadays game productions have to be managed/produced with the system or pattern to control/promote the emotional flow, like that the older entertainment productions, movies or TV show series, does.Unfortunately each section of this book just suggests the idea, not to deal something to practical level.It would be great if this book presented a big flow to build up an example game producing project.But it's very rare to meet the book on game system itself like this.
Game On is the rare hybrid book that tries to speak to multiple audiences and actually succeeds. Radoff calls out his audiences right up front, and provides signposts along the way to guide businesspeople, game designers, and game fans. Like the best business books, Game On provides practical advice -- in this case on how to use the structure of games to communicate better with customers and make better products. Like the best game design books, Game On provides analysis on what works in a game and provides a plethora of example games and game mechanics. And like the best nonfiction, the book weaves together research, personal stories, tips learned through the author's experience. It's nice that all that is packed in one book, rather than three.
This is a great book for those going into Business, Game Design, Game Programming, or those Gamers who really want to take a little dip into what goes into making a game and a game company.All Game or Business classes should require this book.
The introduction explains how to read the book, allowing the reader to take a 12-question test to determine their type ("artisan;" "impresario," or "otaku," or combination of any two) and then goes on to proscribe a path for each in reading through the book. Each chapter ends with suggestions for each of the types as to which chapters to read next. While there has been much written in recent years on game theory and how to apply it to your business, this is perhaps one of the most fun books to come along and bridge the gap between "gamers" and business people, with both theory and practical tools. The glossary is extensive and provides references and web addresses to every kind of business engaged in game and social media design. Loaded with illustrations and photo examples, the author is as comfortable describing design of World of Warcraft, League of Legends and other games as he is devoting chapters to understanding social game business models and viral marketing
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