Master of Alchemy on sale
To celebrate the launch of the iPad 2 in Europe DarkWave Games cut the price of Master of Alchemy. Both the HD iPad and iPhone versions are on sale at […]
To celebrate the launch of the iPad 2 in Europe DarkWave Games cut the price of Master of Alchemy. Both the HD iPad and iPhone versions are on sale at […]
LUDUM Single engine for both social games and Intranet Social E-learning or Productivity Games Quicker development process leading to faster time to market Already used on several successful cases (e.g. […]
Alittleb.it has created the social game-advergame “Avventura da Paura” (Scary Adventure’s Social Web Game) for MTV Italy and Nickelodeon.
It is necessary to consider the monetization power of game-mechanic, since monetizing has become a crucial and essential part of game design.
In the same way as the entertainment industry is rapidly moving toward online business models, for example cloud gaming, digital delivery and social gaming, so game designers need to adapt to this situation too. They have to develop their technical-cultural knowledge in order to link creativity with market laws, which have to be more and more aggressive and innovative; so, today, game designers have to find the perfect mix between fun factors and revenues.
This does not imply a leveling of gameplay in favor of monetizing for its own sake: in fact, gameplay is gaining importance even more than before, because of the fierce competition and the staggering growth of the sector.
Very exciting news coming from the official blog of Unity3D! They say that their famous development tools will support the next version of the Flash Player (codename Molehill). This will […]
There’s a deeper and more pervasive problem that is driving the “dumbing down” of gamification. The problem is: gamification is a very tough sell.
Companies and agencies continue to develop innovative techniques to help foster customer engagement, borrowing features from social gaming and networking.
Game-based business solutions can take advantage of the paradigms of gamification and use the instruments of the game-based marketing. But which are the recipients and the objectives of these kinds of solutions?