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Social Game Design: Monetization Methods and Mechanics [Paperback]

Tim Fields , Brandon Cotton
4.4 out of 5 stars  See all reviews (21 customer reviews)

List Price: $46.95
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Book Description

December 12, 2011

Social Game Design reveals what you need to know in order to create and monetize online social games. Using examples from successful game designs, you'll learn what makes these games compelling, and why people will pay to play them. This book will inspire you to apply these principles in order to meet the challenges of this new space, creating original games that both delight players and generate profit. We'll talk about different business models, how to acquire and keep players, how to sell virtual goods, and how to keep players coming back day after day.  


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Social Game Design: Monetization Methods and Mechanics + Game On: Energize Your Business with Social Media Games + Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
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Editorial Reviews

About the Author

Tim Fields has been in the game industry since 1995 as a producer, project manager, design lead, and business developer. Tim has helped small studios and top publishers like EA and Microsoft run teams that create great games. He has worked on shooters, sports games, racing titles, and RPGs using talent and teams from North America, Asia, Europe, and the UK.
Brandon Cotton has over 10 years of game industry experience covering a wide variety of technology, platforms and game types. He is active in the social and online game design community, and currently serves as a founder, design lead, and programmer for Portalarium. He has built games for NCSoft, Ubisoft, and Microsoft, and holds a degree in Computer Science from the University of Texas.

Product Details

  • Paperback: 278 pages
  • Publisher: CRC Press; 1 edition (December 12, 2011)
  • Language: English
  • ISBN-10: 0240817664
  • ISBN-13: 978-0240817668
  • Product Dimensions: 7.5 x 0.8 x 9.2 inches
  • Shipping Weight: 1.2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Best Sellers Rank: #559,718 in Books (See Top 100 in Books)

More About the Author

Tim Fields is a sixteen year veteran producer, game designer, team leader and business developer. He has been involved in one way or another with several of the top franchises of the last few decades, such as Need for Speed, Halo, Call of Duty, Brute Force, SSX and others. In addition to making games and helping companies and teams find partners, Tim is active in the game development and financial community as a consultant, writer, and speaker. He lives in Texas with his wife, two cats, and way too many books.

Customer Reviews

4.4 out of 5 stars
(21)
4.4 out of 5 stars
Most Helpful Customer Reviews
5 of 5 people found the following review helpful
Format:Paperback|Amazon Vine™ Review (What's this?)
TIm Fields and Brandon Cotton are experienced game developers who look to explain what social gaming is than share their secrets of game design and development. Overall this book provides a clear and deep discussion of this phenomenon from a business and technical perspective. You might imagine that a book on social game design might read like a transcript from an old 'bill and ted' movie, but Fields and Cotton show that the business and technical edge of social gaming is real and something we ignore at our peril.

The book provides a multi-mode discussion of the issues surrounding social game design. The modes are text, interviews, examples and illustrations. The book is is not a how-to manual so much as a how-to-think-about-it discussion. Fields and Cotton make good use of direct discussions, interviews with gaming legends and examples to illustrate their points.

Business executives and aspiring game developers will each benefit from this book. Business executives will learn how traditional business concepts apply to social gaming and better understand the terminology and ethos behind the people that create the games. Aspiring game developers will learn from their peers as well as how to position and talk the business talk. Both valuable reasons for reading this book.

The book covers a wide range of game types and platforms from a conceptual, business and operational standpoint. People looking for more technical specs, discussions, hints and tips will be disappointed. The topics discussed are helpful and interesting but at times the advice can be a little obvious which is part of the reason for the three star review.

Recommended for people who want to understand the social gaming phenomenon at the next level -- below that of a magazine article -- as its breadth and format makes the content very accessible. Not particularly recommended for people looking for technical advice and support.
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4 of 4 people found the following review helpful
5.0 out of 5 stars Well-written and timely information January 26, 2012
Format:Paperback|Amazon Vine™ Review (What's this?)
What you think social gaming is, and what social gaming *actually* is...might be two different things. This book explains in detail what a social component in gaming can do for your game, how to set it up, and most importantly, how to use that social component to monetize your programming efforts.

It covers things that you may not have considered, including the newest business models, selling virtual goods within a game, and more importantly, how to engage and captivate your players to keep them coming back for more. There are a ton of case studies -- Zynga, Microsoft, Spacetime, OMGPop, Ravenwood Fair, and more -- to give you real-world examples of how other companies have blazed trails, and what you can learn from their successes (and misses). There are sections on keeping your game "sticky" so that people return day after day, explanations of internal currencies, and types of games to inspire you to create your own social game, whether or not you're currently a programmer.

The section on metrics is worth the whole cost of the book, in fact. Learning how to acquire and interpret KPI data to improve not only your players' experience, but also to refine your monetization strategies, is, really, priceless...and something all too many otherwise good games get wrong.

This is *not* a technical how-to manual. You won't find information on how to code the things you want here. You won't get step-by-step instructions on how to create in-app purchases. Instead, think of it more as an overview of what's possible, and a very detailed survey of what's currently working (some of the data is from as late as early 2012, so it's very current at the time of this review), and how to structure the idea you might have for a game so that you can communicate that to a team or a programmer (or to yourself, if you're a programmer yourself). It touches on marketing concepts that are integral to success, and really dives into user interaction with each business model, so you can make informed choices about which direction to go with your game.

Fields and Cotton have produced a fabulous primer with this book. If you've got a game brewing in you that you're just not sure how to get out profitably, this book can begin to illuminate your path to getting it done, getting out there, and getting it *great*.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Limited shelf life September 18, 2012
Format:Paperback|Amazon Vine™ Review (What's this?)
Let's cut to the chase, the software industry is continuously evolving to the point that information is often obsolete even before it is published. The authors of this book make no effort to hide the fact that the information they share in this book may, at times, be out of date.

Now, this book is not by any means a 'How to' book, so don't expect detailed tips on how to program social games, rather it is a 'What' book that provides some background history of the game industry and its evolution, including the details of how the audience and monetization have grown from simple sandwich bagged floppies sold to computer geeks to downloaded or server hosted applications that appeal to broad segments of the population.

The authors offer up numerous examples and case studies to illustrate the current market and methods of getting users to part with their money. Overall, I would have to say this is a great book to get up to speed on the industry and garner a few ideas from the current practices, with the understanding that in two or three years this information may be little more than history. P-)
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Most Recent Customer Reviews
5.0 out of 5 stars Great Book on an Emergent Field
Although companies like Zynga may not have lived up to their initial hype, there is no denying that social games are here to stay. Read more
Published 13 days ago by Coding Genius
4.0 out of 5 stars Useful Information, despite dated tech
We've had this book for over a year before we read it. So my first reaction was to realize how outdated much of it was already. Read more
Published 1 month ago by Lori Smart
5.0 out of 5 stars Loved it
Great book to really understand the the social gaming industry. I Highly recommend you pick this book up and read it.
Published 2 months ago by Carlos Garcia
3.0 out of 5 stars This is not what I thought it would be
While this book is well written, it reads more like a thesis on social game design as opposed to a practical guide. Read more
Published 6 months ago by Super Trader
3.0 out of 5 stars Social gaming elements defined...will be rapidly dated
Summary:
Social Game Design (monetization methods and mechanics) level and tone is setup as a series of essays on elements related to social gaming. Read more
Published 7 months ago by L. C Glover
5.0 out of 5 stars Fascinating view of the online game business
Vast new fortunes have been made un just the past few years as social networks grew at stratospheric rates. Read more
Published 8 months ago by Jerry Saperstein
4.0 out of 5 stars A good, comprehensive overview.
It's thorough, but more business oriented than I expected for a book with 'Design' in the title. Includes industry stories that are/were (at time of reading) surprisingly current. Read more
Published 9 months ago by Auliya
4.0 out of 5 stars Interesting from a Business Man's Standpoint
I am an Advertising Major but I still have a love for video games. I had an interest in reading Social Game Design from the business perspective. Read more
Published 10 months ago by Nickolas X. P. Sharps
4.0 out of 5 stars Interesting, topical material
This book is a compendium of current theories, business models, and philosophies about making money via social games with interviews, examples, and illustrations. Read more
Published 12 months ago by Amy
5.0 out of 5 stars An In Depth Look At the Social Gaming Phenomenon
The social gaming world has come gone to new levels with the advent of Face Book. Today many kids sit and dream not only of conquering the next level of the game they are... Read more
Published 13 months ago by Bror Erickson
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