Showing posts with label ideas. Show all posts
Showing posts with label ideas. Show all posts

Money through mobile games

As you know, I’m a postgraduate research student and graduation level teacher in Brazil. At this moment, I’m teaching Digital Media and Gaming Concepts to my students. In a specific class about mobile gaming there’s question that comes up every semester: “How can we make money through mobile games?”

Ok, the world is going mobile and everybody wants to create the new Angry Birds to become a millionaire, but it’s essential to analyse some important business models inside this complex (and gigantic) market. In this post I just want to highlight some of these models. It is not my intention to write a complete document about this subject.



1. Freemium (a neologism mixing “free” and “premium”): is a business model by which a game is provided free of charge, but money is charged for advanced features, functionalities, or virtual goods. “Cut the rope” is an example of freemium game because you can download the content and play ten stages of the game, but if you want the complete experience its mandatory to pay. “Zombie Tsunami” is an example of how a company can make money with in-game equipment (players are invited to visit a virtual shop to buy scenarios, powers, clothes, etc. with real credits).

2. Ads and banners: there are a lot of free games with advertising inside its interface. It’s very common to find a free game with ads/banners in the screen. Sometimes it sucks but someone needs to pay the price and advertising could be an answer.

3. In-Game Advertising: refers to the use of digital games as a medium for the delivery of advertisements. This is a better way to put products and services in the interface. We have a lot of examples of brands that created games for its products, like “CP3K” running game from Nike.

4. Free for long-term profit: a good strategy for small companies in the beginning of its existence is to give the whole game for free or put the game for free for a while and put a minimum price on it after a few weeks. In the beginning it’s necessary to build a name in the mobile gaming field. If your first game was good, certainly people will pay for expansions or new ones.

5. Put a price on it: there’s no rule about a price for a mobile game. In this case it’s important to have an overview about similar games to create a coherent value to your game.

There’s a lot of another strategies to create “talkability” and make your game to go viral. It’s possible to distribute promotional numbers for free downloads to influent people, use social media, etc. but this is a subject for another post.

Now on to your opinion.

The games of tomorrow needs answers that last

By Vince

Two weeks ago I was in Europe visiting some universities and making contacts for my future doctorate. I visited the University of Antwerpen (Belgium) to have a talk with Dr. Karolien Poels, and the IT University of Copenhagen (Denmark) to talk with Dr. Espen Aarseth.

I presented some highlights about Brazilian ludic interfaces to the researchers (you can see the files on THIS LINK). Both conversations were awesome and I got a lot of new good references for my research in the field of game design and gaming concepts. It’s very good to listen to the ideas of great minds from this area.



Nevertheless, I reached a conclusion after these two meetings: it’s important to discuss the impacts of the game culture in the contemporary world and understand those consequences for the future. We – from the gaming research field – need to be somewhat clairevoyant to identify the answers that will help us in the future. The games of tomorrow need answers that last.

A broad viewn is required to understand the game, the player, the gaming culture, the language and all things related to this subject. We need researches that give us a horizon to work better and create more accurate experiences.

Technology is an important piece in this context, but it is nothing without relevant content.

The game is only in the beginning. Let’s keep on rockin. Let’s undertand this wide world of possibilities. Let’s make good researches.

May the force be with us.

Go gamers!

Here's where the fun begins

Experience – part II

By Vince Vader

I really enjoyed writing my last post (link here) about experience of players inside the games. So I've decided to write a little bit more about this fascinating subject. In this post I want to highlight some ideas to complete this thought.

I think there are three great aspects that help us understand the involvement of the players with the game universe: the idea of a labyrinth, the concept of virtual presence and the concept of flow.

I like to use the idea of a labyrinth of games as a metaphor. I think it's important to offer the player a chance to get lost inside the game world. But it's very important to offer this as a challenge to be completed and not as a bad sensation that leads the player to nowhere. As Kerényi wrote, the concept of a labyrinth is possibly a cultural good of all humanity whose origins date back to the Stone Age (page 66) and possibly all the ludic activities results in a kind of maze (page 72). So we can conclude that the idea of a labyrinth is - in some way - a mythological heritage of us all.

Continuing the thought, it's important to study the concept of "presence" inside the game world. Offer the player a labyrinthine environment is easy but the great challenge is to put a virtual presence of the player into the game (using narrative resources, coherent game mechanics, good graphics, etc.).

Nitsche (page 203) in reference to Slater (1993) talks about forms of presence and argues that “presence” is understood as the mental state where a user subjectively feels present within a video game space as the result of an immersion into the content of the fictional world. It is a mental phenomenon based on a perceptual illusion. In reference to Lombard and Diltron (1997) Nitsche (page 203) says that a great number of researchers have concentrated on the idea that a state of presence should be connected to the illusion of a nonmediated experience. In this case, players do not see the interface anymore because they feel present in the world beyond the screen.

The last concept I want to discuss is “flow”. I’ll go back again to the author Michael Nitsche to complete this thought. Nitsche (page 204) citing Csikszentmihalyi (1991) says that “flow” has been introduced as a state in which a person is fully immersed in an action and highly focused to the extent that one can experience, for example,

a loss in the feeling of self-consciousness and time experience. A player who reaches this level is clearly immersed in the game but not necessarily “present” in the virtual space.

All these features help us to create good experiences involving games.

In a future post I want to discuss some ways to generate the idea of a labyrinth and the concepts of presence and flow. Szia!



References:

CSIKSENTMIHALYI, Mihaly. Flow: the psychology of optimal experience. New York: Perennial (HarperCollins), 1991.

KERÉNYI, Karl. En El laberinto. Madrid: Ediciones Siruela, 2006.

LOMBARD, Matthew & DITTON Theresa. At the heart of it all: the concept of telepresence. Journal of Computer-Mediated Communication 3, no. 2 (1997): 1-39.

NITSCHE, Michael. VIDEO GAME SPACES - image, play and structure in 3Dnworlds. Massachusetts: MIT Press, 2008

Twitter

Competition