by Kam Star
by Alex Dale
Games are no longer about shipping software in a box. The market is moving to a service model where a game can change constantly over time through teh addition of new levels and new challenges. These games are also free to play so a new range of monetization models have been invented. This talk will use a case study approach to describe how design and then deliver games as a service.
Questions answered :
- How to develop and run games for Facebook and other social networks - How to market games virally and through traditional channels - What are the monetization options for "Free" services
In this talk I will report on the lessons learned from working with and studying an independent games developer that faced the fundamental choice of self-publishing its content vs. contracting a publisher for marketing and promotion activities. We here voices from the indie community that the publisher is dead, but is this really the case? I will shed light on this issue by reporting on my insights. Questions answered : - What are the costs of partnering with a publisher? - What are the benefits of partnering with a publisher? - Which marketing activities have significant impact on sales performance? - When should you team up with a publisher and when not?
We're all gamers now. As the full realization of what games can achieve dawns, this sessions asks what is game design? Is it an art or a science? Is there a perfect process, or processes? Should we share our design knowledge in the interests of innovation? Using real-world design examples this talk goes in search of making game experiences better, by design.
Questions answered :
What is game design? Is it really design, or software development? Is there a 'perfect process' that suits all design problems? If there is, what is it? If there isn't, should we try find one by sharing successful design processes? And just why are many game designers so secretive about their craft?
by Chris Quigley
A talk about how government can learn from Angry Birds, discussing the importance of gaming techniques in promoting greater engagement in governance and democracy.
Questions answered :
1) How can government engage citizens better in the era of digital democracy? 2) How can games design influence how future democracy is designed?
by Endaf
How can we harness the urge for play to make the world a better place? How to designing gameful applications.
Gamification - how to Designing gameful applications
by Mark Sorrell, Richard Kastelein, Rob Davis, Jo Twist and Dan Mayers
It's become clear that Generation G wants to play with content, and if it's not interactive and playful, then content is not working hard enough to engage with the modern audience.
A panel session exploring the ramifications of these trends for the games space.
by James Allsopp
We as humans are tuned in, or so we think. However certain effectors such as context and emotion can effect our decisions and judgement. This is especially prominent in a GAME like environment.
From social gaming to full on retain commerce design, learn how to design your experiences to enhance engagement and increase factors such as acquisition, monetization and retention.
I'll take you through how certain behaviour heuristics can effect how we consciously and unconsciously perceive the digital environment.
Not just for Game designers, but for brands and retailers who want to engage there customers through unconscious thinking.
Tom Chatfield, author and thinker, will talk about the use of games and also how to thrive in a digital age.
by Daniel Wood and Matt Wieteska
How does crowdfunding operate in the UK and how can it work for your games business? Dan Wood from games trade body Ukie will give you a run through of what you can and cannot do with crowdfunding in the UK and then Matt Wieteska from Six to Start will give insight into how they’ve made crowdfunding successfully work for them.
by Mark Sorrell
Fancy something completely different? Despite its incredible growth, the game industry is still dwarfed by the size of the television industry, in terms of time and money spent. What can games learn from television to help them find a larger and more mainstream audience, as well as find whole new areas to exploit? Here, Mark Sorrell, Development Producer for award-winning creative agency Somethin' Else, takes you through an unusual way of looking at this problem, painting a picture of a future for gaming that takes what are often seen as television's weaknesses and turns them into gaming's strengths.
Questions answered :
Why is television such a dominant force in entertainment culture? How can games