Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?
King recently decided to abandon in-game advertising. Why? Let's look at the situation and the different types of developers before asking specific questions around King.
Applied Virtual Economist Ramin Shokrizade introduces the concepts of "group monetization" and "persistent gaming collectives" in order to promote a new class of monetization models designed to maximize revenue capture in social multiplayer games.
In the last two weeks of announcements, the Xbox One has been hit hard in the eyes of the general consumer and today's post examines one of the major trouble areas Microsoft is having with it.
Building a Game Design Toolbox: What can we learn from the design of Bioshock Infinite? This blog is the second in a series looking at what we can learn from the experiences presented by various games, to provide us with tools to use in our own designs.
How do we create meaningful experiences? What makes experiences meaningful? How do we capture for players the joy and wonder that comes with a truly FUN game?
Are you a fan of the CSI or NCIS TV series? Imagine yourself working as a real digital forensic investigator, performing real-world investigation at home. Yes, for real. But how can you get that realistic experience with a computer game?