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July 27, 2016
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July 27, 2016
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Category: Social/Online


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Posted by Brian'Psychochild' Green on 07/26/16 06:28:00 pm in Social/Online
Metrics were discussed by MMO developers, but it was the social game developers who took the idea and ran with it. How should a modern game designer work with metrics?

Posted by Chris Furniss on 07/22/16 03:31:00 pm in Social/Online
Web and App development UX is about removing friction, games UX is about meaningful friction. Pokémon GO's confusing UX/UI is applying meaningful friction and is feeding into the dense social experience of the game. Here's why.

Posted by Celia Hodent on 07/22/16 02:43:00 pm in Social/Online
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.

Posted by Nathan Fouts on 07/22/16 02:42:00 pm in Social/Online
It did so many things wrong at launch and it just didn't matter.

Posted by Sebastian Long on 07/20/16 01:03:00 pm in Social/Online
Why does Pokémon Go need propping-up from the hundreds of how-to guides that have popped up this week? This article highlights how Niantic have broken or ignored principles for designing a learnable game.

Posted by William Grosso on 07/15/16 10:45:00 am in Social/Online
The game industry has given us benchmark metrics (ARPPU, conversion rates, etc.) that aren't very useful to developers. Monetization expert Bill Grosso explains why, and calls on the industry to embrace metrics that are more effective for growth & revenue