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January 17, 2018
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Category: Social/Online


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Posted by Andreas Papathanasis on 01/17/18 09:37:00 am in Social/Online
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.

Posted by Tim Merel on 01/16/18 11:16:00 am in Social/Online
Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).

Posted by Simon Carless on 01/14/18 10:50:00 pm in Social/Online
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.

Posted by Jeff Spock on 01/09/18 10:19:00 am in Social/Online
Amplitude put together an ARG (Alternate Reality Game) for the release of Endless Space 2, based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. We would definitely do it again...

Posted by Ramin Shokrizade on 01/08/18 09:10:00 am in Social/Online
Understanding how games and other media affect consumers on a biological level can lead to major breakthroughs in commercial success and public health. Part 1 of a 2 part series.

Posted by Simon Carless on 01/07/18 11:13:00 pm in Social/Online
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.