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Game On: Energize Your Business with Social Media Games

ISBN: 978-0-470-93626-9
432 pages
April 2011
Game On: Energize Your Business with Social Media Games (0470936266) cover image
A never-before published look at the many possibilities of social game development

As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design.

  • Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools
  • Drills down the process of game design while focusing on the design, analysis, and creation of games
  • Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience
  • Reviews what works and what doesn t using a range of real-world scenarios as examples
  • Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology.

Game On is not playing around. Discover how social media games make money and how you can enhance your business using games.

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Foreword.

Introduction.

I Understanding Social Games.

1 How to Play This Book.

2 Games Have Changed the Business Playfield.

3 Developing Social Media Games.

4 Customers as Players.

5 Fungineering.

6 Turning Work into Fun.

II Designing Social Games.

7 Anatomy of a Social Game.

8 Understanding Social Game Business Models.

9 Using Storytelling to Understand Your Design Objectives.

10 Creating Compelling Game Systems.

11 Designing Game Interfaces.

12 Designing for Virtual Goods.

13 Coda.

III Glossary, Resources, and More.

A Glossary.

B Resource Guide.

C Book References.

Index.

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Jon Radoff is an entrepreneur who focuses on entertainment and social communities. He created one of the original commercial games on the Internet, Legends of Future Past, and founded a content management system that foreshadowed modern blog and wiki technology. His newest startup, Disruptor Beam, is a social game publisher.

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March 31, 2011
Game On: Engergize Your Business with Social Media Games

Everyone played games as children. Today, millions lose themselves in massively multiplayer games like World of Warcraft, strategy games like League of Legends, and social media games like FarmVille. Games satisfy the need to interact, compete, and exercise the imagination. Plus, they're fun. GAME ON: Energize Your Business with Social Media Games (Wiley; April 2011; $29.99; ISBN: 978-0-470-93626-9) asks, “What if your business offered those rewards to your customers?”.  This book shows readers how social game development can be applied to not just create games, but build communities, and offer interactive online experiences for any business.  As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book.

Companies big and small are getting into social gaming and, late last year, an acquisition storm occurred in the social gaming industry.  Disney acquired Playdom and Google acquired Slide. This action came after EA acquired Playfish about a year earlier.  Social gaming, as a category, has grown incredibly quickly, becoming one of the dominant drivers of usage on Facebook, and an increasingly core component of people’s entertainment. Analysts estimate the current market size for social gaming at about $60 million per month and it's expected to be a $2 billion market by 2012 driven by both usage growth and improved monetization.  With this book, readers explore how social games can be put to work for any business and examine why they work at all. The first part explains what makes games fun, while the second part reviews the process and details of game design.  Readers will learn:

 

  • How games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools
  • The process of game design while focusing on the design, analysis, and creation of games
  • Key concepts, accessible to anyone regardless of game playing or design experience, with  screen shots, diagrams and explanations to illuminate
  • What works and what doesn’t using a range of real-world scenarios as examples


The prevalence of game mechanics within social applications on the iPad, iPhone, Foursquare, Facebook and LinkedIn is taking off. Over and over again, games become both a dominant money-making application and viral marketing tool on every new technology platform.  It happened with personal computers; it happened with mobile devices, and now it is happening again with social media.  GAME ON: Energize Your Business with Social Media Games give the reasons why and teaches how to put social media games to work for any business.

 

About the Author

Jon Radoff is an entrepreneur focused on the entertainment and social communities. In 1992, he created Legends of Future Past, one of the first commercial games on the Internet, winning prestigious awards from Computer Gaming World & Computer Game Review. In 1997, he founded Eprise, a content management system that was a forerunner of the modern blog and wiki technology culminating in a public offering on NASDAQ in 2000. In 2006, he founded GamerDNA, a social media company which reached over10 million unique users per month and counted top-tier game entities among its advertisers: Blizzard/Activision, Electronic Arts, Namco and Turbine amongst its customers. Jon's new startup, Disruptor Beam, is a social game publisher. Jon is co-chair of the Mass Technology Leadership Council's Digital Gaming cluster, advisory board for Worcester Polytechnic Institute's Interactive Media and Gaming department, and a member of the International Game Developer Association. He has appeared as a speaker at MI6, LOGIN, OnHollywood, GDC/Austin, Ignite, Harvard Cyberposium, MIT Business in Games, New York Game Summit and the Social Networking World Forum and has been quoted in  Boston Globe, Infoworld, Gamasutra, Kotaku, Joystiq, Slashdot, Red Herring, Mass High Tech, VentureBeat and Inside Social Games.

 About Wiley

Founded in 1807, John Wiley & Sons, Inc. has been a valued source of information and understanding for more than 200 years, helping people around the world meet their needs and fulfill their aspirations. Wiley and its acquired companies have published the works of more than 450 Nobel laureates in all categories: Literature, Economics, Physiology or Medicine, Physics, Chemistry, and Peace.

Our core businesses publish scientific, technical, medical, and scholarly journals, encyclopedias, books, and online products and services; professional/trade books, subscription products, training materials, and online applications and Web sites; and educational materials for undergraduate and graduate students and lifelong learners. Wiley's global headquarters are located in Hoboken, New Jersey, with operations in the U.S., Europe, Asia, Canada, and Australia. The Company's Web site can be accessed at http://www.wiley.com. The Company is listed on the New York Stock Exchange under the symbols JWa and JWb.

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