Building Community and Collaboration Applications for Mmogs
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Social Network for Gamers Helps Friends Play 22 July 2009, by BARBARA ORTUTAY , AP Technology Writer
Social network for gamers helps friends play 22 July 2009, By BARBARA ORTUTAY , AP Technology Writer (AP) -- Raptr, a social network targeting gamers, is Raptr and the game companies, THQ Inc. and hoping to make it easier to see what your friends Activision Blizzard Inc. are currently playing on a broad range of platforms such as the Xbox 360 and personal computers. Raptr isn't the first gaming venture for Fong, a former professional video gaming champion. In And if you want, you can join them in the action. 2006, he sold Xfire to Viacom Inc. for $102 million. Incidentally, Xfire is similar to Raptr in that it helps On Wednesday, Raptr launched new software that gamers keep track of people playing PC games, integrates various instant-messaging services, as but it's targeted at hardcore gamers who play titles well as Twitter and Facebook, and automatically like "World of Warcraft," "Counter-Strike" and "Call updates users' status with the games they are of Duty 4: Modern Warfare." currently playing. ©2009 The Associated Press. All rights reserved. It recognizes about 32,000 games, including This material may not be published, broadcast, hardcore titles like "Halo 3," music games like rewritten or redistributed. "Guitar Hero" and social games such as Zynga's "YoVille" on Facebook. And if your friend is in the midst of a multiplayer game, you can join in, provided you've installed Raptr on your computer, for free. "Most people prefer to play with friends, ... but finding friends and playing with them is hard," CEO and founder Dennis Fong said. -
Conference Paper
Conference Paper Social Media Integration in Video Games: A Social Overlay for Desktop Games Joana Osório Filipe Pacheco* *CISTER Research Center CISTER-TR-150902 2015/09/07 Conference Paper CISTER-TR-150902 Social Media Integration in Video Games: A Social Overlay ... Social Media Integration in Video Games: A Social Overlay for Desktop Games Joana Osório, Filipe Pacheco* *CISTER Research Center Polytechnic Institute of Porto (ISEP-IPP) Rua Dr. António Bernardino de Almeida, 431 4200-072 Porto Portugal Tel.: +351.22.8340509, Fax: +351.22.8321159 E-mail: [email protected] http://www.cister.isep.ipp.pt Abstract The ever increasing popularity of social media makes them apromising source for the personalization of gameplay experiences. Furthermore,involving social network friends in a game can greatly enrich the satisfaction ofthe player and also attract potential novel players to a game. This paperdescribes a social overlay designed for desktop games. It allows players toeasily capture and share on multiple social networks screenshots, videos andeven game-related stories. Unlike most social sharing systems our socialoverlay is designed to interact with the user in a non-intrusive way allowinghim/her to be in complete control of what is shared. Our goal is to make playerslook and ask for social integration. The development of this social overlay willallow players to take full advantage of their social communities to improve theirgaming experience. © CISTER Research Center 1 www.cister.isep.ipp.pt Social Media Integration in Video Games: A Social Overlay for Desktop Games Joana Osório and Filipe Pacheco, Polytechnic Institute of Porto (ISEP-IPP), Computer Engineering Department, Porto, Portugal {1100594, ffp}@isep.ipp.pt Abstract. -
Susceptibility and Influence in Social Media Word-Of-Mouth, ZEW Discussion Papers, No
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Claussen, Jörg; Engelstätter, Benjamin; Ward, Michael R. Working Paper Susceptibility and influence in social media word-of- mouth ZEW Discussion Papers, No. 14-129 Provided in Cooperation with: ZEW - Leibniz Centre for European Economic Research Suggested Citation: Claussen, Jörg; Engelstätter, Benjamin; Ward, Michael R. (2014) : Susceptibility and influence in social media word-of-mouth, ZEW Discussion Papers, No. 14-129, Zentrum für Europäische Wirtschaftsforschung (ZEW), Mannheim, http://nbn-resolving.de/urn:nbn:de:bsz:180-madoc-375372 This Version is available at: http://hdl.handle.net/10419/106516 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen die in der dort Content Licence (especially Creative Commons Licences), you genannten Lizenz gewährten Nutzungsrechte. may exercise further usage rights as specified in the indicated licence. www.econstor.eu Dis cus si on Paper No. -
Game-Tech-Whitepaper
Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market . -
Susceptibility and Influence in Social Media Word-Of-Mouth Jörg Claussen, Benjamin Engelstätter, and Michael R
Dis cus si on Paper No. 14-129 Susceptibility and Influence in Social Media Word-of-Mouth Jörg Claussen, Benjamin Engelstätter, and Michael R. Ward Dis cus si on Paper No. 14-129 Susceptibility and Influence in Social Media Word-of-Mouth Jörg Claussen, Benjamin Engelstätter, and Michael R. Ward Download this ZEW Discussion Paper from our ftp server: http://ftp.zew.de/pub/zew-docs/dp/dp14129.pdf Die Dis cus si on Pape rs die nen einer mög lichst schnel len Ver brei tung von neue ren For schungs arbei ten des ZEW. Die Bei trä ge lie gen in allei ni ger Ver ant wor tung der Auto ren und stel len nicht not wen di ger wei se die Mei nung des ZEW dar. Dis cus si on Papers are inten ded to make results of ZEW research prompt ly avai la ble to other eco no mists in order to encou ra ge dis cus si on and sug gesti ons for revi si ons. The aut hors are sole ly respon si ble for the con tents which do not neces sa ri ly repre sent the opi ni on of the ZEW. § Susceptibility and Influence in Social Media Word-of-Mouth Jörg Claussen Copenhagen Business School Benjamin Engelstätter Hochschule Darmstadt and ZEW Mannheim Michael R. Ward University of Texas in Arlington and ZEW Mannheim December 2014 ABSTRACT: Peer influence through word-of-mouth (WOM) plays an important role in many information systems but identification of causal effects is challenging. We identify causal WOM effects in the empirical setting of game adoption in a social network for gamers by exploiting differences in individuals’ networks. -
A Practical Guide to Marketing Your Indie Game
GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro, -
Cloud Computing Bible
Barrie Sosinsky Cloud Computing Bible Published by Wiley Publishing, Inc. 10475 Crosspoint Boulevard Indianapolis, IN 46256 www.wiley.com Copyright © 2011 by Wiley Publishing, Inc., Indianapolis, Indiana Published by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada ISBN: 978-0-470-90356-8 Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1 No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, 201-748-6011, fax 201-748-6008, or online at http://www.wiley.com/go/permissions. Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fitness for a particular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. -
MA Thesis NMDC
Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities. -
Designing for Surveillance and Online Gaming
Let Me Entertain You: Designing for Surveillance and Online Gaming Deirdre Devers Stephanie Wilson City University London City University London Northampton Square Northampton Square London EC1V 0HB London, EC1V 0HB [email protected] [email protected] ABSTRACT 1. INTRODUCTION Multi-player online gaming environments are designed with Desktop and laptop computers and their close relations, the the intent of providing entertaining experiences to players gaming console, have emerged as ‘entertainment objects’ that not only foster re-playability but also to cultivate an on- [49] and are changing how entertainment is delivered and going allegiance or loyalty to the game consumed. For many, discretionary time traditionally publishers’/developers’ brand or various assets (e.g. Master devoted to activities such as watching television or going to Chief, Grand Theft Auto etc.). the cinema has shifted to internet-based activities such as social networking downloading and watching content and, Design elements such as webcams, activity monitoring increasingly, online gaming [13]. Individuals are typically between players, and online presence cues make possible spending twenty-two hours per week in multi-user virtual player practices within online game-based environments environments (MUVEs) such as those dedicated to that, though surveillance-oriented, become the key multiplayer online gaming by taking part in socialising, ingredients that work to construct entertaining online creating, trading, sharing, consuming and competing [52]. encounters. Yet when similar features are transposed to other less playcentric spaces (e.g. workplace), whether Multiplayer online gaming has matured from the text-based online or offline, they can be perceived as threatening or system such as multi-user dungeon (MUD) to visually rich unwanted. -
Tackling the Illegal Trade in the Digital World
Cyber-laundering: dirty money digitally laundered- Tackling the illegal trade in the Digital world Graham Butler Special Presentation to the Academy of European Law Budapest – March 2016 Co-funded by the Justice Programme of the European Union 2014-2020 Graham Butler – Chairman Bitek Group of Companies © 2016 Tackling the illegal trade in the Digital world Supporting the Cyber-Security agenda ERA (Academy of European Law) – Lisbon / Trier / Sofia / Brussels Address: Threats to Financial Systems – VoIP, lawful intercept, money laundering CTO (Commonwealth Telecommunications Organisation) London Address: Working group on strategic development for 2016-2020 ITU High level Experts Group – Cybersecurity Agenda – Geneva (United Nations) Address: VoIP and P2P Security – Lawful Intercept ENFSC (European Network Forensic and Security Conference) - Maastricht Address: Risks of P2P in Corporate Networks CTITF (Counter Terrorism Implementation Taskforce) - Seattle Address: Terrorist use of encrypted VoIP/P2P protocols - Skype Norwegian Police Investigation Section - Oslo Address: Next Generation Networks – VoIP Security (fixed and mobile networks) IGF (Internet Governance Forum) – Sharm El Sheikh, Egypt Address: Threats to Carrier Revenues and Government Taxes – VoIP bypass EastWest Institute Working Group on Cybercrime - Brussels / London Working Groups: Global Treaty on Cybersecurity / Combating Online Child Abuse CANTO (Caribbean Association of National Telecoms Org) – Belize / Barbados Address: Reversing Declines in Telecommunications Revenue ICLN (International Criminal Law Network) - The Hague Address: Cybercrime Threats to Financial Systems CIRCAMP (Interpol / Europol) - Brussels Working Groups: Online Child Abuse – The Fight Against illegal Content Graham Butler – President and CEO Bitek © 2013 1 Tackling the illegal trade in the Digital world The evolution of interception - circuit switched networks 1. Threat to National Security 3. -
Infrastructure Platform for Gaming and Esports
INFRASTRUCTURE PLATFORM FOR GAMING AND ESPORTS Whitepaper 3.0 Table of Contents Abstract 3 Market Overview 4 Problem & Solution 13 Product & Strategy 15 DreamTeam Token 19 Growth and Support 27 Technological Stack 29 Competitor Analysis 30 Token Sale 31 Use of Funds, Token Distribution 32 Team 33 Advisory Board 34 Lead Investor 36 Partners 37 Contacts 39 Sources 40 2 Abstract Presently, gaming is one of the largest entertainment markets on the planet. It’s a $150Bn industry, covering ⅓ of the world’s population, i.e., 2.3Bn people as of 2017. Competitive gaming, a thin line between gaming and sports, has emerged in which players pit their skills against one another online. It already has over 1.4 Bn users concentrated around the top-10 most competitive titles like Counter-Strike, League of Legends, Dota 2 and Overwatch, etc. Esports, as it is today, has emerged from competitive gaming — that is, when players compete against each other in computer games professionally. Esports is one of the fastest-growing digital markets with a 33% annual growth rate. Its opportunities are endless: esports will have over 1Bn enthusiasts and viewers by 2023, which is ⅓ of all gamers, and will become the #1 sport of the future. The market has produced spectacular infrastructure around the professional and semi- professional ecosystem, specifically for tournaments and spectating. This is where DreamTeam comes into play as the first professional network for gamers and esports enthusiasts, literally, aLinkedIn for gamers. We are the platform for hundreds of millions of gamers who want to find friends, improve skills, manage clans, and earn money. -
Primary & Secondary Sources
Primary & Secondary Sources Brands & Products Agencies & Clients Media & Content Influencers & Licensees Organizations & Associations Government & Education Research & Data Multicultural Media Forecast 2019: Primary & Secondary Sources COPYRIGHT U.S. Multicultural Media Forecast 2019 Exclusive market research & strategic intelligence from PQ Media – Intelligent data for smarter business decisions In partnership with the Alliance for Inclusive and Multicultural Marketing at the Association of National Advertisers Co-authored at PQM by: Patrick Quinn – President & CEO Leo Kivijarv, PhD – EVP & Research Director Editorial Support at AIMM by: Bill Duggan – Group Executive Vice President, ANA Claudine Waite – Director, Content Marketing, Committees & Conferences, ANA Carlos Santiago – President & Chief Strategist, Santiago Solutions Group Except by express prior written permission from PQ Media LLC or the Association of National Advertisers, no part of this work may be copied or publicly distributed, displayed or disseminated by any means of publication or communication now known or developed hereafter, including in or by any: (i) directory or compilation or other printed publication; (ii) information storage or retrieval system; (iii) electronic device, including any analog or digital visual or audiovisual device or product. PQ Media and the Alliance for Inclusive and Multicultural Marketing at the Association of National Advertisers will protect and defend their copyright and all their other rights in this publication, including under the laws of copyright, misappropriation, trade secrets and unfair competition. All information and data contained in this report is obtained by PQ Media from sources that PQ Media believes to be accurate and reliable. However, errors and omissions in this report may result from human error and malfunctions in electronic conversion and transmission of textual and numeric data.