Index

successful, 41–55 A support options, 251 AAck mnemonic, 141 trend, downloaded v. available, 5 a/b testing, 220–221 unsuccessful, 55–59 achievements, 218–219 app analytics, 262 action games subcategory, 74–75 app development. See development actionables, feedback and, 247–250 App Gamer, 270 “Actraiser,” 66 App of the Week, 6, 30, 125–126, 271 Add This, 273 app rankings, 57, 261 AdMarvel, 165 app revenue models, 127–132 AdMeld, 165 business-motivated reasons, 150–155, AdMob, 36, 128, 166, 211, 270, 271 178–183 Adobe Flash Professional CS5, 222, 254, 268 risk/rewards, 124–127, 155–157, 183–184 ads, 165–168 terminology, 146–150 advertising costs, 30–31 app revenue rollercoaster, 126–127 network resources, 270–271 App Store “NinJump HD,” 189–191 crowded zoo, 31–32 placement, 160 demographics, 64–68 unpredictable, 155 evolution, 1–11 Madventure games subcategory, 75–76 keywords, 44–45 Adwhirl, 166, 167, 271 metrics resources, 261–262 affiliates resources, 270–271 search bar, 44 Agile Manifesto, 101–102 App Storm, 270 agile software development, 101–104 app usage, 165–168, 262 Agile Software Development with Scrum App2Market, 272 (Keith), 101, 257 AppAdvice, 270 aisles metaphor, 137 AppAnnie, 46, 47, 57, 58, 74, 76, 261 All Things D, 270 AppData, 221 alpha test stage, 118 Appency, 272 analyzing apps, 41–59 AppFigures, 261 Anderson, Chris, 150 Apple, 195–209 “Angry Birds” apps adapted to iPad, 204–206 ad placement, 165 care, 196–204 “Archetype” v., 107 customer service, 203–204 comparing, 41–43 Design Awards, 271 copycats, 51, 52 Hall of Fame, 4, 50, 51, 107 Hero Inventor Syndrome, 14 little things matter, 200–201 physical forces, 143 review process, 119 physical metaphors, 136 Tapbots case study, 206–209 physics engine, 19, 43, 60, 74, 81, 83, 143 user experience (UX) and, 197–199 popular features,COPYRIGHTED 48–49 value-added MATERIAL benefits, 202–203 reward system, 162 APPLE acronym, 203–204 top game, 36 Applyzer, 46, 47, 261 user engagement, 158 Appolicious, 270 Apalon, 272 Appscout, 270 apps. See also specific apps AppsFire Awards, 271 adapted to iPad, 204–206 app-to-person gifting, 226 feature/concept document, 19 Appular, 272 future, 254–256 Appy Awards, 271 news and review sites, 269–270 “AppZilla,” 90–91 statistics, 33–37 arcade games, 76

275 “Archetype” – cocos2D

“Archetype” bad/good feedback, 246–247 achievements/rewards, 218 Baker, Dane, 120–121 App of the Week, 125 Balancing Agility and Discipline: A Guide for complaints, 59 the Perplexed (Boehm & Turner), 101 computer generated imagery (CGI) intro Balsamiq Mockups, 267 story, 27 “BarMax,” 132, 183 concepting for, 17–18 Basecamp, 21, 40, 112, 263, 264 core features, 52 Beeline, 172 costs, 25 Belsky, Scott, 115 death-match action, 30 Berkun, Scott, 108, 115 development timeline, 105–107 Best App Ever, 271 downloadable content (DLC), beta test stage, 118 paid/free, 193 Big Fish Games, 158, 160 example UI, 16 Bing, 198, 240, 261 feature creep, 111 blogdoiphone.com, 270 get good press, 126 board games, 76–77 GoPlan, 112 Boehm, Bary, 101 gyroscope controls, 134, 186–187 books, 70–71, 257–259 in-house help, 14 borrowing style/functionality, 59–60 localization, 29, 97, 113–114 brain, multitasking and, 133 main launch feedback, 245 “Brain Trainer,” 78 music/sound, 18 brainstorming, 139–140, 267–268 outsourcing, 14, 17 brand support, 158–159 pricing, 154 Brooks, Frederick P., Jr., 94, 105, 258 quality assurance (QA), 97 Brooks’ Law, 105 risk analysis, 110 bug tracking, 95, 264, 265 Rocket Launcher, 16 Bugzilla, 264 smooth five-versus-five team-based building, for other platforms, 254 gameplay, 30 business apps category, 71 story/art concept relationship, 40 business books, 257–258 stress test, 29 business-motivated reasons. See app revenue ARPPU, 222 models ARPU, 222 Ars Technica, 270 art C costs, 26 outsourcing, 16–18 “Café World,” 53 recommended books, 258 “Calculator for iPad Free,” 152–153, 158 artificial intelligence, 77, 143, 228 call to action, 163–164 artist role, 96 Campaign Monitor, 272 asking for rating, 160 Capcom Mobile, 28, 129, 172 assets, outsourcing, 15–18 “Carcassonne,” 131 “Asteroids,” 54 “Card Ace: Casino,” 77 audio card games, 77 costs, 26–27 care, Apple and, 196–204 outsourcing, 18 casino games, 77–78 royalty-free, 269 casual gaming pillars, 65–68 audio engineer role, 97 categories. See also specific categories Audio Jungle, 269 app numbers, 34–35 average lifetime per user, 222 gameplay/feature expectations, 69–91 average revenue per paying user (ARPPU), 222 popularity, 64–65 average revenue per user (ARPU), 222 CGI (computer generated imagery), 18, 21, average session length, 222 26, 27, 56, 69 award sites, 271 chat resources, 265 Chillingo, 33 Chomp, 33 B choosing niche, 38–41 “Cityville,” 53 Backflip Studios, 184, 188, 191, 192 CNET, 269 BackTweets, 273 Coca-Cola Fan Page, 236 badges, 218–219 cocos2D, 266

276 common currency – Facebook common currency, 172–174 physical metaphors, 136–144 communication pre-production, 116–117 outsourced talent, 22 recommended books, 258 outsourcing, coordination with, 112 Design of Design: Essays from a Computer resources, 263–265 Scientist (Brooks), 94, 258 Skype, 15, 20, 54, 89, 103, 112, 265 Design of Everyday Things (Norman), 94, 258 tools, 20, 21, 265 designer role, 96 community, sense of, 227 development. See also agile software compelling icon, 160 development competition, users and, 228–232 costs, 23–24, 40 competitive feedback research, 91 resources, 265–269 competitive gifting, 225 stages, 93–121 complaints, learning from, 58–59 development team, 94–98 complete, create v., 14 “,” 228 computer generated imagery (CGI), 18, 21, dice games, 78 26, 27, 56, 69 DICE Summit, 220 concept/feature document, 19, 40, 115–116 Digg.com, 239 Constant Contact, 272 Digital Juice, 269 constructive criticism, 246 DLC. See downloadable content Consumer Reports, 203 documentation, 4, 20, 22, 102, 268 content-based app, 152, 164 documentation resources, 268 controlling idea, 98–100 doing it yourself, 14 copycatting, 51, 52 “Doodle Jump,” 17, 26, 48, 52, 59, 74 core features, 52 downloadable content (DLC), 129, 146– Corona SDK, 254, 266, 268 148, 170–171, 193 costs, 23–31 due diligence, 39–40 app prices, 35, 64 customer acquisition, 221 development, 23–24, 40 E overruns, 32 crashes, 28, 29, 109, 118, 120, 185, 243, early App Store, 5–9 245, 247 eCPM (effective cost per thousand), 166 create/creativity education apps category, 71–72 complete v., 14 educational games subcategory, 78–79 for multitasking world, 132–133 education/entertainment, 179 recommended books, 259 effective cost per thousand (eCPM), 166 Creative Habit: Learn It and Use It for Life ego traps, 51–52 (Tharp), 94, 259 Elance, 22, 24, 28, 97, 113, 114, 263 critical path, 109–110 Electronic Arts, 33, 78 cross-platform development, 268–269 e‑mail, 20, 112, 252–253, 265, 272 crowded zoo, 31–32 emergent gameplay, 143 customer acquisition cost, 221 emotion-based gifting, 226 customer expectations, 63–92 engagement metrics resources, 262 customer service, Apple, 203–204 “Enter the Matrix,” 55–56 customer support entertainment apps category, 72 maintenance and, 250–253 entertainment/practicality, 179 resources, 274 “Eternal Legacy,” 75 “Cut the Rope,” 81, 136 Eurogamer, 270 exchange ad solutions, 166–167 expectations, managing, 31–32 D extras, features v., 228 death-match action, 30, 193, 229 decision making, research and, 36–41 F definition statement, 100, 202 Dell Outlet, 226–227 F2P. See free-to-play depicting physical world, 136–144 Facebook, 216 design Connect, 232–234 costs, 25–26 conventions, ignoring, 222–224 Jobs on, 195 cues from, 219–222 outsourcing, 19–20 Fan Pages, 235–237

277 Facebook (continued) – Hero Inventor Syndrome

forced friends, 223–224 friend spam, 223 page creation, 272 “Fruit Ninja HD,” 75, 128, 136, 144, 164, vanity URL, 273 219, 230, 231, 232 viral marketing, 212 Full Motion Video, 106 family games subcategory, 79 full-featured marketing solutions, 272 Fan Pages, Facebook, 235–237 functional specification, 116 “Farmville,” 52, 53, 146, 170, 220, 223, 226 functionality, borrowing, 59–60 “Fashion Story,” 75 fundamental costs, 23–26 fast tracking, 109 future, of your app, 254–256 features concept/feature document, 19, 40, 115–116 core, 52 G extras v., 228 feature creep, 5, 32, 96, 111, 197 Game Center, 10, 11, 50, 73, 77, 80, 82, 83, feature-based apps, 152, 165 84, 159, 212–215 gameplay/feature expectations, 69–81 “Game Finder,” 158 popular, 48–49 Game Producer’s Handbook (Irish), 108, pruning, 60 111, 258 social interaction as, 227–232 Gameloft, 52 feedback games. See also specific games competitive feedback research, 91 apps category, 73–84 converting to actionables, 247–250 concepts, 53–55 good/bad, 246–247 emergent gameplay, 143 main launch, 245–246 gameplay/feature expectations, 68–91 soft launch preparation, 244–245 pillars, 65–68 Fenn, Donna, 257 GameSpot, 269 “Fieldrunners,” 50, 83 Gamezebo, 270 fill rate, 165, 166, 167, 189 general opinion category, 246 finance apps category, 72–73 Genius Bar, 203 first-person shooter. See FPS “Geometry Wars,” 54 fitness/healthcare apps category, 84–85 Get Apps Done, 263 Fitt’s Law, 134 Get Satisfaction, 274 $5.99 to $9.99 apps, 131 gifting, 224–227 Flash Professional CS5, 222, 254, 268 GigaOM, 270 “Flight Control,” 66 “Glo Bible,” 216, 234, 235 Flurry, 168, 178, 221, 253, 262 Gmail, 20, 112, 265 focus, Apple, 202 good/bad feedback, 246–247 forced friends, 223–224 Google Analytics, 262 foreign markets, localization for, 27–28 Google Docs, 112, 265, 268 Forrester Research, 203 Google Keyword Tool, 38, 44, 238, 262 FPS (first-person shooter), 7, 17–18, 74, 75, GoPlan, 112 107, 229. See also “Archetype” GPS apps, 84, 86, 87, 89, 90, 147, 148, 168 fraction of content/high value, 162–163 graphical expectations, 69 free apps, 123, 127–129, 145, 157–168. gravity, weather, objects, 143 See also lite apps Guru, 22, 24, 263 brand support, 158–159 gyroscope, 8, 19, 53, 66, 73, 81, 120, 134, business-motivated reasons, 150–151 168, 186–187 compelling icon, 160 defined, 148 engage users, 157–158 H freemium v., 148 risks/rewards, 124, 125, 155–156 half-second window, 133–135 Freemind, 267 Hall of Fame, 4, 50, 51, 107 freemium apps, 123, 129, 168–176 hand-drawn style, 17, 26, 48, 59 business-motivated reasons, 151–153 “Hanging with Friends,” 54 defined, 148 Hangman, 53, 54 monetizing, 170–172 hard-core, casual v., 66 risks/rewards, 124, 156 head-to-head, 228, 229, 230, 231 virtual currency system, 172–176 healthcare/fitness apps category, 84–85 free-to-play (F2P), 74, 127, 129, 148, 149, Hero Inventor Syndrome, 13–14 178, 183, 215

278 high contrast branding – maintenance high contrast branding, 206–207 high value/fraction of content, 162–163 K Hockenberry, Craig, 23 KAYAK, 90 hole in market, 37–38 keep it simple, stupid (KISS), 66 HTML 5, 42, 254, 269 Keith, Clinton, 101, 257 keywords, 38, 44–45, 238, 262 k-factor, 221–222 I kids games subcategory, 79–80 Kinect, Microsoft, 8, 139 iAd, 128, 165, 166, 167, 168, 190, 191, 270 “Kingdoms at War,” 82 icon, compelling, 160 KISS (keep it simple, stupid), 66 ICQ, 53, 54 Kontagent, 221, 222, 262 “iFart Mobile,” 50 IGN, 269 iLounge, 270 in-app networks, 212, 234–235. See also L Facebook; Game Center; OpenFeint; Plus+ Lai, Albert, 221 in-app purchase, 124, 127, 149, 192 launch/release candidates, 118–120 incentives, 124 leaderboards, 83, 84, 218, 229, 234, 244 indie game development, 17, 18, 23, 33, 60, leadership traits, 94–95 126, 170, 228 learning, complaints/mistakes, 57–59 IndustryGamers, 220 leisure, productivity v., 65 in-house, 14, 15. See also outsourcing lifestyle apps category, 85 innovation, 8–9, 38 lightweight software development, 101. inspiration, recommended books, 259 See also agile software development instant communication, 132, 265. limited memory, 135 See also Skype lite apps, 127–129. See also free apps intellectual property, 154, 219 business-motivated reasons, 153–155 IntoMobile, 270 call to action, 163–164 intro story, “Archetype,” 27 defined, 149 inventory app example, 140–141 limiting content, 161–163 investor, pretend, 41 “Mahjong Towers Touch HD,” 160–165 iOS paid apps integration with, 187–191 development resources, 265–266 paid apps v., 149, 153–155 iOS Human Interface Guidelines, 198, risks/rewards, 124, 156–157 200, 202, 205 little things matter, 200–201 porting, 268, 269 live chat, 216, 228, 229 programming books, 258 lobbies, 214, 229 iPad, apps adapted to, 204–206 localization, 27–28, 29, 97, 113–115, 244. iPhone See also translation Application List, 270 “LogMeIn Ignition,” 181, 182 blog, 270 long tail strategy, 150, 169–170 Hall of Fame, 4, 50, 51, 107 The Long Tail: Why the Future of Business is limited memory, 135 Selling Less for More (Anderson), 150 multitasking tool, 133 Lopp, Michael, 196 World, 270 Luhn, Matthew, 98 iPhoneclub, 270 Luminosity, 78 Irish, Dan, 108, 111, 258 iSmashPhone, 270 iTunes, 200–201 M iTunes Affiliate Program, 271 iWork Suite, 197, 198 Maclife, 270 MacRumors, 269 Macworld, 2, 270 J “,” 220 “Mahjong Towers Touch HD,” 149, JIRA, 264 160–165, 188 Jobs, Steve, 2, 3, 107, 116, 195, 197, 204 MailChimp, 272 JumpTap, 128, 271 main launch feedback, 245–246 maintenance, 250–253

279 Making Ideas Happen: Mastering Project Management (Berkun) – outsourcing

Making Ideas Happen: Mastering Project “Archetype,” 18 Management (Berkun), 115 games subcategory, 80 managing expectations, 31–32 MyAppName, 98, 99 “Managing the Development of a Large The Mythical Man-Month: Essays on Software System” (Royce), 101 Software Engineering (Brooks), 105 ManiacDev, 269 marketing Baker on, 120–121 N coordinating, 119–121 costs, 29–30 N4G, 270 development team, 98 navigation apps category, 86–87 hole, 37–38 negotiating rate, outsourced talent, 22–23 maintenance v., 250–253 new/old game concepts, 53–55 recommended books, 258–259 news apps category, 87 resources, 269–274 news/review sites, 269–270 marketing requirements document (MRD), Nexage, 165 115–116 niches, 38–41, 60–61, 126 mashable.com article, 165 99-cent apps, 64, 123, 124, 125 massively multiplayer online (MMO), 56 .99 to $2.99 apps, 130 “Matchlings,” 17, 24, 135 “Ninjump HD,” 158, 184, 187–192 matchmaking, 106, 214, 229 Nintendo, 6, 65, 66 Maya, 16 Non Stop Music, 269 medals, 218–219 non-disclosure agreement, 23 mediation ad solutions, 166–167 non-premium apps, 178–181, 183–184 medical apps category, 85 non-premium mentality, 185–187 meeting customer expectations, 68–91 Norman, Donald A., 94, 258 memory, iPhone, 135 nothing useful category, 247 mentality, paid app, 184–187 “N.O.V.A,” 52, 75 metaphors. See physical metaphors metrics, 220–222, 261–262 Microsoft O Bing, 198, 240, 261 improvements, 198 objects, gravity, weather, 143 Kinect, 8, 139 oDesk, 24, 263 Office, 197, 268 offer wall, 167 Project, 21 Office software, 88, 197, 268 Visio, 40 old/new game concepts, 53–55 microtransactions, 129, 146, 147, 169–170, 148Apps.biz, 31, 33, 34, 36, 64, 70, 131, 171–172. See also freemium apps 181, 183, 261, 270, 271 Mikogo, 265 one-day retention, 222 milestones, 109 one-week retention, 222 Millward Brown, 195 online collaboration, 20, 33, 40, 112, MindMeister, 267 265, 268 minimizing risks, 157 online resources, 261–274 mistakes, learning from, 57–58 Open Office, 268 MMO (massively multiplayer online), 56 OpenFeint, 10, 50, 73, 77, 78, 80, 83, 84, Mobclix, 57, 165, 166, 271 212, 213, 214, 215–216 mobile social game solutions, 266–267. opportunity See also Game Center; OpenFeint; Plus+ physical metaphors, 141 mockups, 40, 115, 117, 196, 267 rough budget v., 40–41 Mockups To Go, 267 size, 37–38 modern App Store, 9–11 optional costs, 26–31 “Moron Test,” 48, 50, 57, 58, 72 outsourced talent, 20–23 MotionX, 148 outsourcing, 15–23 MRD (marketing requirements document), communication, coordinating with, 112 115–116 design, 19–20 multiplayer, social connection and, 229–230 Elance, 22, 24, 28, 97, 113, 114, 263 multitasking world, 132–133 Get Apps Done, 263 music Guru, 22, 24, 263 apps category, 86 oDesk, 24, 263

280 outsourcing (continued) – Rocket Launcher

QA, 28 production, 93–119. See also development resources, 263 productivity, 65, 88 overruns, cost, 32 profitability, niches and, 41 programmer role, 96 programming P costs, 24–25 iOS, books, 258 paid apps, 123, 184–193. See also premium outsourcing, 19 apps project management, 257–258, 263–265 business reasons, 178–183 prototyping, 24, 40, 96, 106, 109, 111, 115, lite apps integration with, 187–191 116, 267–268 lite apps v., 149, 153–155 PRWeb, 271 mentality, 184–187 public relations costs, 29–30 price expectations, 129–132 puzzle games subcategory, 80–81 types, 178–179 upsell, 188–189 WYSIWYG, 124 Q paper prototyping, 267 paying users, percentage, 222 Q&A with Dane Baker, 120–121 percentage of paying users, 222 quality assurance (QA), 28–29, 97 PhoneGap, 254, 269 photography apps category, 87–88 Photoshop, 50 R physical forces, 143 physical metaphors, 136–147 racing games subcategory, 81 physics engine, 19, 43, 60, 74, 81, 83, 143 rate negotiation, outsourced talent, 22–23 Picasso approach, 59–60 rating, asking for, 160 pillars, gaming, 65–68 reciprocation rule, 224–225 Piper Jaffray, 177 recommended books, 257–259 Pixar, 98 reference apps category, 88–89 pixel-perfect mockups, 196 release candidates, 118–120 planning resources, 263–265 releasing new content, 253–254 planning stage, 104–107 reports category, 247 “Plants vs. Zombies,” 83 research, 33–61 Plus+, 10, 212, 213, 215–216, 218, 228, 267 app statistics, 33–37 Pocket Gamer, 270 competitive feedback, 91 “Pocket God,” 49, 52, 72, 74, 136 decision making, 36–41 popular features, 48–49 mixing/matching, 59–60 portfolio, outsourced talent, 22 resources, 261–262 porting, 204–206, 268, 269 successful apps, 41–55 post-production, 117–118 unsuccessful apps, 55–59 post-release, 119, 254–256 resources, 261–274 PR Leap, 271 retention, 56, 136, 144, 150, 185, 186, 204 practicality/entertainment, 179 revenue models. See app revenue models premium apps revenue share, 14 considerations, 181–183 reviews. See also feedback defined, 178–179 Apple’s review process, 119 freemium v., 152 get good press, 126 price ranges, 129–132 news sites and, 269–270 risks/rewards, 184 rewards premium currency, 172–176 achievements/medals/badges, 218–219 premium mentality, 187 app revenue models, 124–127, 155–157, pre-production, 116–117 183–184 press release submission, 271–272 virtual object gifts, 224–227 pretend investor, 41 Reynolds, Brian, 220 “Pretty Pet Salon,” 79, 80 risks price expectations, paid apps, 129–132 app revenue models, 124–127, 155–157, PR-inside.com, 271 183–184 prioritizing for updates, 249–250 calculation, 110–111 proactive, 157 minimizing, 157 producer role, 95–96 Rocket Launcher, 16

281 role-playing games – translation

role-playing games, 16, 25, 28, 73, 75, 80, viral channels, 235–240 81–82, 146 viral marketing, 212, 240 rollercoaster, app revenue, 126–127 soft launch preparation feedback, 244–245 rough budget, opportunity v., 40–41 Software Development Kits. See SDKs rough planning, 40 sound, 18, 144 royalty-free audio, 269 special effects costs, 27 Royce, Winston, 100, 101 split testing, 220–221 rule of thirds, 108 sports category, 83, 89–90 Runic Games, 228 spreadsheet, feedback and, 247–249 Stack Overflow, 23 standard conventions, “Tweetbot,” 208–209 S statistics, 33–36, 37 , 170 Sample Swap, 269 Stock Music, 269 scaling, 253–256 strategy games subcategory, 83 scheduling, 107–115 stress test, 29 scheduling formula, 108–109 style, borrowing, 59–60 ScoreLoop, 254, 268 Subatomic Studios, 50 screen sharing resources, 54, 265 subscription reasons, 171 Scrum, 101, 257. See also agile software successful apps, 41–55 development suggested fixes category, 247 SDKs (Software Development Kits), 15, summary decisions, 40–41 254, 266, 268 “Super Mario Bros.”, 68 search bar, App Store, 44 search engine optimization (SEO), 38, 41, 44, 45, 255, 262 T search engine terms, useful, 261, 262, 263, 265, 266, 267, 268, 269, 270, 271, T3, 270 272, 274 talent, outsourced, 20–23 sense of community, 227 “Tap Zoo,” 75, 190 SEO (search engine optimization), 38, 41, Tapbots case study, 206–209 44, 45, 255, 262 TapMetrics, 262 sessions per user, 222 targeted gifting, 225 “Settlers of Catan,” 67 targeted opinion category, 246 “Shape Shift,” 67, 68 teleconferencing, 265 ShareThis, 273 10 to 3 to 1, 196 sharing toolbars, 273–274 $10.99 and more apps, 131–132 simplicity, 8–9, 207–208 Tenderapp, 274 “Sims Social,” 223, 224 TestFlight, 97, 266 “The Sims,” 55, 65, 68 testing, 28, 117–118, 220–221 simulation games subcategory, 82 “Tetris,” 55, 65, 67, 68 single ad network solutions, 166 “Texas Poker,” 77 Skype, 15, 20, 54, 89, 103, 112, 265 Tharp, Twyla, 94, 259 smashapp.com blog article, 152 $3.99 to $4.99 apps, 130 smooth five-versus-five team-based 3D Studio Max, 16 gameplay, 30 Timely, 273 “Smurf’s Village,” 28, 29, 68, 79, 82, toolbars, sharing, 273–274 129, 146, 147, 170, 172–176, 179, 183, Top 100, 13, 24, 37, 45, 51, 125, 126, 130, 223, 225 165, 168, 170, 182, 187 social endorsing, 239–240 Top App Charts, 261 social features, 228 “,” 228 social game solutions, 266–267. See also touch devices, physical metaphors, 138–139 Game Center; OpenFeint; Plus+ touch screens, user tendencies, 134 social integration, 50 TouchArcade, 30, 246, 270 social interaction, as features, 227–232 traditional social media, 211, 272–274 game concepts, 54–55 social networking, 211–241. gaming pillars, 65–68 See also Facebook; Twitter transitions, “Tweetbot,” 208 apps category, 89 translation, 27, 28, 88, 97, 112, 114, 147. multiplayer and, 229–230 See also localization

282 travel apps category – “ Poker” travel apps category, 90 video marketing, 274 trim list, metaphor, 142–143 Villain team, 13, 14, 17, 18, 20, 21, 24, 29, trivia games subcategory, 83–84 30, 120–121, 127, 247 TUAW, 270 viral channels, 235–240 TubeMogul, 255, 274 viral marketing, 212, 240. See also social Turner, Richard, 101 networking “Tweetbot,” 206–208 virtual currency system, 172–176 Twitter, 136, 273 virtual object gifting, 224–227 client example, 43–45 vision statement, 98 implementation, 232–234 visual expectations, 69 viral channels, 237–238 visual styles, 49–50 viral marketing, 212 voiceover, 18, 27 “Twitteriffic,” 23–24, 51 W U walkthrough, niche choosing, 60–61 UI (user interface) Wall Street Journal, 2, 203 “Archetype,” 16 waterfall development method, 100–101 game/app design costs, 25 weapon, “Archetype,” 16 “Tweetbot,” 207–208 weather, gravity, objects, 143 underdog, 126 weather apps category, 91 unlockables, 161, 162, 204, 237 website metrics resources, 262 unsuccessful apps, 55–59 Wii, 6 updates, 249–250, 253 winning lottery, 125–126 Upstarts! How GenY Entrepreneurs are Wired magazine, 150 Rocking the World of Business (Fenn), 257 word games subcategory, 84 useful search engine terms, 261, 262, WP Social, 273 263, 265, 266, 267, 268, 269, 270, 271, WYSIWYG, paid apps, 124 272, 274 users. See also app usage actions, physical metaphors, 141–142 X competition and, 228–232 engagement, free apps, 157–158 , 67, 218 scenarios, 140–141 sense of community, 227 tendencies, touch screens, 134 Y user experience (UX) Apple and, 197–199 “Yahtzee Adventures,” 55, 78 game/app design costs, 25 YouTube, 30, 46, 211, 212, 235, 239, 241, half-second window, 133–135 246, 247, 255, 274 user interface. See UI YouVersion, 216, 234, 235 utilities category, 90–91 UX. See user experience Z Zendesk, 251, 274 V Zoho Projects, 263–264 Valadares, Jeferson, 168 Zynga, 53, 54, 77, 190, 219, 220, 225, value-added benefits, Apple, 202–203 229, 233 vanity URL, 273 “,” 77, 190, 225, 233 video conferencing resources, 265

283