
Social gaming' normally alludes to performing games as a means of communal action|social communication, as against to performing games in aloneness. There has never been a Social Gaming Guide like this. It contains 39 answers, much more than you can imagine; comprehensive answers and extensive details and references, with insights that have never before been offered in print. Get the information you need--fast! This all-embracing guide offers a thorough view of key knowledge and detailed insight. This Guide introduces what you want to know about Social Gaming. A quick look inside of some of the subjects covered: Jon Radoff, Cyberculture, PlayStation - PlayStation Home, Hi5 - Market share, Insomniac Games - Insomniac Click, Electronic Arts - History, Social network game - Advertising, Hackathon - Structure, Zynga - Business model, Don Mattrick, Giant Bomb - Quests, Hi5 (website) - Market share, Guitar Hero - Cultural impact, Comic Vine - Quests, Gamification - Applications, Game Center, Facebook F8 - 2011, Comic Vine - History, Red Bull - Advertising, Vkontakte, Bunchball - History, Social network game - Social gaming as corporate promotion, Friendster - History, Zynga - History, Tag Challenge, IOS - Game Center, Google+ - Additional Features, Hi5 (website) - Features, Social network game - Technology platforms, Hi5 - Technologies, Hi5 (website) - Technologies, VK (social network), and much more...
Page Count:
40
Publication Date:
2014-02-03
Publisher:
Emereo
ISBN-10:
1488535345
ISBN-13:
9781488535345
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