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Longitudinal relation between videogames use and sexist attitudes among German video game players - by Wai Yen Tang

Gamasutra.com Blogs - 7 April 2015 - 11:15pm
The study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older.
Categories: Game Theory & Design

16 Reasons Why Players Are Leaving Your Game - by Nathan Lovato

Gamasutra.com Blogs - 7 April 2015 - 11:15pm
Players leave games. According to Marc Robinson’s 2013 GDC talk, “On average, less than 40% of players return to a free-to-play game after just one session.” The best way for us to retain player is to know what scares them away. Here are 16 reasons.
Categories: Game Theory & Design

Gamification, Rewards & Learning - by Richard Atlas

Gamasutra.com Blogs - 7 April 2015 - 11:15pm
In this article, I'll talk about gamification and its application in learning, and why we have to be careful about using it badly.
Categories: Game Theory & Design

What was that great idea again? - Why you should document your ideas early - by Justin French

Gamasutra.com Blogs - 7 April 2015 - 10:58pm
The following blog post is taken from our weekly blog post over at dreamharvest.co.uk - This week we wanted to discuss the issues we've had with documenting our project using the traditional GDD.
Categories: Game Theory & Design

Patent Blaster: A Retrospective - by David Stark

Gamasutra.com Blogs - 7 April 2015 - 10:58pm
...a giant orange hovering duck shouting "Yes! Yes! Yes!" while occasionally emitting smaller ducks that turn into acid-spitting zombies upon death. My first foray into self-publishing a game.
Categories: Game Theory & Design

Design Test: Improving Rock, Paper, Scissors - by Dan Felder

Gamasutra.com Blogs - 6 April 2015 - 10:07pm
Can you make a bad game good?
Categories: Game Theory & Design

Factoring Game Mechanics and Player Skill into Level Design - by Josh Bycer

Gamasutra.com Blogs - 6 April 2015 - 10:07pm
Today's post looks at how the skill set of your player can be taken into consideration when building the levels of your game based on two different design philosophies.
Categories: Game Theory & Design

Hurts so Good: Pain as Interactive Storytelling Technique - by Taylor Bair

Gamasutra.com Blogs - 6 April 2015 - 10:07pm
In design school they'll tell you, "Never punish the player," but are design schools doing us a disservice? What if making players miserable is the key to telling compelling stories? It's a brave new world of interactive storytelling, and we explore it.
Categories: Game Theory & Design

The Poor Man's Character Controller - by Evan Todd

Gamasutra.com Blogs - 6 April 2015 - 10:07pm
How to make your very own character controller using only blood and tears.
Categories: Game Theory & Design

Using MDA to grow a MOBA - by Brian Rockwell

Gamasutra.com Blogs - 6 April 2015 - 10:07pm
Responding to the call for blogs on MOBA, we will use the MDA framework to design a new MOBA.
Categories: Game Theory & Design

How Steam Greenlight is horrible (Part 1 - Submission) - by Pierre Chevalier

Gamasutra.com Blogs - 6 April 2015 - 10:04pm
Steam Greenlight may looks nice on the paper but it's in fact horrible. In this series of post, I will try to explain why, and how to find a solution about.
Categories: Game Theory & Design

What to do when traditional marketing fails you - by Adam Andresen

Gamasutra.com Blogs - 6 April 2015 - 10:04pm
According to Forbes.com researchers, display ads don’t work. In fact, only 0.1% of them are ever clicked on. So why do we keep using them? Why did ComScore’s Digital Future in Focus report for 2013 find that 5.3 trillion display ads were created in the U.
Categories: Game Theory & Design
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