skip to main content
Skip header Section
Developing Online Games: An Insider's GuideFebruary 2003
Publisher:
  • Pearson Education
ISBN:978-1-59273-000-1
Published:01 February 2003
Pages:
495
Skip Bibliometrics Section
Bibliometrics
Skip Abstract Section
Abstract

From the Publisher:

A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games.

Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).

Cited By

  1. ACM
    Wang K, Chang K and Chang Z Determinants of We-intention for Continue Playing FPS Game Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on Economics, Management and Technology, (1-9)
  2. ACM
    Chandra A, Borbora Z, Kumaraguru P and Srivastava J Finding your social space Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining, (1072-1080)
  3. Park K, Cha M, Kwak H and Chen K Achievement and Friends Proceedings of the 26th International Conference on World Wide Web Companion, (445-453)
  4. Vahlo J, Kaakinen J, Holm S and Koponen A (2017). Digital Game Dynamics Preferences and Player Types, Journal of Computer-Mediated Communication, 22:2, (88-103), Online publication date: 1-Mar-2017.
  5. Manero B, Torrente J, Fernández-Vara C and Fernández-Manjón B (2017). Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study, IEEE Transactions on Learning Technologies, 10:2, (236-246), Online publication date: 1-Apr-2017.
  6. Manero B, Torrente J, Freire M and Fernández-Manjón B (2016). An instrument to build a gamer clustering framework according to gaming preferences and habits, Computers in Human Behavior, 62:C, (353-363), Online publication date: 1-Sep-2016.
  7. ACM
    Blackburn J and Kwak H STFU NOOB! Proceedings of the 23rd international conference on World wide web, (877-888)
  8. ACM
    Yahyavi A and Kemme B (2013). Peer-to-peer architectures for massively multiplayer online games, ACM Computing Surveys, 46:1, (1-51), Online publication date: 1-Oct-2013.
  9. ACM
    Bethea D, Cochran R and Reiter M (2008). Server-side verification of client behavior in online games, ACM Transactions on Information and System Security, 14:4, (1-27), Online publication date: 1-Dec-2011.
  10. Ahmad M, Borbora Z, Shen C, Srivastava J and Williams D Guild play in MMOGs Proceedings of the Third international conference on Social informatics, (145-152)
  11. ACM
    Korhonen H Comparison of playtesting and expert review methods in mobile game evaluation Proceedings of the 3rd International Conference on Fun and Games, (18-27)
  12. ACM
    Stenros J Playing the system Proceedings of the International Academic Conference on the Future of Game Design and Technology, (9-16)
  13. Fan L, Trinder P and Taylor H (2010). Design issues for Peer-to-Peer Massively Multiplayer Online Games, International Journal of Advanced Media and Communication, 4:2, (108-125), Online publication date: 1-Mar-2010.
  14. Fan L, Trinder P and Taylor H (2010). Deadline-Driven Auctions for NPC host allocation in P2P MMOGs, International Journal of Advanced Media and Communication, 4:2, (140-153), Online publication date: 1-Mar-2010.
  15. Wendel V, Babarinow M, Hörl T, Kolmogorov S, Göbel S and Steinmetz R Woodment Transactions on edutainment IV, (68-78)
  16. ACM
    Chen V, Duh H and Ng C Players who play to make others cry Proceedings of the International Conference on Advances in Computer Entertainment Technology, (341-344)
  17. Webb S, Soh S and Trahan J Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation, (63-71)
  18. ACM
    Korhonen H and Koivisto E Playability heuristics for mobile multi-player games Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, (28-35)
  19. ACM
    Webb S and Soh S Cheating in networked computer games Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, (105-112)
  20. ACM
    Campbell J, Fletcher G and Greenhill A (2007). Sustainable virtual world ecosystems, ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 38:4, (29-31), Online publication date: 28-Oct-2007.
  21. ACM
    Webb S, Soh S and Lau W Enhanced mirrored servers for network games Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, (117-122)
  22. Li S and Kuo X (2007). The enhanced quality function deployment for developing virtual items in massive multiplayer online role playing games, Computers and Industrial Engineering, 53:4, (628-641), Online publication date: 1-Nov-2007.
  23. ACM
    Korhonen H and Koivisto E Playability heuristics for mobile games Proceedings of the 8th conference on Human-computer interaction with mobile devices and services, (9-16)
  24. ACM
    Klastrup L Death matters Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, (29-es)
  25. ACM
    Koivisto E, Suomela R and Koivisto A Ancient runes Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, (159-167)
  26. Ta D and Zhou S Efficient client-to-server assignments for distributed virtual environments Proceedings of the 20th international conference on Parallel and distributed processing, (49-49)
  27. Ta D and Zhou S (2006). A network-centric approach to enhancing the interactivity of large-scale distributed virtual environments, Computer Communications, 29:17, (3553-3566), Online publication date: 1-Nov-2006.
  28. ACM
    Kabus P, Terpstra W, Cilia M and Buchmann A Addressing cheating in distributed MMOGs Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, (1-6)
  29. ACM
    Foo C and Koivisto E Defining grief play in MMORPGs Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, (245-250)
  30. Rhee D, Won I, Song H, Park H, Chang J, Park K and Cho Y A 3d-dialogue system between game characters to improve reality in MMORPG Proceedings of the 5th Pacific Rim Conference on Advances in Multimedia Information Processing - Volume Part II, (601-608)
Contributors
  • Sony Corporation

Recommendations