|
Game Design: User Community
From Raw Material to Final Product: Life in a Social Economy |
Player Housing-My House Is Your House |
Social Game Systems: Cultivating Player Socialization and Providing Alternate Routes to Game Rewards |
Designing a Flexible Guild Creation and Management Command Set |
Building a Reputation System: Hatred, Forgiveness, and Surrender in Neverwinter Nights |
City-State Governments-Their Roles in Online Communities |
But What If the Player Is Female? |
Designing for Online Community |
Character Interaction Outside the Game World |
Utilizing the Consumer-Making the Most of Modding |
Following Up after the Game Is Released: It�s Not over When It�s Over |
Customer Support and Player Reputation: It�s All About Trust |
Everybody Needs Somebody: Practical Advice for Encouraging Cooperative Play in Online Virtual Worlds |
|
|
|