ºÝºÝߣshows by User: mnerurkar / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: mnerurkar / Fri, 29 Apr 2016 19:12:07 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: mnerurkar Digital Card Game Design /slideshow/digital-card-game-design/61514957 hindu-shuffle003-160429191207
A quick tour through card game design. From systems design to visuals and implementation. Held at A MAZE, Berlin in 2016. Audio from the presentation can be found here: https://voicerepublic.com/talks/doing-the-hindu-shuffle]]>

A quick tour through card game design. From systems design to visuals and implementation. Held at A MAZE, Berlin in 2016. Audio from the presentation can be found here: https://voicerepublic.com/talks/doing-the-hindu-shuffle]]>
Fri, 29 Apr 2016 19:12:07 GMT /slideshow/digital-card-game-design/61514957 mnerurkar@slideshare.net(mnerurkar) Digital Card Game Design mnerurkar A quick tour through card game design. From systems design to visuals and implementation. Held at A MAZE, Berlin in 2016. Audio from the presentation can be found here: https://voicerepublic.com/talks/doing-the-hindu-shuffle <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hindu-shuffle003-160429191207-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A quick tour through card game design. From systems design to visuals and implementation. Held at A MAZE, Berlin in 2016. Audio from the presentation can be found here: https://voicerepublic.com/talks/doing-the-hindu-shuffle
Digital Card Game Design from Martin Nerurkar
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Der perfekte Baukasten https://de.slideshare.net/slideshow/der-perfekte-baukasten/40459848 derperfektebaukasten-141019140428-conversion-gate02
A quick look at storyworlds and their creation as they related to game design and development. ºÝºÝߣs in german.]]>

A quick look at storyworlds and their creation as they related to game design and development. ºÝºÝߣs in german.]]>
Sun, 19 Oct 2014 14:04:27 GMT https://de.slideshare.net/slideshow/der-perfekte-baukasten/40459848 mnerurkar@slideshare.net(mnerurkar) Der perfekte Baukasten mnerurkar A quick look at storyworlds and their creation as they related to game design and development. ºÝºÝߣs in german. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/derperfektebaukasten-141019140428-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A quick look at storyworlds and their creation as they related to game design and development. ºÝºÝߣs in german.
from Martin Nerurkar
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Gamification for Gamers /slideshow/gamification-for-gamers/40459645 bizplay2014-gamificationforgamers-141019135544-conversion-gate01
A presentation on the issue of a savvy audience and a few ways to create gamification for a gaming-literate audience.]]>

A presentation on the issue of a savvy audience and a few ways to create gamification for a gaming-literate audience.]]>
Sun, 19 Oct 2014 13:55:44 GMT /slideshow/gamification-for-gamers/40459645 mnerurkar@slideshare.net(mnerurkar) Gamification for Gamers mnerurkar A presentation on the issue of a savvy audience and a few ways to create gamification for a gaming-literate audience. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/bizplay2014-gamificationforgamers-141019135544-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A presentation on the issue of a savvy audience and a few ways to create gamification for a gaming-literate audience.
Gamification for Gamers from Martin Nerurkar
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Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods /mnerurkar/big-bucks-for-bits-and-bytes-a-holistic-approach-to-selling-virtual-goods bigbucks022-110819060800-phpapp02
The Free to Play (Freemium) model has gained more and more widespread acceptance in the marketplace during the course of last years. Now even retail developers and publishers are trying to get into the market and a lot of "classical" game designers are trying to figure out how (or what) to best sell virtual products, be they items, unlockable content or comfort features. Naturally most designers approach this challenge by taking a look at the traditional domain of game design: The features. This usually ends with them directly focusing on the design of the virtual goods themselves. This talk presents a more holistic alternative by looking at the entire chain of events and actions that a user undergoes on his way from player to payer. Through this lens it will point out some important factors that influence a game's monetization. Generate Awareness: The first step to selling a product is to have your users know of it. In the real world this is mostly done through ads, but advertisement for micropayments isn't something that's done yet. Instead there are other ways to show off virtual goods. This talk will present the attendees with ways to increase the in-game visibility of an item: Example methods for this are to highlight it's use through other players and to properly design your shop to affect a player's knowledge of your items. Generate Desirability: Once the player is aware of your product he needs to be motivated to buy it. Examining all the different elements that raise or hinder an item's valence, the lecture provides some insight into how to make your products more desirable. This will be done through examining different types of players and their wishes and presenting various categories of goods that speak to them. The talk also delves into the pricing of virtual items and give a set of tricks and techniques to further increase the perceived value of a virtual product. So in short, this lecture will give you a look at the entire player experience in regards to micropayments and tell you how you can shape it to the advantage of your game's virtual goods.]]>

The Free to Play (Freemium) model has gained more and more widespread acceptance in the marketplace during the course of last years. Now even retail developers and publishers are trying to get into the market and a lot of "classical" game designers are trying to figure out how (or what) to best sell virtual products, be they items, unlockable content or comfort features. Naturally most designers approach this challenge by taking a look at the traditional domain of game design: The features. This usually ends with them directly focusing on the design of the virtual goods themselves. This talk presents a more holistic alternative by looking at the entire chain of events and actions that a user undergoes on his way from player to payer. Through this lens it will point out some important factors that influence a game's monetization. Generate Awareness: The first step to selling a product is to have your users know of it. In the real world this is mostly done through ads, but advertisement for micropayments isn't something that's done yet. Instead there are other ways to show off virtual goods. This talk will present the attendees with ways to increase the in-game visibility of an item: Example methods for this are to highlight it's use through other players and to properly design your shop to affect a player's knowledge of your items. Generate Desirability: Once the player is aware of your product he needs to be motivated to buy it. Examining all the different elements that raise or hinder an item's valence, the lecture provides some insight into how to make your products more desirable. This will be done through examining different types of players and their wishes and presenting various categories of goods that speak to them. The talk also delves into the pricing of virtual items and give a set of tricks and techniques to further increase the perceived value of a virtual product. So in short, this lecture will give you a look at the entire player experience in regards to micropayments and tell you how you can shape it to the advantage of your game's virtual goods.]]>
Fri, 19 Aug 2011 06:07:57 GMT /mnerurkar/big-bucks-for-bits-and-bytes-a-holistic-approach-to-selling-virtual-goods mnerurkar@slideshare.net(mnerurkar) Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods mnerurkar The Free to Play (Freemium) model has gained more and more widespread acceptance in the marketplace during the course of last years. Now even retail developers and publishers are trying to get into the market and a lot of "classical" game designers are trying to figure out how (or what) to best sell virtual products, be they items, unlockable content or comfort features. Naturally most designers approach this challenge by taking a look at the traditional domain of game design: The features. This usually ends with them directly focusing on the design of the virtual goods themselves. This talk presents a more holistic alternative by looking at the entire chain of events and actions that a user undergoes on his way from player to payer. Through this lens it will point out some important factors that influence a game's monetization. Generate Awareness: The first step to selling a product is to have your users know of it. In the real world this is mostly done through ads, but advertisement for micropayments isn't something that's done yet. Instead there are other ways to show off virtual goods. This talk will present the attendees with ways to increase the in-game visibility of an item: Example methods for this are to highlight it's use through other players and to properly design your shop to affect a player's knowledge of your items. Generate Desirability: Once the player is aware of your product he needs to be motivated to buy it. Examining all the different elements that raise or hinder an item's valence, the lecture provides some insight into how to make your products more desirable. This will be done through examining different types of players and their wishes and presenting various categories of goods that speak to them. The talk also delves into the pricing of virtual items and give a set of tricks and techniques to further increase the perceived value of a virtual product. So in short, this lecture will give you a look at the entire player experience in regards to micropayments and tell you how you can shape it to the advantage of your game's virtual goods. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/bigbucks022-110819060800-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The Free to Play (Freemium) model has gained more and more widespread acceptance in the marketplace during the course of last years. Now even retail developers and publishers are trying to get into the market and a lot of &quot;classical&quot; game designers are trying to figure out how (or what) to best sell virtual products, be they items, unlockable content or comfort features. Naturally most designers approach this challenge by taking a look at the traditional domain of game design: The features. This usually ends with them directly focusing on the design of the virtual goods themselves. This talk presents a more holistic alternative by looking at the entire chain of events and actions that a user undergoes on his way from player to payer. Through this lens it will point out some important factors that influence a game&#39;s monetization. Generate Awareness: The first step to selling a product is to have your users know of it. In the real world this is mostly done through ads, but advertisement for micropayments isn&#39;t something that&#39;s done yet. Instead there are other ways to show off virtual goods. This talk will present the attendees with ways to increase the in-game visibility of an item: Example methods for this are to highlight it&#39;s use through other players and to properly design your shop to affect a player&#39;s knowledge of your items. Generate Desirability: Once the player is aware of your product he needs to be motivated to buy it. Examining all the different elements that raise or hinder an item&#39;s valence, the lecture provides some insight into how to make your products more desirable. This will be done through examining different types of players and their wishes and presenting various categories of goods that speak to them. The talk also delves into the pricing of virtual items and give a set of tricks and techniques to further increase the perceived value of a virtual product. So in short, this lecture will give you a look at the entire player experience in regards to micropayments and tell you how you can shape it to the advantage of your game&#39;s virtual goods.
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods from Martin Nerurkar
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Experiencing Environments /slideshow/experiencing-environments/7650788 experiencingenvironments-110416141853-phpapp01
The slides accompanying my lecture on environmental storytelling and player navigation.]]>

The slides accompanying my lecture on environmental storytelling and player navigation.]]>
Sat, 16 Apr 2011 14:18:52 GMT /slideshow/experiencing-environments/7650788 mnerurkar@slideshare.net(mnerurkar) Experiencing Environments mnerurkar The slides accompanying my lecture on environmental storytelling and player navigation. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/experiencingenvironments-110416141853-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The slides accompanying my lecture on environmental storytelling and player navigation.
Experiencing Environments from Martin Nerurkar
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Qualities of Virtual Goods /slideshow/qualities-of-virtual-goods/5724801 qualitiesofvirtualgoods-bgf2010-download-101110052228-phpapp01
This talk will present the audience with a system of attributes that most Virtual Goods possess. The chosen properties are primarily responsible for the users' perceived value of an item and can directly be affected by the game design and visuals. Knowing about this system and the attributes is the first step in systematically improving the value of your items and overall repository of premium services. By examining how this system applies to our daily business at Gameforge we will give some practical advice on real world application. To top off the talk, we will be using the developed properties as a foundation for some tricks and methods to improve the monetization of your own free-to-play game. ]]>

This talk will present the audience with a system of attributes that most Virtual Goods possess. The chosen properties are primarily responsible for the users' perceived value of an item and can directly be affected by the game design and visuals. Knowing about this system and the attributes is the first step in systematically improving the value of your items and overall repository of premium services. By examining how this system applies to our daily business at Gameforge we will give some practical advice on real world application. To top off the talk, we will be using the developed properties as a foundation for some tricks and methods to improve the monetization of your own free-to-play game. ]]>
Wed, 10 Nov 2010 05:22:26 GMT /slideshow/qualities-of-virtual-goods/5724801 mnerurkar@slideshare.net(mnerurkar) Qualities of Virtual Goods mnerurkar This talk will present the audience with a system of attributes that most Virtual Goods possess. The chosen properties are primarily responsible for the users' perceived value of an item and can directly be affected by the game design and visuals. Knowing about this system and the attributes is the first step in systematically improving the value of your items and overall repository of premium services. � By examining how this system applies to our daily business at Gameforge we will give some practical advice on real world application. To top off the talk, we will be using the developed properties as a foundation for some tricks and methods to improve the monetization of your own free-to-play game. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/qualitiesofvirtualgoods-bgf2010-download-101110052228-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk will present the audience with a system of attributes that most Virtual Goods possess. The chosen properties are primarily responsible for the users&#39; perceived value of an item and can directly be affected by the game design and visuals. Knowing about this system and the attributes is the first step in systematically improving the value of your items and overall repository of premium services. � By examining how this system applies to our daily business at Gameforge we will give some practical advice on real world application. To top off the talk, we will be using the developed properties as a foundation for some tricks and methods to improve the monetization of your own free-to-play game.
Qualities of Virtual Goods from Martin Nerurkar
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