FIFA 13 uses several genre conventions common to sports video games. These include an opening logo and theme song to build brand recognition, practice modes to help players learn controls, and rewards like trophies for winning competitions within the game. Matches take place in realistic stadium settings with crowd noises and commentary to enhance immersion. Career mode allows playing as a chosen real-world team through a league season, while ultimate team is an online mode where users build their own rosters. Winning titles earns virtual trophies and funds to improve the team.
So You Want to Make an eSports Game | Ohad BarzilayJessica Tams
Delivered at Casual Connect Europe 2016
Is your upcoming game fit to be an eSport? Learn what the difference is between an eSport title and any other multiplayer game and why community is an essential part of the process – as well as game design tips on making your game a better fit for broadcasting.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
THE CHANGING ROLE OF THE “SOCIALLY CONNECTED, MOBILE ENABLED” FOOTBALL (SOCC...CharlesDaniels123
After ticket sales became displaced as the primary source of income for football (soccer) teams, fans saw their influence diminish considerably. "Social" and "mobile" are helping fans recapture their influence and positioning them "front" and "center" in the rapidly growing football ecosystem.
This is ann example for the prasentation of sponsoring packages of a professional Indoor Arena Football Team playing in the UIFL. It was my tool while working as an Account Executive
So You Want to Make an eSports Game | Ohad BarzilayJessica Tams
Delivered at Casual Connect Europe 2016
Is your upcoming game fit to be an eSport? Learn what the difference is between an eSport title and any other multiplayer game and why community is an essential part of the process – as well as game design tips on making your game a better fit for broadcasting.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
THE CHANGING ROLE OF THE “SOCIALLY CONNECTED, MOBILE ENABLED” FOOTBALL (SOCC...CharlesDaniels123
After ticket sales became displaced as the primary source of income for football (soccer) teams, fans saw their influence diminish considerably. "Social" and "mobile" are helping fans recapture their influence and positioning them "front" and "center" in the rapidly growing football ecosystem.
This is ann example for the prasentation of sponsoring packages of a professional Indoor Arena Football Team playing in the UIFL. It was my tool while working as an Account Executive
2. Conventions of a video game
• Pre prepared in a highly technological centre full of hardware and
software enabling the game to be made.
• Signature EA sports theme slogan is used on all games which is extremely
catchy to consumers of their games “EA Sports, its in the game.”
• Signature logo of the media product.
• Tasks and challenges can be completed to help the consumer up to speed
with new buttons or different skills on the game before entering
competitions.
• Extrinsic rewards are given if competitions are won throughout the game
such as trophies or prize money.
3. The set
• A player is always placed in an arena in its own before a match starts so
consumers can practice with the particular player and complete
challenges set in preparation for the game.
• Usually set in a ground or old training stadium.
• Cameras zoom in on specific players when scoring a goal to isolate good
and bad points making it as realistic as possible. For example when a
substitution is being made in a game. Or when someone scores a goal.
4. Signature tunes/music
• Pre recorded sounds from football fans are used as motivation while
playing the game.
• Facts from commentators during the games are also used to motivate.
• A sound track is always used before and after game, repeating the sound
track occupying consumers while waiting reducing restlessness and
boredom.
• Roar from the crowd when their team scores a goal and screams from the
commentators creating a wonderful atmosphere as if a real game was
taking place.
5. Game Format
• Career mode is set out so that the consumer will choose a team from any
league in the world. For example if the consumer chooses an English team
i.e. Man United; the consumer will then have to play in the English
Premier league, only playing British teams. Unless the team is in the
‘Champions Cup’ which means it will enable them to play against
European teams giving them a chance to win more and bigger trophies.
• Ultimate team is set out in the same fassion but online there is no specific
type of team you have to play against as you create your own team and
play against other consumers who have also created a team of their own.
6. Prizes
• Prizes for winning leagues and domestic competitions is a trophy of some
kind and also a lot of prize money to invest in more players.
• Gives the team on the game great satisfaction and pride over local rivals
as their status will build with more trophies won.
• Only one team can win a league title or a domestic trophy.