Game Experience Design: Mass Market Games and the Niche Games Industry

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With the move to online delivery for all courses in response to the pandemic, I have been rapidly redesigning subjects and producing video lectures for them. The plan was to create online lectures next year for BCM300 Game Experience Design, so this version doesn’t quite have the production values that I’m aspiring to, but it will do in a pinch!

With the move to online delivery for all courses in response to the pandemic, I have been rapidly redesigning subjects and producing video lectures for them. The plan was to create online lectures next year for BCM300 Game Experience Design, so this version doesn’t quite have the production values that I’m aspiring to, but it…

5 responses to “Game Experience Design: Mass Market Games and the Niche Games Industry”

  1. […] activity of playing a board game and can be found in large retailers stores like Kmart and Target (Moore, C 2020). Mass market games fall into three categories: family, party and […]

  2. […] Moore, C 2020. ‘Game Experience Design: Mass Market Games and the Niche Games Industry‘, Cryptocommonicon, viewed 25 March 2023, <https://chrismoore.blog/2020/04/06/game-experience-design-mass-market-games-and-the-niche-games-indu&#8230;.> […]

  3. […] games played by the public. They fall into three categories known as Family, Party and Licensed. (Moore, C. 2020)  In comparison to Hobby Games, they are specialist games that feature radically different […]

  4. […] market games genre, which are the most recognisable games played by the public. Moore (2020) explains these games to be those most commonly found on the shelves of big time retailers […]

  5. […] Christopher Moore defines games as “systems and stories, and there is a balance between these.” This definition highlights how games are simultaneously structured frameworks and narratives, blending mechanics with storytelling elements (Yangnovong, 2023). Games operate through established rules, systems, and activities that shape how individuals engage with them, ultimately influencing the way they are perceived and played. The balance between structure and creativity makes games unique interactive experiences, where players navigate both strategic constraints and emergent storytelling. […]

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