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Why Are Clanners Allowed In The New Event?


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#21 Mystere

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Posted 17 June 2018 - 07:10 AM

View PostAsym, on 17 June 2018 - 06:59 AM, said:

Many F2P games are used as business models to study. Especially, in the Innovation side of entrepreneurial market development (micro-transactions outside of games). There are several great papers written about many of the hot games we see written about weekly. There are several peer reviewed publications about F2P impact in the expansion of the use of games in education, product development and speeding up iterative product development...


Can you point me to a few good ones? There are just too may so-called "experts" running around and "publishing" YouTube and Twitch videos whose only real claim to fame is to have worked on a successful game -- if even at all. Posted Image

View PostAsym, on 17 June 2018 - 06:59 AM, said:

(although the students think you're hilarious !!!!)


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#22 Asym

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Posted 17 June 2018 - 02:46 PM

View PostMystere, on 17 June 2018 - 07:10 AM, said:


Can you point me to a few good ones? There are just too may so-called "experts" running around and "publishing" YouTube and Twitch videos whose only real claim to fame is to have worked on a successful game -- if even at all. Posted Image
Posted Image

A lot of scholarly articles come from Harvard Business School:
https://hbr.org/2014...me-old-playbook
A lot of the Innovation design curriculum''s use HBS's articles. A lot !

There are tons of business articles and a lot of University theses on video gaming as well...

https://books.google...legends&f=false

https://www.entrepre.../article/311979

As I have said in earlier posts, I know of two Doctoral works and a new game developer locally that are using several F2P's as "baseline" data points and use their forums and other forums as "cultural background data..." You can create strategy canvases for each game under review within a genre and compare notes.....to see where the "lessons learnt" are so as to not make the same mistakes; especially, with small niche markets...

Where I am, there are organized "gamer's Unions" that mix education and games to do many things to include: analysis of in game exploits; determining the most efficient 'paths' in popular games and then publishing those 'guides'; creating mods for games that allow for mods to explore the relationships between technology and culture; and, a large effort in being the 'experts' for the venture capitalists exploring investments into organized gaming......

https://www.polygon....udio-riot-games

Here's a interesting thesis: https://scholarworks...nication_theses

I have another article at the office that I just don't remember the title of and it's used every semester in the Entrepreneur Project Development class and it explores LoL's corporate composition and R&D life cycles.... If I remember, I'll add it.

The US military is using video games as well, as I have written about several times, to explore what is called "cause ans effect" R&D in combat systems. Overmatch is the name. Google it. It's not alone either. Several major corporations are using 'video games' to expand their understanding of local cultures in new markets.... Hope this helps !

#23 HammerMaster

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Posted 17 June 2018 - 05:43 PM

Freebirth!

#24 Alan Hicks

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Posted 17 June 2018 - 06:49 PM

Why should not they be allowed? Posted Image

I´ve seen clan mech all over the matches, maybe a little less since everyone is busy with IS mechs.

This is just a game and another event. It was a fairly good one in my opinion. With the low population it may be questionable to prohibit clanners or any player to participate. Posted Image

#25 Novakaine

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Posted 17 June 2018 - 07:10 PM

The true progenitor of all Clanner Stock.
Many MIIO and Comstar agents died in what's later to be called.
Operation Icky Twerp.
No one could have ever imagined the true nature of the Clans.
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