Meet the Expert
Executive Chairman, Tilting Point
- 35 years in interactive entertainment starting and operating successful publisher/development companies and corporate divisions
- Professor at University of Southern California School of Cinematic Arts and Simon Fraser University on The Business and Management of Interactive Entertainment
- Founder/CEO/GM of EA Partners, Three-Sixty Pacific and Accolade Entertainment
- Game of the Year awards for Journey, Battlefield 1942 and Battlefield 2
Session Packages from $500
Your Expert Package Includes:
- All 7 Best Practices
- Pre-Call Discovery Process
- One-on-One Call with Expert
- Session Summary Report
- Post-Session Engagement
- Downloadable content, or DLC
- Portions of a game that can be downloaded to expand game play, often as premium content for a free download. Often referred to as DLC.
- Free-to-play, or F2P
- A term referring to games that are free to download and play. Also referred to as F2P.
- A game marketing strategy that involves allowing a game to be downloaded for free with premium downloadable content as an option. See downloadable content.
- Gaming consoles
- Non-mobile computer hardware designed as dedicated interactive, game-playing machines that output video and audio to a stationary screen and speakers. This distinguishes consoles from general interest computers and mobile devices.
- Mobile devices
- Mobile phones, tablets, hand-held game machines and such intended to provide mobile access to communications, services and games through smaller, hand-held devices.
- A marketing approach for interactive entertainment is which a game is offered for purchase up front for unlimited use. The approach is more common on computer and console based game systems than in mobile environments.
- Player versus player or PVP
- An interactive game written so that a player may compete against another player, or players, in a networked or online environment.
- Staff personality dynamics
- The study of how personalities and work styles combine and interplay in creative work teams.
- The 1 percent or 2 percent of gaming consumers who are prepared to pay significant sums to advance more quickly in a game or to gain an edge in play.
Team Personality Dynamics Assessment: Defined Terms