Jumbo has been an expert in playing together for 160 years; from their view of what playing is and should be, they mainly use apps as functional tools , aimed at playing together . And now the consumer has also reached the point where it may cost something. It is no longer unusual to pay for a download and also not for good extra offline tools.
Appcards
At Jumbo, they are now on the second generation of virtual IRL games. Where they received a lot of attention and appreciation for the first iPawn line, they are now developing it further. In addition, they are working on an ever-growing Appcards line : a series of games where the smartphone has a smart dice-like function, while the players play a card game uganda mobile phone number list (including the social interaction that goes with it).
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This digital thinking has changed the company: a puzzle on a table is really something different than a puzzle in a tablet. And in addition to the traditional December peak for game sales, a summer peak has been added: the summer holidays are an important sales period for digital games.
Everyone is different
In many family games, the fact that people are different is considered a difficulty (differences in age, in development level, but also in learning styles, for example). Restrictions are then placed on the accessibility (suitable for players aged 10 and up) or on the learning effect (the main role for chance, which means you can hardly improve yourself). While the most fun thing about games and games is precisely the learning effect: 'With games, learning is the drug.' ( Raph Koster, A theory of fun in game design between people as a driving force? That the different skills are needed in playing?