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[Gamesbriefers] What are you playing?
Question: A simple question this week: what are you all playing at the moment? Tell me what’s captured your interest and why. Answers: Tadhg Kelly Developer relations at Ouya Well, like everyone I imagine, I’ve been checking out...
- Posted 11 years ago
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We’re not good at delayed gratification #f2ptoolbox
The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: carefully balance the friction in your game, and don’t create excessive churn in pursuit...
- Posted 11 years ago
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Monetisation in different markets
This is an extract from a white paper by inMobi. Download the full white paper here The first decision in a monetization strategy starts with understanding which types of games are popular in which regions. For example,...
- Posted 11 years ago
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Understanding games designed for retention
From Deputy Editor Zoya Street Free-to-play games are designed differently. Unlike pay-up-front games, they’re not designed just to dazzle you for a short while and then fade away to nothing more than a memory. They’re not designed...
- Posted 11 years ago
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Retention design in different cultures: know your players
Deputy Editor Zoya Street recently caught up with Ray Livingston, head of product marketing at Bigpoint, to talk about how their approach to free to play game design has moved forward with the development for Dark Orbit...
- Posted 11 years ago
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Rational whales
Posted by Deputy Editor Zoya Street Earlier this week, GI.biz reported on a study done at Ubisoft into the behaviour of their whales. I think that the results won’t surprise anyone who has a good relationship with...
- Posted 11 years ago
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Free should mean free #f2ptoolbox
The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: free-to-play games should really be free, with no catch or take-backsies. For...
- Posted 11 years ago