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Free-to-play marketing costs rise and profitability falls at King and Supercell
Supercell has recently reported revenues of €1.55 billion for 2014, from Hay Day, Clash of Clans and Boom Beach. It made profits (EBITDA: Earnings before interest, tax, depreciation and amortisation) of €515 million. That compares with revenues...
- Posted 10 years ago
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Why do people care about your game?
Some thoughts on the intersection between design and marketing from Zoya Street. For more, see the previous post in this series, What Kind of a Relationship is This? Marketing and game design are not entirely separate from...
- Posted 10 years ago
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What kind of a relationship is this?
Some thoughts on the intersection between game design and marketing from Deputy Editor Zoya Street. Some relationships are a flash in the pan. I’m not just talking about romances; even a friendship can be a passionate affair...
- Posted 10 years ago
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Nintendo’s problem with the WiiU is all about branding
Ben Cousins of DeNA pointed me to this Reddit thread about why the WiiU is struggling, written by someone who works in video games retail. “Nintendo went out of their way to remove their name from the...
- Posted 11 years ago
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Your resolutions in 2014: an open call for guest posts
As Raph Koster wrote in a recent blog post, writing publicly about your development experience is an important part of finding connections in the industry. It’s self-promotion, and at its best, it is an uncynical act of...
- Posted 11 years ago
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Three Common Mistakes in Promoting a Game
Working in communications for mobile games can do funny things to a person.
- Posted 11 years ago
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Becoming a Mobile Bloomingdale’s: Merchandising Free-to-Play
Should every free-to-play game be a virtual shopping experience? Opinions vary, but if your bread and butter is microtransactions then there’s a strong case for learning how to merchandise. Not everybody will want to implement the same...
- Posted 11 years ago