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Nikolay Bondarenko's Blog - Where's my money, dude: what Steam is silent about. Steam in 2017 – Steam Spy. Raph Koster's Blog - The cost of games. Yesterday I was in Anaheim giving a talk called “Industry Lifecycles.” It was intended to be a brief summary of the blog post of the same title, with a dash of material from my recent post on game economics. Now, that latter post resonated quite a lot. There was lengthy discussion on more Internet forums than I can count, but it came accompanied by skepticism regarding the data and conclusions. If you recall, the post was originally replies to various comment threads on different sites, glued together into a sort of Q&A format.

It wasn’t based on solid research. As many pointed out, getting hard data on game costs is difficult. Mary Min's Blog - So Your Mobile Games Being Pirated in China: A Self-Defense Post-Mortem. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Mary Min's Blog - So Your Mobile Games Being Pirated in China: A Self-Defense Post-Mortem

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. On the left, Oniix/Game Hive’s official game Tap Titans; King Zynga EA Gameloft Glu DAU MAU revenue analysis. Back in the day of paid games, the business model for mobile game companies was a straightforward 'downloads x price' equation.

King Zynga EA Gameloft Glu DAU MAU revenue analysis

Now, companies who announce the download total of their F2P games are liable to trigger immediate scrutiny of their game's top grossing chart performance. But more than that immediate check, the platform for longterm success in the industry is now the ability to maintain a high and consistent level of regular players - the DAUs and MAUs so loved by CFOs. With this in mind, we've been digging through the publicly available numbers of some of the key western mobile games companies to see who are current winners and losers, and what future trends we can discover. Regular types. Daniel West's Blog - ‘Good’ isn’t good enough - releasing an indie game in 2015.

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Daniel West's Blog - ‘Good’ isn’t good enough - releasing an indie game in 2015

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Om Tandon's Blog - Free 2 Play : Evolution - It's all about adapting the ride. Free 2 Play : Evolution - It's all about adapting the ride.

Om Tandon's Blog - Free 2 Play : Evolution - It's all about adapting the ride.

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Pepe Agell's Blog - How Social Point’s Pepe Cantos Thinks About Mobile Game Monetization. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Pepe Agell's Blog - How Social Point’s Pepe Cantos Thinks About Mobile Game Monetization

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This post originally appeared on Playbook, Chartboost's blog dedicated to the business of mobile gaming. Top 20 Game Franchises on YouTube. Why Windows Phone was best launch platform for Perfect Shift. A rumbling schism cleaves the mobile platform camp in two.

Why Windows Phone was best launch platform for Perfect Shift

On one side sits iOS and the other Android, but Windows Phone has been trying increasingly hard to occupy the unstable ground between the two. While its rivals eat the lion's share of the global market, it's been pointed out that 24 countries worldwide are selling more Windows devices than they are iPhones. In the race to dominate established userbases, the emerging markets have been forgotten - and Windows Phone is picking up the pieces. La violence et les jeux vidéo – La réponse juridique. L'étude des décisions judiciaires, principalement américaines, ayant eu à trancher cette question peut apporter un éclairage différent des considérations sociologiques et psychologiques.

La violence et les jeux vidéo – La réponse juridique

Le 1er décembre 1997, un adolescent de 14 ans, Michael Carneal, ouvre le feu dans son collège du Kentucky, tuant trois de ses camarades et en blessant de nombreux autres. Steam Gauge: Addressing your questions and concerns. Since we finally unveiled our Steam Gauge project late last night, we've been overwhelmed by positive responses to the data.

Steam Gauge: Addressing your questions and concerns

It's been come from all over—comment threads, Twitter, e-mail, and links from other sites. It's much appreciated. We've also received some questions and concerns about our data, our methodology, and what we plan to do with this project going forward. Here are some responses to the most common issues that have been brought up in the last 24 hours or so. Introducing Steam Gauge: Ars reveals Steam’s most popular games.

Right now, I can tell you that about 37 percent of the roughly 781 million games registered to various Steam accounts haven’t even been loaded a single time.

Introducing Steam Gauge: Ars reveals Steam’s most popular games

I can tell you that Steam users have put an aggregate of about 3.8 billion hours into Dota 2. I can tell you that Steam users tend to put nearly 600 percent more time into the multiplayer mode on Modern Warfare 2 than the single player mode. Basically, I can give you an idea of how any of the thousands of games on Steam have performed, both in terms of sales and gameplay hours. These estimates are based on publicly available information described in much more detail below. It's the kind of data that the public almost never gets access to in the video game industry. This is in stark contrast to movies, music, and TV, where organizations like Billboard, Nielsen, or even the movie studios themselves regularly release robust sales and performance data; data that forms the basis for massive analytical web sites.

Return-Path-Battleground-Infographic-FINAL-FRENCH. Enterprise Gamification Wiki - Enterprise Gamification Wiki. The Enterprise Gamification Wiki covers examples, companies, technologies, and everything you need to know about applying gamification in the enterprise.

Enterprise Gamification Wiki - Enterprise Gamification Wiki

EA: Digital revenues to overtake physical in two years. In a keynote conversation with Entertainment Software Association boss Mike Gallagher at the Digital Entertainment World conference, Electronic Arts COO Peter Moore talked about industry lessons learned as the business transitions more to digital games. For now, games remain a hybrid of physical and digital, and the quick sales of the new consoles are enabling the industry to coalesce around two great platforms that offer a tremendous competitive environment, which ultimately benefits the market.

The Sandbox MMO. A lot has been made about how much we’re pushing this concept of “Sandbox” mmos being the future. Not a lot has been said about what that means. To date most MMOs have been what I would call “content driven” mmos. Cloud gaming, la France en tête Scholè Marketing. Perspectives du Cloud Gaming dans le monde, Décembre 2013, 92 pages En 2013, on recense 13 services de Cloud Gaming en activité dans le monde. Grâce à un marché de l’IPTV qui fait référence dans le monde (en 2013, 31% des foyers reçoivent la télévision par l’ADSL ou la fibre optique), la France se positionne comme le pays le plus avancé en matière de Cloud Gaming avec 3 plateformes fournies par des opérateurs d’IPTV (Bouygues Telecom, Orange et SFR) et un service accessible sur ordinateur (Metaboli). Près de la moitié des services recensés sont disponibles via une offre multiplay, ce qui fait de l’IPTV le principal vecteur du Cloud Gaming. Grâce à un large écran haute définition, le téléviseur est le terminal le plus approprié pour le jeu vidéo car il offre l’expérience la plus immersive.

Mais contrairement aux ordinateurs ou aux terminaux nomades, le téléviseur ne dispose pas de capacités de calcul permettant d’afficher des jeux vidéo. Game Development Community. John Polson's Blog - The good and bad of being 'Not On Steam' Gérer les spécificités budgets propres au crowdfunding. In recent years, crowdfunding has become a serious option for game developers -- and a welcome alternative for those long constrained by traditional publishing and funding models. What, all wondered, could game creators do if they were allowed a closer relationship with their players, liberated from the interference of suits bearing sheaves of market research and unrealistic milestones? Crowdfunding came along, and at first seemed to be the magic solution that put game creators in a closer relationship with their players, at the same time freeing developers of publisher control, supposedly granting them full creative freedom.

Design de freemiumpour hardcore gamers. Il était une fois... Il y a un peu plus de cinq ans, j'ai été contacté par Rocking Pixels, un studio basé en Inde. Breaking down Candy Crush’s formula for success. Christopher Foley will be a speaker at Kontagent Konnect 2013 in San Francisco on May 20-21. EA, Cryptic, Riot discuss "dead" subscription models, free-to-play's influence. The Global MMO Market; Sizing and Seizing Opportunities. This service combines our annual global report and granular 2012-2016 datasets with 12 months of service including quarterly updates and custom analysis support. The report and granular data sets can also be acquired as separate items without updates and support. The granular data sets are reviewed quarterly and subscribers will receive an update per quarter for a full year. Included with this service is a full year of custom analysis support based on the global data.

Global Games Data Report 2012-2016 (PDF) This 48-page PDF report comprises of extensive analysis of global game revenues, quarterly company reports and Newzoo’s primary consumer research, benchmarked and validated with actuals and secondary research. Aaron San Filippo's Blog - Making a living with indie games in 2014 (and beyond)