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.
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.
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 isnt good enough - releasing an indie game in 2015. 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. For the past three-and-a-half years or so, I’ve been working with a small team of students on an indie game called Airscape: The Fall of Gravity. 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.
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. Free to Play : Unarguably , a very successful business model generating millions of dollars in revenue attracting hordes of new casual players to games. But then we already know that, analysing a host of new games , we can clearly say this model has evolved and changing the way games are built and played today.
F2P model originated with a very simple idea of lowering the barrier to entry, Take out the initial paywall, allow more players to try out the game for free, once players get hooked and monetise. Pepe Agell's Blog - How Social Points Pepe Cantos Thinks About Mobile Game Monetization. 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. 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.
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. La violence et les jeux vidéo – La réponse juridique. 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.
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. Isn't your data off? Indeed. Introducing Steam Gauge: Ars reveals Steam’s most popular games. 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.
This wiki is not purely focused on gamification only, but also includes related and complimentary technologies and methodologies, such as design thinking, or innovation. Introduction to the Enterprise. 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. What that specifically means is we have made things for the players to explicitly do either by themselves or as a group. 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' The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. 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. 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. Register now for this limited event. Candy Crush Saga has taken Facebook and mobile by storm, earning a permanent spot on smartphones, tablets and desktops around the world.
But what really has the industry in a tizzy is that the game has only been out for about five months. It’s no wonder that the lines for King’s GDC 2013 panel stretched across the convention hall. As the mobile gaming market becomes more and more crowded, developers are hungry for tips to turn their game application into the next… well, Candy Crush. So how did a simple tile-matching puzzler suddenly take the top spot on mobile devices the world over? King made Candy Crush Viral Ask any developer today if they think virality is important when it comes to the success of a mobile game. It’s an understandable reaction. Candy Crush merges virality with mobile. Goal-oriented play encourages player retention. 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.
Aaron San Filippo's Blog - Making a living with indie games in 2014 (and beyond)