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Commercialisation jeux mobiles

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Exports a Finnish learning concept to the world. Tweet this!

exports a Finnish learning concept to the world

Espoo, Finland – September 9th 2013 - Rovio Entertainment announced its Angry Birds Playground learning concept today, which is a new export title built on the highly respected Finnish educational expertise. The program is based on, but not limited to, the Finnish National Curriculum for Kindergarten. In addition, Rovio has entered into a preliminary agreement with 123 Education Development Ltd in China.

“The concept allows children to experience learning in a fun way. It has been scientifically studied and proven in cooperation with the University of Helsinki, Cicero Learning Network – making education both engaging and inspiring”, said Sanna Lukander VP Learning and Book Publishing at Rovio. Young children are inspired in different life skill areas such as language, math and interaction, music, arts and crafts, and both physical and social education. “What if learning was fun? The subject matter and skills to be learned are presented in a playful and exciting way.

Freemium vs paymium: Which model is best for your mobile game? - Technorati Embedded. The CEO of an indie game company contacted me recently.

Freemium vs paymium: Which model is best for your mobile game? - Technorati Embedded

He was getting cold feet. His game was set to launch on Apple and Android but after reviewing some of the gaming chatter on such sites like Reddit he began second-guessing himself. Set to launch as a paid app, gamers now levied criticism by calling his paid strategy a "pay to win" and/or "paymium" model. How to get featured in the new kids section of Apple's Appstore. Matt Wasser is the creator of ‘Frosby Apps’ – a fun learning brand for preschool kids, based in London, UK.

How to get featured in the new kids section of Apple's Appstore

In this article he details the improvements made to the new Appstore Kids Sections and shares his personal experiences on getting featured, localisation and the Android appstores. The New Appstore Kids Section on iOS7 – First Impressions The iOS7 update has brought a much needed improvement to Apple’s Appstore, and app developers who design for children now have their own dedicated kids section to target, which brings new hope for better app discovery.

I personally love it – it’s the most enjoyable browsing experience, minimalist to the max, animating between pages with zoom transitions to add a real playfulness to the user experience. It makes digital window shopping fun. The Education section now features more adult educational apps, allowing the Kids section to flourish with new sub-categories such as ‘Create & Play,’ ‘Learning Made Fun,’ and ‘Interactive Kids Stories.’ Children’s In-App Spending is Under Control. Earlier this month we published new research on children’s in-app purchasing habits.

Children’s In-App Spending is Under Control

Despite fears that children are prone to excessive spending in mobile games our work has shown that parents have a greater hold on the virtual purse strings than many would believe. The research shows that only 2% of kids have ever spent without their parent’s permission, and not one of the 500 kids surveyed had ever spent more than £10 on a single purchase. Furthermore, only 17% of children are ever allowed by parents to spend money in-game, and they rarely spend more than £2 in one go.Parents in control Of the 500 parents and children (aged 6 to 12) we surveyed, 71% of the children played mobile games, compared with 91% of parents. De l'étude des baleines : 1% de joueurs payants génèrent 32% de chiffre d'affaires - On connait le schéma économique du free-to-play : une grande majorité de joueurs jouent gratuitement et plutôt occasionnellement, grâce à une minorité de joueurs très investis qui dépensent parfois beaucoup dans les boutiques du jeu.

De l'étude des baleines : 1% de joueurs payants génèrent 32% de chiffre d'affaires -

Le Free To Play (F2P) - Principes et elements de reflexion (Sept.12) Q1-Engagement-Report.pdf. La monétisation des jeux sociaux. Les coûts de développement des jeux sociaux sont certes moins élevés que ceux des jeux traditionnels, mais les dépenses engagées sont conséquentes.

La monétisation des jeux sociaux

Pourtant le consommateur n’a pas à payer pour jouer à ces jeux. Comment les développeurs de jeux sur Facebook les monétisent-ils ? Chris Anderson insistait dans son étude du gratuit Free! (en anglais) sur le fait que les biens à coûts fixes nuls, et notamment les biens ou services numériques, verront leur prix diminuer jusqu’à atteindre leur coût marginal : le zéro absolu. Et les jeux de Facebook rentrent dans cette catégorie : un utilisateur de plus n’est pas censé coûter quoi que ce soit de plus à l’entreprise. Les coûts de développement du jeu Mais les coûts engagés dans le développement de ces jeux sont pourtant importants.

Entre 100 000 et 300 000 $ pour le développement d’un jeu. La plupart des développeurs de jeux ont donc tendance à raisonner en coût par utilisateur, et le coût par installation prend alors tout son sens. Comments. 200 million mobile games downloaded from Line's gaming platform - Video Games. Line is one of the fastest growing messaging apps with more than 230 million registered users.

200 million mobile games downloaded from Line's gaming platform - Video Games

The company has now passed 200 million cumulative downloads from its gaming platform. Line is celebrating reaching the 200 million game downloads milestone with a 7-day game fest, each day putting special focus on a different game. Where Learning Happens.