Sebastian talks analytics, specifically how indie game developers and small studios should look at analytics in different phases. For instance, when is it the right time to reach out to a publisher? Expect examples of retention rate from top indie game developers and explanations of the importance of the relationship with Apple and Google for small devs.
Why gender diversity is so important in gaming? Data is showing that share of women among mobile players and payers is very high, although still lion's part of games are designed thinking about males.
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
Emily Greer at GDC 2018: Data-Driven or Data-Blinded?Kongregate
In the last decade of data analysis, A/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead the industry astray, or worse, narrow the way the industry thinks. When should you be driven by data, and when should you let your imagination roam free? This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data, and how to make sure you don't lose the forest for the trees.
Conditional formatting in Outlook 2016 allows users to change text attributes like font size and type of sender names in emails. This is done by selecting an email, going to the View tab, selecting View Settings, then Conditional Formatting to choose font options for the subject line which will then display in the message list.
Designing Virtual Markets for Fun and Profit - GDC 2013Vili Lehdonvirta
Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end.
Abstract: Today's games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals.
About the speaker: Dr Vili Lehdonvirta is one of the world's leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web's first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press.
http://schedule2013.gdconf.com/session-id/822302
Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics T...Vili Lehdonvirta
Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract:
Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included.
http://virtualeconomists.com
The China App Index: Photo-Sharing via WeChat Sparks Viral Growth (June 2013)WandouLabs
China is world’s largest smartphone market, by far. But it’s a black hole for app data.
Here at Wandoujia, China's leading Android app store, we decided to change that. Wandoujia presents the very first edition of The China App Index, highlighting the top new apps and games in the Middle Kingdom.
The top trend for June 2013? Photo-sharing via WeChat sparks viral growth for apps. See how a feature to face-off (or 'PK') with celebrities rocketed the Baidu PhotoWonder app to 1.6 million downloads and an insane 4300% growth rate.
Why gender diversity is so important in gaming? Data is showing that share of women among mobile players and payers is very high, although still lion's part of games are designed thinking about males.
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
Emily Greer at GDC 2018: Data-Driven or Data-Blinded?Kongregate
In the last decade of data analysis, A/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead the industry astray, or worse, narrow the way the industry thinks. When should you be driven by data, and when should you let your imagination roam free? This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data, and how to make sure you don't lose the forest for the trees.
Conditional formatting in Outlook 2016 allows users to change text attributes like font size and type of sender names in emails. This is done by selecting an email, going to the View tab, selecting View Settings, then Conditional Formatting to choose font options for the subject line which will then display in the message list.
Designing Virtual Markets for Fun and Profit - GDC 2013Vili Lehdonvirta
Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end.
Abstract: Today's games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals.
About the speaker: Dr Vili Lehdonvirta is one of the world's leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web's first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press.
http://schedule2013.gdconf.com/session-id/822302
Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics T...Vili Lehdonvirta
Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract:
Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included.
http://virtualeconomists.com
The China App Index: Photo-Sharing via WeChat Sparks Viral Growth (June 2013)WandouLabs
China is world’s largest smartphone market, by far. But it’s a black hole for app data.
Here at Wandoujia, China's leading Android app store, we decided to change that. Wandoujia presents the very first edition of The China App Index, highlighting the top new apps and games in the Middle Kingdom.
The top trend for June 2013? Photo-sharing via WeChat sparks viral growth for apps. See how a feature to face-off (or 'PK') with celebrities rocketed the Baidu PhotoWonder app to 1.6 million downloads and an insane 4300% growth rate.
Messenger Gaming - New Platform, New OpportunitiesTom Kinniburgh
This document discusses opportunities for game developers on the Messenger platform. It notes that Messenger apps are inherently social since they leverage a user's phone contacts. The platform has potential for high engagement since messaging apps see lengthy average session times of over 20 minutes. However, relatively few developers currently create for Messenger, leaving opportunities for growth. The document recommends designing Messenger games around short, meaningful sessions to take advantage of the platform's engagement capabilities.
Mobile predictions 2017: 76 predictions from 76 marketing influencersTUNE
Where is mobile going in 2017? Where will you search for new opportunities? And how can you best position yourself and your company to take advantage of emerging trends?
We want to help..
So, we asked 84 influencers where mobile is going.
This document provides an index of royal families and houses from around the world. It lists over 100 countries or territories and for each provides the name of the ruling or formerly ruling royal house as well as the current monarch or pretender to the throne. The index covers royal families on every inhabited continent.
Perception is reality, and branding takes place in the minds of consumers. Branding is not about who makes the better product, but who can create the better perception. It is better to be first than better, as being first gives the opportunity to establish a brand in people's minds before competitors arrive. If you are not the first brand, you must differentiate yourself through strong branding in order to gain market share from existing brands.
1.2.10 Устройства управления и сигнализацииIgor Golovin
Устройства управления и сигнализации включают следующую продукцию:
- Кулачковые переключатели
- Выключатели нагрузки
- Кнопки управления и светосигнальная арматура
The document discusses the Santa Barbara NewsPress newspaper. It notes that the NewsPress has been in existence since 1855 and is the oldest daily publication in Southern California. It can be acquired through a physical subscription or electronic version, though only paid subscribers have access to the entire publication. The NewsPress covers typical news subjects like local news, world news, entertainment, and sports. While its circulation is down from its peak in 2000, it remains an important source of news for Santa Barbara area residents.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
The document outlines a marketing plan for the game "Mr. Monocle." It discusses targeting "whale" gamers over age 35 who enjoy endless runner games. The plan includes developing social media presence, giving away merchandise to followers, and hosting an in-person competition. While originally considering teenagers, the focus shifted to whale gamers who would be more attracted to the game's mechanics.
The document provides details about a proposed 2D platformer video game called "Coffee Run" that follows a character fetching coffee for his boss. It discusses the game's story, intended marketing strategy including releasing teaser trailers and posters, competing with other games at Comic-Con, targeting casual gamers, and using celebrities and social media to promote the game.
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
The document outlines a production schedule for a puzzle game called "Apple Run" that will have multiple levels of increasing difficulty. It will start with collecting 5 apples in level 1 within 5 minutes, and progress to collecting more apples in less time with each level. Level 10 introduces a golden apple that must be found within 1 minute. Level 15 adds enemy characters that can cause the player to die if not avoided. The target audience is children and young teens.
The production schedule includes 5 phases - research, planning & design, testing, and launch. Key dates and tasks are provided for each phase, with coding estimated to take 17 weeks. A contingency plan adds 17 extra weeks to the production timeline in case of delays, pushing the
Effective Testing of Free-to-Play Gamesemily_greer
The document discusses different types of testing that can be done prior to launching a mobile game globally. It describes internal team playtests, in-person playtests with outsiders, remote playtests on services like UserTesting, friends and family tests, closed beta tests with broader groups of players, and soft launches in select countries. The key is to use multiple testing methods in order to gather both qualitative and quantitative feedback from varied player demographics to maximize the chances of success upon global launch.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
Indie Games - From Prototype to Polish, Tips & Tricks making your own indie g...Anna Grueter
The document provides tips for indie game developers. It discusses connecting with users through playtesting prototypes, focusing on the first-time user experience with intuitive tutorials, and establishing a brand identity across multiple games. Key recommendations include failing often with quick prototypes to identify fun, teaching game mechanics seamlessly through level design, and understanding the target audience to tailor the game experience and marketing appropriately. The overall message is that indie developers should solicit frequent user feedback, emphasize accessibility and usability, and develop a consistent brand to help discoverability and growth across multiple game titles.
This presentation summarizes opportunities and challenges in the mobile gaming market. While the market is growing rapidly as smartphones become popular gaming devices, competition is extremely high with over 1,600 new games released per month. To succeed, the presentation recommends developing casual games with simple mechanics and social/interactive elements, following a roadmap of continuous updates and new games, and mitigating risks from competition, technology changes, and the app approval process. Market research and efficient use of resources are keys to competing effectively.
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha MitrikeskiJessica Tams
Delivered at Casual Connect Eastern Europe 2018. Take a look at in-depth market research on the Top Grossing mobile games. This research begins with a broad view of the growing mobile market and drills down to the DNA of the top grossing games. Snowball's Game Director Nebojsha Mitrikeski will talk about revenues, genres, game mechanics, economic systems, market trends, long term retention, and engagement, all the way to LTV and live-ops growth. Find out everything you need to know in order to have a chance at launching a successful game yourself!
Designing Criminal Case for Retention and ViralityPretty Simple
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
Designing Criminal Case for Retention and ViralitySerge Versille
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
Messenger Gaming - New Platform, New OpportunitiesTom Kinniburgh
This document discusses opportunities for game developers on the Messenger platform. It notes that Messenger apps are inherently social since they leverage a user's phone contacts. The platform has potential for high engagement since messaging apps see lengthy average session times of over 20 minutes. However, relatively few developers currently create for Messenger, leaving opportunities for growth. The document recommends designing Messenger games around short, meaningful sessions to take advantage of the platform's engagement capabilities.
Mobile predictions 2017: 76 predictions from 76 marketing influencersTUNE
Where is mobile going in 2017? Where will you search for new opportunities? And how can you best position yourself and your company to take advantage of emerging trends?
We want to help..
So, we asked 84 influencers where mobile is going.
This document provides an index of royal families and houses from around the world. It lists over 100 countries or territories and for each provides the name of the ruling or formerly ruling royal house as well as the current monarch or pretender to the throne. The index covers royal families on every inhabited continent.
Perception is reality, and branding takes place in the minds of consumers. Branding is not about who makes the better product, but who can create the better perception. It is better to be first than better, as being first gives the opportunity to establish a brand in people's minds before competitors arrive. If you are not the first brand, you must differentiate yourself through strong branding in order to gain market share from existing brands.
1.2.10 Устройства управления и сигнализацииIgor Golovin
Устройства управления и сигнализации включают следующую продукцию:
- Кулачковые переключатели
- Выключатели нагрузки
- Кнопки управления и светосигнальная арматура
The document discusses the Santa Barbara NewsPress newspaper. It notes that the NewsPress has been in existence since 1855 and is the oldest daily publication in Southern California. It can be acquired through a physical subscription or electronic version, though only paid subscribers have access to the entire publication. The NewsPress covers typical news subjects like local news, world news, entertainment, and sports. While its circulation is down from its peak in 2000, it remains an important source of news for Santa Barbara area residents.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
The document outlines a marketing plan for the game "Mr. Monocle." It discusses targeting "whale" gamers over age 35 who enjoy endless runner games. The plan includes developing social media presence, giving away merchandise to followers, and hosting an in-person competition. While originally considering teenagers, the focus shifted to whale gamers who would be more attracted to the game's mechanics.
The document provides details about a proposed 2D platformer video game called "Coffee Run" that follows a character fetching coffee for his boss. It discusses the game's story, intended marketing strategy including releasing teaser trailers and posters, competing with other games at Comic-Con, targeting casual gamers, and using celebrities and social media to promote the game.
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
The document outlines a production schedule for a puzzle game called "Apple Run" that will have multiple levels of increasing difficulty. It will start with collecting 5 apples in level 1 within 5 minutes, and progress to collecting more apples in less time with each level. Level 10 introduces a golden apple that must be found within 1 minute. Level 15 adds enemy characters that can cause the player to die if not avoided. The target audience is children and young teens.
The production schedule includes 5 phases - research, planning & design, testing, and launch. Key dates and tasks are provided for each phase, with coding estimated to take 17 weeks. A contingency plan adds 17 extra weeks to the production timeline in case of delays, pushing the
Effective Testing of Free-to-Play Gamesemily_greer
The document discusses different types of testing that can be done prior to launching a mobile game globally. It describes internal team playtests, in-person playtests with outsiders, remote playtests on services like UserTesting, friends and family tests, closed beta tests with broader groups of players, and soft launches in select countries. The key is to use multiple testing methods in order to gather both qualitative and quantitative feedback from varied player demographics to maximize the chances of success upon global launch.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
Indie Games - From Prototype to Polish, Tips & Tricks making your own indie g...Anna Grueter
The document provides tips for indie game developers. It discusses connecting with users through playtesting prototypes, focusing on the first-time user experience with intuitive tutorials, and establishing a brand identity across multiple games. Key recommendations include failing often with quick prototypes to identify fun, teaching game mechanics seamlessly through level design, and understanding the target audience to tailor the game experience and marketing appropriately. The overall message is that indie developers should solicit frequent user feedback, emphasize accessibility and usability, and develop a consistent brand to help discoverability and growth across multiple game titles.
This presentation summarizes opportunities and challenges in the mobile gaming market. While the market is growing rapidly as smartphones become popular gaming devices, competition is extremely high with over 1,600 new games released per month. To succeed, the presentation recommends developing casual games with simple mechanics and social/interactive elements, following a roadmap of continuous updates and new games, and mitigating risks from competition, technology changes, and the app approval process. Market research and efficient use of resources are keys to competing effectively.
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha MitrikeskiJessica Tams
Delivered at Casual Connect Eastern Europe 2018. Take a look at in-depth market research on the Top Grossing mobile games. This research begins with a broad view of the growing mobile market and drills down to the DNA of the top grossing games. Snowball's Game Director Nebojsha Mitrikeski will talk about revenues, genres, game mechanics, economic systems, market trends, long term retention, and engagement, all the way to LTV and live-ops growth. Find out everything you need to know in order to have a chance at launching a successful game yourself!
Designing Criminal Case for Retention and ViralityPretty Simple
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
Designing Criminal Case for Retention and ViralitySerge Versille
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
7 THINGS YOU MUST DO TO SUCCEED IN THE GAMING INDUSTRYElad Kushnir
Elad Kushnir outlines 7 things that must be done to succeed in the gaming industry. He notes that Playtika holds 22% of the global social casino market. The 7 things are: 1) Create a great game with an entertaining story; 2) Focus on mobile gaming which will be a $38B market in 2016; 3) Develop games for both Android and iOS platforms; 4) Use data to inform game design and business decisions; 5) Invest in the game economy; 6) Design games to be social and viral; 7) Consider the Asian market which is very important for growth. Kushnir emphasizes creating fun games and using both art and science.
Last Day of Work is a small independent game studio located between San Francisco and Italy that makes casual video games. They have a virtual office with team members located around the world. Their games, such as Fish Tycoon and Virtual Villagers, are family friendly and aim to be "software toys". They follow a typical development process of alpha, beta, and gold stages. They distribute their games through online publishers and distributors who take a large cut but provide traffic, and market their games through their website, forums, press releases, and video uploads.
Understanding Tomorrow’s Gamers, Today! – A Detailed Analysis of European Gam...Jessica Tams
Delivered at Casual Connect Europe 2016
In just a few years, today's gamer kids will become the core audience of our industry. Hence understanding their gaming behavior and attitudes is key for game developers and publishers. In this presentation, Michael will present data and insights from GameByte™ Kids, Interpret's syndicated research product, which surveyed kids in 10 key gaming markets, including the US, UK, France, Germany, Australia, Brazil, Russia, China, South Korea, and Japan. He will focus on comparing kids from the three European countries to their American peers, highlighting both commonalities and interesting differences and nuances. Key topics covered in his presentation will include kids gaming timeshare, walletshare, and mindshare, top game titles across multiple platforms, mobile gaming motivations and behaviors including spending habits and parent-kid interaction, and insights on Minecraft.
- The marketing aims are to promote awareness, build hype, and expand the potential audience for the game.
- The target audience is young people aged 14-30, primarily males aged 14-20, based on feedback received.
- Two main competing games are identified as Alien Hominid and Pitiri 1977.
- The marketing campaign plan includes a Twitter campaign starting in late August, posters going up in early September, releasing the game and merchandise at EGX on September 25th, distributing vouchers at Starbucks in mid-October, and distributing vouchers at Play Expo in mid-October.
Similar to Indie Analytics - PG Connects London (20)
This presentation, created by Syed Faiz ul Hassan, explores the profound influence of media on public perception and behavior. It delves into the evolution of media from oral traditions to modern digital and social media platforms. Key topics include the role of media in information propagation, socialization, crisis awareness, globalization, and education. The presentation also examines media influence through agenda setting, propaganda, and manipulative techniques used by advertisers and marketers. Furthermore, it highlights the impact of surveillance enabled by media technologies on personal behavior and preferences. Through this comprehensive overview, the presentation aims to shed light on how media shapes collective consciousness and public opinion.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
Collapsing Narratives: Exploring Non-Linearity • a micro report by Rosie WellsRosie Wells
Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
'Collapsing Narratives: Exploring Non-Linearity' is a micro report from Rosie Wells.
Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
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Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
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2. Why listen to me?
Sebastian Lindén
Co-Founder Simpl Analytics
@sebastianlinden
3. Agenda
1. How indie game developers and small studios should look at analytics in
different phases.
2. When is the right time to reach out to a publisher?
3. Retention rate from top indie game developers and explanations of the
importance of the relationship with Apple and Google for small devs.
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
4. How To Look At Analytics
Data vs Actionable Insights
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
6. How To Look At Analytics
1. Pre-Launch Phase - Core Gameplay, only focus on Retention D1/D7
2. Launch Phase - Identify Players & Markets
3. My Game Is Still Alive Phase - $$$ - Improve DAU and MAU
4. Phase Tweak, Develop & Keep Players - Repeat three Monetization
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
7. 1. Great Retention - Do players come back?
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
8. 1. Great Retention - Monetization
Ads IAP
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
9. How to Improve Retention?
- It’s hard to improve D1 retention with tweaking
- Make a fun game, for real - implement analytics on early prototypes
- Do not fall in love with your game, let others do it.
- King (Candy Crush) kill games with <25% retention D1 soft-launch
- King D1 50%, D7 30%
- Ketchapp D1 50%, D7 35%, D30 10%
- Index Ventures D1 50%, D7 25%, D30 18%
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
11. Building A “Featured-Worthy” Game
1. Retention Rate (For your players, your publisher and $$$)
2. Consistency (Self-Publishing, for Apple)
3. Design/User Experience
4. Unique Gameplay
Example of Consistency (Colin Lane Games) Twitter @ColinWLane
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
12. When To Reach Out To A Publisher
And with what?
So now you’ve built a featured worthy game.
Questions to consider:
1. Have you done your research?
2. What do they usually publish?
3. Why will they love your game? Why will Apple love your game? And be honest to yourself.
4. Why will they hate your game? Fix it.
5. Do you have a featured-worthy game?
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
13. Appsolute Games
The best way to reach out to us would be to keep the email short.
- 1-2 sentences about the game
- Why the developers/studios think the game will be well received.
- It's great to include a trailer of the gameplay in the email so that we
can quickly check out how the game looks and plays.
After that, we'll usually reach out and request an invite to TestFlight or for
an APK to be sent.
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
14. Example Email
Subject: Flappy Cow <-> Appsolute Games
Hi Firstname,
My name is Sebastian. I make games at Qaos Games, an indie studio in Stockholm.
We’ve created a new game that I think you guys might find interesting. Flappy Cow is a
side-scrolling one tap arcade game. When BETA-testing the game on 200 people we’ve
had to force them stop playing, it’s almost too addictive.
You can find trailer and screenshots below:
Youtube Link (Unlisted)
The design and color palettes are inspired by similar games of yours that have been
doing great.
Thanks,
Sebastian
1-2 sentences about game
Why it will be well
received.
Trailer of gameplay
Something to show that
you know what you’re
talking about.
One intro sentence
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
15. Base your ideas on data
Base your ideas on data, not random stuff.
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
16. We all know this, but...
There are now 6,000 games launched each week on iOS
Apple features around 15 games per week on the US
“New Games We Love”-section.
http://www.pocketgamer.biz/metrics/app-store
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
17. featuredgames.io - A Friday Experiment
@simplanalyticsSubscribe and get weekly updates of Best New Games via featuredgames.io
18. featuredgames.io - Pricing
Based on 114 featured “New Games We Love” (Nov 6-Jan 6 2017)
67.5%
13.2%
7%
Free 67.54%
$2.99 13.16%
$1.99 7.02%
$4.99 3.51%
Free
$2.99
$1.99
$4.99
$3.99
$0.99
$6.99
$5.99
$8.99
$9.99
@simplanalyticsSign up for updates every Friday on featuredgames.io
19. featuredgames.io - Genre
Apple US “New Games We Love” Nov 5-Jan 6 2017
@simplanalyticsSign up for updates every Friday on featuredgames.io
20. featuredgames.io - Most Loved Devs
Apple US “New Games We Love” Nov 5-Jan 6 2017
Appsolute Games LLC 5
NaturalMotion Games Limited 4
Warner Bros. Entertainment 4
FISHLABS 4
Pine Entertainment Company Limited 4
Nintendo Co., Ltd. 4
@simplanalyticsSign up for updates every Friday on featuredgames.io
22. featuredgames.io - To Summarize
- Free Games stand for 70% of “New Games We Love”
- Of paid games, Apple prefer to feature $2.99 Games (13.2%), followed by $1.99 Games (7%)
- 50% of the games are featured on “New Games We Love” more than once
- Action was the most featured genre (22.2%), followed by Arcade (17.6%), Puzzle (15.7%) and
Adventure on (13.9%)
- Games priced $5.99, $8.99 and $9.99 together account for only 3% of “New Games We Love”
@simplanalyticsIf I say something cool, tweet @sebastianlinden #PGCLondon
23. Indie Game Developers Featured by Apple (Nov 5-Jan 6)
Dec 2 - Dec 8
Downloads 4270
Avg/day 601
D1 23%
D7 4%
D30 1%
JEX by Ogma
Huecker
Dec 8 - Dec 14
Downloads 59704
Avg/day 8529
D1 22%
D7 2%
N/A
Dec 28 - Jan 03
Downloads 10809
Avg/day 1544
D1 26%
D7 4.5%
N/A
Dec 15 - Dec 21
Downloads 3084
Avg/day 440
D1 58%
D7 7%
N/A
Nov 18 - Nov 24
Downloads 190
Avg/day 27
D1 30%
D7 4%
D30 0%
Frantic Ball by
Alan Thomas
Asymmetric by
Klemens
Strasser
LVL by Ertan
Unver
Battle Golf by
Colin Lane
Dec 25 - Dec 31
Downloads 304
Avg/day 43
D1 41%
D7 5%
N/A
Le Parker by
Play Pretend
Dec 8 - Dec 14
Downloads 52919
Avg/day 7559
D1 40%
D7 12%
N/A
Smart Numbers
by Chris Gibbs
@simplanalyticsPlease note that this data is accepted to be shared and sent from each developer via email.
24. Smart Numbers by Chris Gibbs
Dec 8 - Dec 14
Downloads 52919
Avg/day 7559
D1 40%
D7 12%
N/A
Smart Numbers
by Chris Gibbs
@simplanalytics
Soft-Launch (Oct 13-Dec 7)
- Canada, Ireland, Netherlands, Philippines, New Zealand.
- D1 Average - 45%, D7 Average - 25%, D30 Average - 12%. My
targets for these are 50, 25 and 18, so the values I was getting
supported going to WW launch
- Game soft-launched Oct 13th till Dec 7th, in 5 territories: Canada,
Ireland, Netherlands, Philippines
- Apple featured the game in each of these territories, to lesser /
greater extent, for some of the soft-launch period
- The Canadian features were in the New Board Game and New
Puzzle Game categories, and were the longest 99% installs were
Canadian (1,100 CA, 22 non-CA)
WW Launch (Dec 8)
- D1 avg 40% but trending up, D7 avg 12% but trending up - Too
early for D30 data
- All 155 App Stores
- Featured in every country at some point during first 3 weeks of
launch
- Notably: China #1 New Game We Love, US #3 New Game We
Love, CA #2 New Game We Love
- First 7 days of launch, between 900 and 1400 feature placements
on app stores
- App Banner used in CA, Turkey and several other territories
- Has appeared in New Games We Love in every App Store at
some point
25. Smart Numbers by Chris Gibbs
Dec 8 - Dec 14
Downloads 52919
Avg/day 7559
D1 40%
D7 12%
N/A
Smart Numbers
by Chris Gibbs
@simplanalytics
Observations Soft-Launch
Retention data spiked due to the low
volume of installs. Very high and very
low percentages were statistically less
relevant.
- D1, D7 and D30 retention trended
gently downwards throughout soft
launch. I believe this was due to the
effect of ‘Golden Cohorts’ at the start
(friends / beta testers / ex-work
colleagues etc) all having an overly
positive effect on the numbers.
Over time, the mix of new users that
were totally unbiased towards the game
increased, and the retention figures
slowly declined as a result
- D1 Average - 45%, D7 Average - 25%,
D30 Average - 12%. My targets for
these are 50, 25 and 18, so the values I
was getting supported going to WW
launch
Observations WW
- More stable, less spiky data, due to
more players.
Retention significantly lower than soft
launch, esp D7. Possible reasons:
1. No localisation (only in English), but
50% of installs from APAC countries,
mostly CHINA (I broke out retention for
CHINA and it was tracking 7-8% below
US/CA numbers, so some merit in this
argument)
2. No Golden Cohort effect
3. Players came via ‘Board Games’ or
‘Puzzle Games’ during soft launch, so
were more likely to enjoy Smart
Numbers
4. Players via ‘New Games We Love’
(all genres) WW launch less likely to
enjoy a board/puzzle game
Retention trending upwards likely due to:
- Constant tweaks to level difficulty, via the
cloud, (Clear from win/loss data that levels
1-15 were being lost too often)
- Update on the 22nd Dec with major
improvements to difficulty curve &
improvements to tutorial
- Hoping that number of viral installs based
on referrals is increasing, so increasing the
quality of install