Adrian Crook's speech at GDC 2008, entitled "The Power of Free To Play". Focuses on free to play revenue models in games, design tips, growth challenges and market trends. More info at www.FreeToPlay.biz
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Josh Larson’s Talk at White Nights Prague '18Kongregate
During a special Valentine’s Day session at White Nights Prague ‘18, Josh presented “Mining the Web for Cross-Platform Gems." The talk explored how Kongregate has used its web platform to discover games that have potential for cross-platform success on mobile, PC and console. By looking at hits like AdVenture Capitalist, Realm Grinder and Bit Heroes, the presentation extracts the characteristics and KPIs for cross-platform potential.
Monetization often ends up being an afterthought which means that it frequently doesn't tie in with other game elements. How do developers make monetization an integral part of the game development process? What factors do developers need to consider as part of game design? See this presentation to find out.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...Jessica Tams
Delivered at Casual Connect USA 2016. Competition between players has been an explosive force in the industry in recent years – but GSN Games has been embracing competitive skill games for more than 15 years, and is looking ahead to the next generation of competitive casual games. Join GSN Games senior vice president Greg Canessa to gain a unique insight into what makes a successful competitive game tick, where competitive games are going, and why luck has nothing to do with it.
Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan EinhornJessica Tams
Delivered at Casual Connect USA 2016. The mobile market is tough. Early entrants are entrenched, UA costs are exploding. How will your game fare in a red ocean of competition? Two veterans share their thoughts and suggestions on what to consider as you go to market.
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Josh Larson’s Talk at White Nights Prague '18Kongregate
During a special Valentine’s Day session at White Nights Prague ‘18, Josh presented “Mining the Web for Cross-Platform Gems." The talk explored how Kongregate has used its web platform to discover games that have potential for cross-platform success on mobile, PC and console. By looking at hits like AdVenture Capitalist, Realm Grinder and Bit Heroes, the presentation extracts the characteristics and KPIs for cross-platform potential.
Monetization often ends up being an afterthought which means that it frequently doesn't tie in with other game elements. How do developers make monetization an integral part of the game development process? What factors do developers need to consider as part of game design? See this presentation to find out.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...Jessica Tams
Delivered at Casual Connect USA 2016. Competition between players has been an explosive force in the industry in recent years – but GSN Games has been embracing competitive skill games for more than 15 years, and is looking ahead to the next generation of competitive casual games. Join GSN Games senior vice president Greg Canessa to gain a unique insight into what makes a successful competitive game tick, where competitive games are going, and why luck has nothing to do with it.
Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan EinhornJessica Tams
Delivered at Casual Connect USA 2016. The mobile market is tough. Early entrants are entrenched, UA costs are exploding. How will your game fare in a red ocean of competition? Two veterans share their thoughts and suggestions on what to consider as you go to market.
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...David Piao Chiu
Presentation from the Brazil Independent Games (BIG) Festival 2014 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Effective Testing of Free-to-Play Gamesemily_greer
Mobile games have become increasingly high-stakes over the last few years. Successful games make billions, but most games launch to failure, and few get a second chance from either platforms or players. Most developers test their games in various ways, from individual playtest sessions to geo-locked launches in Canada and Australia. But many games still launch with poor retention, monetization, tech problems, or some combination of the three. What's going wrong?
Kongregate has now put more than 20 games through test markets, learning valuable lessons along the way. This talk from GDC 2016 is a pragmatic guide to creating a test strategy, taking into account budget and schedule along with the benefits and pitfalls of various methods and the psychological traps that teams fall into as they evaluate results. The talk is illustrated by case studies and metrics from Kongregate's portfolio including AdVenture Capitalist, Spellstone, Raid Brigade and more.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Tokyo Game Show 2013 JETRO presentation:
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
R2 Games F2P Monetization Presentation and Clicker Heroes Case Study: Best Pr...David Piao Chiu
A F2P Monetization Presentation and Clicker Heroes Case Study given by David P. Chiu at Game Connection Europe 2015. This presentation includes best practices, stats and learnings for F2P mobile and browser games targeted at a midcore gamer audience.
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
SF Game Dev Meetup (Oct 2019): To Self-Publish Or Not To Self-Publish, David ...David Piao Chiu
To self-publish or not to self-publish, that is the question. The mobile F2P space is more competitive than ever. Millions of existing apps already in the app stores, thousands of new games launching each week and the costs of user acquisition keeps increasing. Should developers partner with a publisher or launch the game on their own?
This presentation will explore the case of self-publishing versus working with a publisher. We will explore the pros and cons for each one, questions the developer should be asking themselves and their potential publishing partner. Moreover, it will cover best practices for self-publishing, common mistakes to avoid to maximize your success. This will include best practices for improving retention, IAP monetization, ad monetization and virality.
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...David Piao Chiu
Presentation from the Brazil Independent Games (BIG) Festival 2014 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Effective Testing of Free-to-Play Gamesemily_greer
Mobile games have become increasingly high-stakes over the last few years. Successful games make billions, but most games launch to failure, and few get a second chance from either platforms or players. Most developers test their games in various ways, from individual playtest sessions to geo-locked launches in Canada and Australia. But many games still launch with poor retention, monetization, tech problems, or some combination of the three. What's going wrong?
Kongregate has now put more than 20 games through test markets, learning valuable lessons along the way. This talk from GDC 2016 is a pragmatic guide to creating a test strategy, taking into account budget and schedule along with the benefits and pitfalls of various methods and the psychological traps that teams fall into as they evaluate results. The talk is illustrated by case studies and metrics from Kongregate's portfolio including AdVenture Capitalist, Spellstone, Raid Brigade and more.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Tokyo Game Show 2013 JETRO presentation:
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
R2 Games F2P Monetization Presentation and Clicker Heroes Case Study: Best Pr...David Piao Chiu
A F2P Monetization Presentation and Clicker Heroes Case Study given by David P. Chiu at Game Connection Europe 2015. This presentation includes best practices, stats and learnings for F2P mobile and browser games targeted at a midcore gamer audience.
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
SF Game Dev Meetup (Oct 2019): To Self-Publish Or Not To Self-Publish, David ...David Piao Chiu
To self-publish or not to self-publish, that is the question. The mobile F2P space is more competitive than ever. Millions of existing apps already in the app stores, thousands of new games launching each week and the costs of user acquisition keeps increasing. Should developers partner with a publisher or launch the game on their own?
This presentation will explore the case of self-publishing versus working with a publisher. We will explore the pros and cons for each one, questions the developer should be asking themselves and their potential publishing partner. Moreover, it will cover best practices for self-publishing, common mistakes to avoid to maximize your success. This will include best practices for improving retention, IAP monetization, ad monetization and virality.
AC+A has prepared this analysis of the first time user experience in Jewels with Buddies (iOS) in order to highlight selected strengths (and some weaknesses) of the design of this title.
AC+A is a social and mobile game design consultancy. A key part of our expertise comes from staying current with new releases on Facebook, iPhone, iPad, and Android and analyzing best practices in the field.
Contact us today for your social and mobile game design needs.
Riot Games Interview presentation Product launch planEdward Hwang
Though I failed to get the job as a product manager for SEA region after more than 10 interviews and hundreds of e-mails exchanged over a 6 months period, I still would like to share this slide that helped me get to the very last stage of the interview.
I made the slide within a week between interviews based on the request of the hiring manager to come up with a hypothetically scenario to launch a new product for Riot Games. The idea was to basically understand your skill-set and thinking process. And, of course to have something more solid to initiate a better communication during the interview process.
Anyways, I hope this helps if anyone is interviewing for a similar gaming company.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
The Trials of Trailblazing a New Mobile Market | Darion LowensteinJessica Tams
Delivered at Casual Connect Europe 2016.
This metrics focused talk will take a look at the trials and tribulations from launching real money gambling games. Darion Lowenstein, a 20 year industry veteran and Chief Marketing Officer at Gamblit Gaming, will discuss what’s been successful, what bombed, and surprising differences between virtual currency and real money game versions - and offer poignant lessons learned in transitioning from making casual games to real money gambling experiences.
A quick and dirty preso put together for BarCamp3 in Sydney - pre roll ad to show that is what happens. Don\'t let the advertisers win - better models. 13 revenue models. Used gaming examples cos it\'s a dev/gamer crowd, with links to business social networks.
Launching Video Games In Casinos: Gold Rush Or Bust? | Darion LowensteinJessica Tams
Casinos all over the USA have seen steady declines in slot revenue. Revolutionizing the casino, companies like Gamblit Gaming have launched new interactive touch screen hardware on casino floors that bring skill video games and gambling together. In this metrics focused talk, 20+ year industry veteran and Gamblit Gaming CMO Darion Lowenstein will talk about what it takes to gamblify games like Into The Dead, Catapult King, Jetpack Joyride and launch it on a casino floor.
Social Games in China - The New Import/Export Business!James Gwertzman
Slides from a GDC 2010 talk on social games in China.
For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values.
Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers?
PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online & social gaming in China, direct from PopCap's head of Asia/Pacific operations. Topics will include what's hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
In the Adani-Hindenburg case, what is SEBI investigating.pptxAdani case
Adani SEBI investigation revealed that the latter had sought information from five foreign jurisdictions concerning the holdings of the firm’s foreign portfolio investors (FPIs) in relation to the alleged violations of the MPS Regulations. Nevertheless, the economic interest of the twelve FPIs based in tax haven jurisdictions still needs to be determined. The Adani Group firms classed these FPIs as public shareholders. According to Hindenburg, FPIs were used to get around regulatory standards.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
Kseniya Leshchenko: Shared development support service model as the way to ma...Lviv Startup Club
Kseniya Leshchenko: Shared development support service model as the way to make small projects with small budgets profitable for the company (UA)
Kyiv PMDay 2024 Summer
Website – www.pmday.org
Youtube – https://www.youtube.com/startuplviv
FB – https://www.facebook.com/pmdayconference
Buy Verified PayPal Account | Buy Google 5 Star Reviewsusawebmarket
Buy Verified PayPal Account
Looking to buy verified PayPal accounts? Discover 7 expert tips for safely purchasing a verified PayPal account in 2024. Ensure security and reliability for your transactions.
PayPal Services Features-
🟢 Email Access
🟢 Bank Added
🟢 Card Verified
🟢 Full SSN Provided
🟢 Phone Number Access
🟢 Driving License Copy
🟢 Fasted Delivery
Client Satisfaction is Our First priority. Our services is very appropriate to buy. We assume that the first-rate way to purchase our offerings is to order on the website. If you have any worry in our cooperation usually You can order us on Skype or Telegram.
24/7 Hours Reply/Please Contact
usawebmarketEmail: support@usawebmarket.com
Skype: usawebmarket
Telegram: @usawebmarket
WhatsApp: +1(218) 203-5951
USA WEB MARKET is the Best Verified PayPal, Payoneer, Cash App, Skrill, Neteller, Stripe Account and SEO, SMM Service provider.100%Satisfection granted.100% replacement Granted.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
Understanding User Needs and Satisfying ThemAggregage
https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
We know we want to create products which our customers find to be valuable. Whether we label it as customer-centric or product-led depends on how long we've been doing product management. There are three challenges we face when doing this. The obvious challenge is figuring out what our users need; the non-obvious challenges are in creating a shared understanding of those needs and in sensing if what we're doing is meeting those needs.
In this webinar, we won't focus on the research methods for discovering user-needs. We will focus on synthesis of the needs we discover, communication and alignment tools, and how we operationalize addressing those needs.
Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
• Present the Onion Diagram, a tool for contextualizing task-level goals
• Illustrate how customer journey maps capture activity-level and task-level goals
• Demonstrate the best approach to selection and prioritization of user-goals to address
• Highlight the crucial benchmarks, observable changes, in ensuring fulfillment of customer needs
Hello and welcome to the talk I gave at GDC 2008 on Mon Feb 18 at 2 pm at the worlds in motion summit entitled The Power of Free to Play. That’s a very Anthony Robbins-esque title, I’m not very much of an Anthony Robbins-esque speaker, but I’ll do my best.