200 pages jam-packed pages of examples, illustrations and how-to guides.
“Nicholas Lovell is a deep knowledge specialist: he has all the data and insight you’ll need on the subject of how to do business in the emergent and ever-evolving field of social and online gaming. From microtransactions to marketing, he’s got it covered. Highly recommended.”
Alice Taylor, Commissioning Editor, Channel 4
“We’re a console developer transitioning to the digital model, but how much could we learn from GAMESbrief’s insights and observations of the online business models? Turns out quite a lot!
Working with GAMESbrief widened our perspective from the physical goods model and helped us understand what traditionally seemed illogical (free) makes a lot of sense in the right circumstance.
Whatever your current business model, there are lessons to learn from GAMESbrief’s insight and analysis.”
Colin Bell, General Manager, THQ Digital Studios UK (formerly Juice Games)
“Publishing games is not as challenging as developing them, but that doesn’t mean that publishing is easy. There are many facets: marketing, distribution, sales, etc. and each of these areas requires real insight and effort to do well.
In the new world where publishers are nothing more than banks and should be avoided if at all possible, it’s crucial for developers to ensure that they have a handle on *all* of the work necessary to effectively publish their games. There’s a lot of information out there, but never before has it been collated into one volume that centres specifically on the business of publishing games.
Nicholas’ considered and well researched book really is publishing 101 – essential for those experienced in self publishing and those just starting out. It doesn’t contain all the answer, but, more importantly, it does contain all the questions.
I don’t traditionally buy e-books as I’m concerned that the content won’t be relevant or I can find the data elsewhere, but I can genuinely say that this publishing guide is well worth the price tag.”
Mark Morris, Managing Director, Introversion Software

| Just for you – a personal copy
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| Digital only | £99 | |
| Bound copy | £149 | |
| Digital and bound copy | £149 | |
| For your whole company – a company copy
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| Digital only | £199 | |
| Digital and 1 bound copy | £249 | |

TIGA member? Enter your discount code on the next page to get 20% off.
No promo code? Email nicholas@gamesbrief.com.
| Testimonials | 3 | |
| Foreword by Dr. Richard Wilson, TIGA CEO | 5 | |
| Introduction | 6 | |
| About me | 7 | |
| About Gamesbrief (www.gamesbrief.com) | 7 | |
| Contents | 8 | |
| Chapter 1: How to Publish a Game | 12 | |
| What is a game? | 13 | |
| Games as a product | 14 | |
| Games as a service | 16 | |
| Is that it? Six types of game? | 18 | |
| Chapter 2: The key roles of a publisher | 21 | |
| What does a self-publishing developer need to know? | 39 | |
| Chapter 3: Becoming a publisher | 41 | |
| Does a developer always need a publisher? | 41 | |
| So which skills should I focus on? | 43 | |
| Chapter 4: Determining your business model | 47 | |
| Making money | 47 | |
| The eight ways to make money from a game | 47 | |
| Are you Viral or are you Monetised? | 70 | |
| Which business model should I choose? | 72 | |
| Chapter 5: The power of free | 74 | |
| If free is so great, why have we always charged so much for our games? | 75 | |
| Why publishers are doomed | 77 | |
| Why is free so successful? | 78 | |
| If you’re not free, you’re competing with free | 80 | |
| Is free the only option? | 80 | |
| Chapter 6: Distribution | 84 | |
| Maximise your routes to market | 84 | |
| Distributing PC, mobile and console games | 85 | |
| Distributing Flash-based games | 87 | |
| Hosting your own game | 89 | |
| Conclusion | 94 | |
| Chapter 7: Sales | 96 | |
| Billing | 96 | |
| Advertising | 100 | |
| Conclusion | 109 | |
| Chapter 8: Marketing – An Introduction | 110 | |
| Marketing games as a product | 110 | |
| Marketing games as a service | 111 | |
| What are you trying to achieve? | 114 | |
| Chapter 9: Marketing – Feeding the funnel | 122 | |
| Acquiring customers | 123 | |
| Using social networks | 126 | |
| Press and Public Relations | 135 | |
| The power of virality | 139 | |
| Feeding the funnel conclusion | 142 | |
| Chapter 10: Marketing – Designing your website | 144 | |
| The five great website design mistakes | 145 | |
| Designing a website: before you start | 151 | |
| Conclusion | 153 | |
| Chapter 11: Finance | 156 | |
| Sources of finance | 156 | |
| Revenue | 156 | |
| Funds | 161 | |
| Banks | 173 | |
| Venture capital and private equity | 174 | |
| How to raise money | 177 | |
| Finance conclusion | 180 | |
| Chapter 12: Putting it all together | 184 | |
| Feedback | 186 | |
| Acknowledgements | 186 | |
| Resources | 187 | |
| Useful links | 187 | |
| Notes on links | 188 | |
| Bibliography | 190 | |
| Blog roll | 190 | |
| Softography | 190 | |
| Glossary | 192 | |
| List of Illustrations | 194 | |
| Tables | 194 | |
| Figures | 194 | |
| Index of Lessons Learned | 195 | |
| Index | 196 | |
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