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Better freemium design | Motor World: Car Factory
This is a guest post from consultant Ben Sipe crossposted from his blog As a Game & Monetization Consultant I’m constantly playing mobile games. I tried to play every game that popped up into the Top 100...
- Posted 26 days ago
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Playmobil Pirates Takes Its Name Very Literally
Making fremium games for children is a delicate exercise, one that requires respect, restraint and a focus on value for money, trust from parents and never, ever taking advantage of kids' natural tendency to be obsessive idiots....
- Posted 116 days ago
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Sell emotion, not content: Free-to-play Design Rule 13
Selling content is what content creators do, right? Not any more. Now that digital distribution has made it incredibly cheap to share content on the web, consumers are increasingly refusing to pay for it.
- Posted 200 days ago
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I must not fail: Free-to-play Design Rule 12
Free-to-play games are all about success. That does not mean that players can’t have to use skill (see Free-to-play Design, rule 4: Complexity in layers). It does mean that they get rewarded for just turning up.
- Posted 207 days ago
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Kill the tutorial: Free-to-play Design Rule 11
In those first few minutes, you have to convince me, body and soul, that this is game is worth investing my precious time in. You get one shot at it. Make it a good shot.
- Posted 214 days ago
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[Video] Creativity, sharing and coping with failure
Nicholas was a keynote speaker at Shareplay in Denmark this week. In this video interview, he talks about why the games industry is so exciting to him from a business perspective: it's a creative industry, a collaborative...
- Posted 216 days ago
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Have pizzazz, not polish: Free-to-play Design Rule 10
Pizzazz is not about looking pretty (well, OK, it is). It is not about making the game’s graphic designer think he or she is cool. It’s about rewarding players for doing the things that matter to them...
- Posted 221 days ago






