- ARPDAUPosted 12 years ago
- What’s an impressive conversion rate? And other stats updatesPosted 12 years ago
- Your quick guide to metricsPosted 12 years ago
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Getting Beyond Licensed Content’s Bad Rap
One way that mobile developers and publishers can get their games noticed and potentially lower their customer acquisition costs is through content licensing, using well-known and recognizable intellectual property – characters, stories and brands from movies, TV,...
- Posted 11 years ago
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ARMing yourself at Login 2012
Acquisition, retention and monetisation dominate discussions about free-to-play gaming, and Login conference 2012 was no exception.
- Posted 12 years ago
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How much should I spend on acquisition? And other new benchmarks
How much should I be spending on acquisition? This is the page where we will collect benchmarks for advertising spending.
- Posted 12 years ago
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Did OpenFeint really just sell for 368x revenues?
Earlier this week, Japan’s Gree bought OpenFeint for $104 million. The nice thing about Japanese transactions is that listed companies have to give details of the transaction. Here are the details they gave about the underlying revenues and...
- Posted 13 years ago
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The ten rules of gamification
Gamification may have been the buzzword of 2010, but its influence shows no sign of abating in 2011. It is a term derided by game designers, misunderstood by brands and unknown to consumers. So as you set...
- Posted 14 years ago
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Sony’s decision to lock DC Universe Online accounts to a physical disc will cost it customers and lots of revenue
Sony recently tried to break into the MMO genre on console with the high-profile launch of DC Universe Online. It’s an interesting experiment in making an MMO work on the console platform, and paves the way for...
- Posted 14 years ago
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How to Make Money from Social Games
Want to know how to make money from social games? How to get customers and, more importantly, keep them? Want to learn the proven psychological techniques that game designers use to keep players playing (and spending) day...
- Posted 14 years ago