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  • Don’t release a 99c game #f2ptoolbox

    The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: go free or go expensive, but don’t cap your ARPPU at $0.99. For a...

    • Posted 6 years ago
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  • We’re not good at delayed gratification #f2ptoolbox

    The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: carefully balance the friction in your game, and don’t create excessive churn in pursuit...

    • Posted 6 years ago
    • 0
  • In-app merchandising: a new way to monetise

    We’d like to emphasise an almost untapped third source: merchandising. For many of us, it’s still (almost) zero but for some others, such as Rovio, it’s 45 % of their income… which means there is definitely room...

    • Posted 6 years ago
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  • Is HTML5 your best bet for monetisation?

    With native apps, the business frameworks and monetisation tools are often tied to the system supported by the OEM

    • Posted 6 years ago
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  • Google Play leads iOS for downloads, and other market data

    We’ve made another small update to our benchmark data pages, with new figures on how games big and small acquire, retain and monetise their users. Plus, we’ve added some new information about how Android and iOS compare...

    • Posted 6 years ago
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  • Retail Principles for Free-to-Play Games

    Retailing is an old skill that is constantly developing over time. Today’s retail experts have had to master new skills such as consumer psychology often referred to as behavioral economics.

    • Posted 6 years ago
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  • Improving Freemium Design – Ionage

    This is a guest post by Ben Sipe. If you have a game that you’d like featured on the IFD series just fill out the form here. If you’d like to talk about this or any other games...

    • Posted 6 years ago
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