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5 min read
#Ads & Monetization

Hopeless: The Dark Cave – Coins and Consumables

Yaniv Nizan's review of the adorable free-to-play survival shooter.
8 min read
#Ads & Monetization

Economic Research On MMORPGS: A Quick Overview

Anders Drachen, Shawna Baskins and Joseph Riley take a quick look at some of the interesting research papers from the hallowed halls of academia and beyond.
4 min read
#Game Deconstructions

Zombies Don’t Touch Me: Runner Under the Microscope

The reviews saga continues with Yaniv Nizan's analysis of Zombies Don't Touch Me.
10 min read
#Tool & Product

Unleash the Power of Events to Drive Revenue in Games

Xing Wang gives game designers some insight on how to effectively leverage events in their games.
5 min read
#Ads & Monetization

Monetizing Puzzle Games: Box It Game Review

Yaniv Nizan talks about the monetisation model of his latest favourite puzzle game.
12 min read
#Data & Analytics

Visualizing Dynamic Behavior Flow

Using the MMORPG Glitch as a case example, Shawna Baskins, Joseph Riley and Anders Drachen describe the process of developing a method for generating behavioral profiles and visualizing how players over time migrate between these profiles.
4 min read
#Ads & Monetization

Freemium Economics: Commerce at a Price Point of $0

Eric Seufert on Freemium Economics: Leveraging Analytics and User Segmentation to Drive Revenue, his recently published book that covers topics ignored by many product developers, but which ultimately form the crux of the freemium model.
8 min read
#Game Design

What Is The Compulsion Loop?

Joseph Kim details the compulsion loop concept, expands it with his own interpretation, and describes the potential future opportunity leveraging this concept.
8 min read
#Data & Analytics

Analysing Auctions: The Case of Glitch

Shawna Baskins, Joseph Riley and Anders Drachen analyse Glitch's in-game economic system, concentrating on the auction house and NPC vendors.
6 min read
#Data & Analytics

Data is good, but not all data is equally good

Effective data capture is like a sensory system for your game so you can understand the actual behaviour it exhibits rather than what we expect it to do or what focus groups tell us it might do. But can we always trust what the data tells us?
5 min read
#Ads & Monetization

Mid-Core Success Part 4: Monetization

In the last part of his Mid-Core series, Michail Katkoff talks about why sustained monetization is a result achieved through excellent game design, a balanced game economy, engaging social mechanics and a fresh approach.
11 min read
#Marketing & Publishing

Mid-Core Success Part 3: Social

In part three of his Mid-Core Success series, Michail Katkoff talks about true social mechanics, the kind that add to the gameplay, improve overall player experience and make the game feel more alive.
8 min read
#Data & Analytics

Navigating the hazards of game data

Effective data capture is vital to delivering games as a service. The trouble is how do we know what the data means? How can we be sure we are asking the right questions?