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Article

A Bit of Culture: Assembling by the Tree

Plastic bricks, collectible miniatures, and trading cards are framed as precursors to the digital goods economy, with the central argument that assembly, of both parts and people, is the most valuable aspect of play.

  • LEGO sets have emerged as a high-yield asset class, delivering an average annual return of 11% based on a study of 2,322 unopened products.
  • LEGO has achieved a seven-fold increase in sales since 2003, driven by the modular nature of its system and thematic scarcity in the secondary market.
  • The video game and toy industries are converging around the concept of 'fractionalization,' where consumer value is derived from assembling modular systems and personalized digital or physical experiences.
SuperJoostDec 2021
Cover of 2019 Predictions: There Is a Billion to be Made in the Wake of Machine Zone
Article

2019 Predictions: There Is a Billion to be Made in the Wake of Machine Zone

Strategy games are the largest revenue category within Mid-core mobile and the second largest across all mobile games after Puzzle, and this February 2019 analysis forecasts where the three main subcategories (4X, Build & Battle, and Synchronous Battlers) are headed.

  • The 4X strategy subcategory represents a high-value opportunity, with IGG’s Lords Mobile generating over €350M in 2018 and demonstrating that integrating RPG mechanics into 4X gameplay can successfully expand the genre's audience.
  • Machine Zone lost its dominant market position following the launch of Final Fantasy, allowing competitors like FunPlus and IGG to capture significant market share through superior live operations and portfolio-based strategies.
  • FunPlus achieved growth by building a 4X platform that utilizes reskins of its hit title King of Avalon, proving that theme and art style are the primary differentiators for user acquisition and marketability in a genre where core features are often similar.
Deconstructor of FunFeb 2019
Cover of Dying in the Game: A Perspective of Life, Death and Rebirth Through World of Warcraft
Article

Dying in the Game: A Perspective of Life, Death and Rebirth Through World of Warcraft

Wanda Gregory's personal essay, published in the 2018 gamevironments special issue on video gaming and death, examines how a player's relationship with in-game death shifted after a cancer diagnosis.

  • Wanda Gregory's 2018 essay, published in the gamevironments special issue on video gaming and death, argues that games typically reset, reboot, or soften the consequences of a character's death, unlike the lasting grief associated with deaths in books and film.
  • The essay is an autoethnographic account of one player's cancer diagnosis, during which she came to see her World of Warcraft troll shaman, Tahara, as a mirror for her own fears of dying rather than a casual avatar.
  • The author describes WoW's death mechanics in detail, including paying the Angel of Death for resurrection and travelling as a ghost to recover one's corpse, and says she first avoided risk by grinding at low levels.
gamevironmentsDec 2018
Cover of Ubisoft Reports Third-Quarter 2016-17 Sales
Financial report6 pages

Ubisoft Reports Third-Quarter 2016-17 Sales

Ubisoft’s third-quarter 2016-17 financial results demonstrate a successful strategic transition toward a more recurring and profitable business model.

  • Digital revenue reached €383.0 million for the first nine months of the 2016-17 fiscal year, representing 47.2% of total sales compared to 27.0% in the previous year.
  • Player recurring investment—including season passes, subscriptions, and digital items—grew by 140.1% during the nine-month period.
  • Monthly active users increased by 33.1% over the nine-month period, driven by the performance of Tom Clancy’s Rainbow Six Siege and Tom Clancy’s The Division.
UbisoftFeb 2017
Cover of Well Played: Vol. 6, No. 1
Report23 pages

Well Played: Vol. 6, No. 1

This volume of the Well Played journal marks a significant transition in academic game studies by introducing the first video-based edition of the publication.

ETC PressJul 2016
Cover of South Park's demonisation of F2P: let's blame Dungeon Keeper
12 min
PocketGamer.biz12 min

South Park's demonisation of F2P: let's blame Dungeon Keeper

The mobile gaming industry in late 2014 remains characterized by a persistent, polarized debate regarding the ethics and quality of free-to-play (F2P) monetization models.

  • The mobile gaming industry is undergoing a structural shift toward service-oriented, co-development partnerships, exemplified by Scopely’s $35 million funding round.
  • German developers are successfully transitioning from browser and PC markets to mobile, with Goodgame Studios scaling its workforce to 1,000 employees.
  • Public perception of free-to-play (F2P) monetization remains polarized, with the 2014 mobile iteration of Dungeon Keeper serving as the primary symbol for criticisms regarding aggressive timers and exploitative mechanics.
PocketGamer.bizNov 2014
Cover of South Park, Freemium, and Pop Psychology
Article

South Park, Freemium, and Pop Psychology

Eric Seufert's November 2014 essay responds to South Park's "Freemium isn't Free" episode, which satirized free-to-play gaming and drew widespread media praise for supposedly exposing the model's psychological manipulation.

  • The freemium model relies on low conversion rates as a core feature, with successful products like Evernote maintaining conversion rates as low as 4%.
  • Critics often misattribute the dopamine release associated with gaming to addiction, even though dopamine is a standard biological response to any pleasurable activity, including eating or social interaction.
  • The use of in-app currencies, such as 'Canadough' or 'Skype Credit,' is a standard industry practice designed for user convenience rather than psychological exploitation.
Mobile Dev MemoNov 2014
Cover of Ubisoft FY14 Earnings Presentation
Financial report31 pages

Ubisoft FY14 Earnings Presentation

The Ubisoft Fiscal Year 2014 earnings presentation outlines the company’s financial performance for the period ending in 2014 and establishes its strategic roadmap for the subsequent fiscal year.

  • Ubisoft projects a strong FY15 recovery with a target of at least 1,400 million euros in sales and 150 million euros in non-IFRS operating income.
  • FY14 financial performance saw a 20% decline in total sales to 1,007 million euros and a non-IFRS operating loss of 66 million euros due to a reduced release schedule.
  • Digital revenue grew by 32% in FY14, representing 19% of the company's total sales.
UbisoftMay 2014
Cover of Ubisoft Full-Year 2013-14 Sales and Earnings Figures
Financial report12 pages

Ubisoft Full-Year 2013-14 Sales and Earnings Figures

Ubisoft’s fiscal year 2013-14 financial results reflect a challenging period characterized by a decline in annual sales and a shift toward digital revenue streams.

  • Ubisoft reported annual sales of €1,007 million for fiscal year 2013-14, representing a 19.9% decline compared to the previous year.
  • The company recorded a non-IFRS operating loss of €66 million, a significant downturn from the €100 million operating income achieved in 2012-13.
  • Digital revenue grew by 32% to reach €195 million, accounting for 19% of total annual sales for the fiscal year.
UbisoftMay 2014