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Cover of 1 Thing to Innovate the Casino Genre
Article

1 Thing to Innovate the Casino Genre

Social "hangout areas" are presented as the single most promising way to innovate the casino and slots genre, a December 2020 GameRefinery blog post by Altti Fromholdt of the Game Growth Dev team.

  • Casino games can drive innovation by integrating 'hangout areas'—social spaces outside of core gameplay—similar to those found in titles like PUBG, Fortnite, Roblox, and various Chinese market games.
  • The 'hangout area' concept allows for expanded player engagement through features like customizable avatars, social interaction with guild members, and dedicated spaces for different game modes.
  • Successful casino titles like Slotomania have already validated the effectiveness of collection meta-gameplay, which can be further enhanced by incorporating these social hangout spaces.
GameRefineryDec 2020
Cover of Joining Mobile's Most Exclusive Members Club
Article

Joining Mobile's Most Exclusive Members Club

Mobile game designer Niek Tuerlings of Voodoo argues that HybridCasual, a term coined roughly a year before this November 2020 guest post, risks becoming an empty buzzword unless it is defined by concrete design criteria.

  • HybridCasual games combine a simple, arcade-style core interaction—optimized for low CPI and high accessibility—with a deep metagame designed to maximize long-term retention.
  • Successful HybridCasual titles rely on motoric challenge and round-based gameplay, which allows developers to influence perceived skill by balancing player strength against increasing difficulty.
  • The metagame in HybridCasual titles must remain simple, typically featuring only a few layers of progression such as character levels, gear, and talent upgrades to ensure the game remains easily digestible.
GameRefineryNov 2020
Cover of Take Your Game's Retention to the Next Level With Collaboration Events
Article

Take Your Game's Retention to the Next Level With Collaboration Events

Promotional collaboration events, which bring IP crossovers into a game through narrative content, special modes, or exclusive characters, items, and cosmetics, are presented as a powerful live ops tool for boosting retention and lifetime value in free-to-play mobile titles.

  • Collaboration events can drive significant revenue spikes, as seen with Identity V, where a Persona 5 event increased US iOS revenue from 3K to 49K and a Danganronpa event boosted it from 9K to 65K.
  • Dragalia Lost leveraged partnerships with major franchises like Fire Emblem, Megaman, and Monster Hunter to achieve peak US iOS revenues exceeding 60K per event.
  • Collaboration events function as powerful live ops tools to re-engage existing players through unique, limited-time content and to acquire new users with high affinity for the partner brand.
GameRefineryJul 2020
Cover of How Did April Fools Show in Mobile Games?
Article

How Did April Fools Show in Mobile Games?

Mobile game publishers marked April Fools' Day 2020 with a range of one-day seasonal events, according to a GameRefinery analyst's firsthand survey of live updates in the days after April 1.

  • Mobile game developers utilized April Fools' Day to drive engagement through diverse, short-term live events, ranging from social media campaigns to in-game content updates.
  • ForwardWorks implemented a comprehensive April Fools' takeover in Disgaea RPG, featuring a rebranded splash screen, character model swaps to penguin mascots, a specialized gacha banner, and a unique battle event.
  • Applibot’s Blade X Lord executed a one-day story event that included farmable stages, a special boss, an exchange shop, and a free 10x gacha pull to provide tangible value to players.
GameRefineryApr 2020
Cover of 2020 Predictions #10: Playbook to Reach the Top of Sports Games
Article

2020 Predictions #10: Playbook to Reach the Top of Sports Games

Sports & Racing was the smallest mobile gaming category in 2019, generating roughly $850M in revenue, up 17% year over year.

  • The Sports and Racing categories saw a 17% year-over-year increase in combined revenue and downloads in 2019, though growth remains heavily dependent on established intellectual property and existing market leaders.
  • Arcade Sports is the most dynamic sub-genre, with Golf Clash dominating 62% of the sector's revenue in 2019 and newer entrants like Tennis Clash successfully capturing market share.
  • The Realistic Sports sub-genre is stagnant, with revenue growing only 4% and downloads declining 7% in 2019 as aging titles like 8 Ball Pool, Madden NFL, and FIFA Soccer continue to control the market.
Deconstructor of FunFeb 2020
Article

Top Mobile Games Worldwide: November 2019

Hyper-casual titles dominated worldwide mobile game downloads in November 2019, according to Sensor Tower's Store Intelligence estimates covering the App Store and Google Play globally from November 1 to November 30.

  • SayGames' 'Sand Balls' was the most downloaded mobile game worldwide in November 2019, reaching approximately 36 million installs with 40% of its traffic originating from India.
  • Lion Studios' 'Ink Inc.' secured the second position with nearly 28 million installs, driven primarily by the United States (26%) and Russia (11%).
  • The top five most downloaded mobile games for November 2019 were 'Sand Balls', 'Ink Inc.', 'Rescue Cut', 'Call of Duty: Mobile', and 'PUBG Mobile'.
Sensor TowerDec 2019
Cover of The Sound of a Serve Toss: An Informational View on the Gameworld Interface as Sonic Interface Design
Article

The Sound of a Serve Toss: An Informational View on the Gameworld Interface as Sonic Interface Design

This critical essay examines game sound design through the lens of Sonic Interface Design (SID), using Kristine Jørgensen's three-layer model of the gameworld interface, consisting of the game controller, WIMP elements, and the gameworld, alongside Charles Sanders Peirce's semiotic framework of iconic, indexical, and symbolic…

  • Sound in games is treated as an informational medium whose effectiveness depends on how sonic signs relate to the objects, events, and player expectations they represent, rather than on strict physical realism.
  • Using Jørgensen's three-layer model (game controller, WIMP elements, gameworld) and Peirce's iconic, indexical, and symbolic signs, the essay frames game audio as Sonic Interface Design.
  • A sound can shift semiotic mode over time, for example moving from iconic to indexical as players learn a game's mechanics, so audio should be calibrated to the realism, hypermediacy, and immediacy suited to each genre and context.
G|A|M|E – The Italian Journal of Game StudiesDec 2017
Cover of Two Halves of Play: Simulation versus Abstraction and Transformation in Sports Videogames Design
Article

Two Halves of Play: Simulation versus Abstraction and Transformation in Sports Videogames Design

Sports videogames do not simply simulate reality; they map it onto gameplay through two mediating processes.

  • Sports videogames are best understood as simulations built for play rather than accuracy: developers depart from reality wherever doing so improves the experience, relying on players' willing suspension of disbelief.
  • Kayali and Purgathofer identify three mediating mechanisms (simulation, abstraction, and transformation) and evaluate games across four categories: rules, player control, course of action, and presentation.
  • Transformation keeps real-world elements functional while changing their form, as when judges' scores become collectable items, and control schemes on digital buttons almost always require it.
Eludamos: Journal for Computer Game CultureFeb 2008
Cover of Black and White: Attending the Games Convention 2007
Article

Black and White: Attending the Games Convention 2007

Games Convention 2007 in Leipzig is assessed as the leading international gaming fair following the decline of E3, drawing roughly 185,000 visitors, including 3,300 journalists and 503 exhibitors.

  • The author judges Games Convention 2007 in Leipzig, presented as the industry's leading fair after E3's demise, to be disappointing, with offerings largely repetitive and few genuine advances in innovation.
  • Crysis was shown in a demo the author found impressive, but it had not noticeably advanced since the previous year's showing, and Spore had no playable demo, with its release reportedly slipping to summer 2008.
  • Take-Two showed no trailer for Mafia 2, and the Grand Theft Auto IV video offered little beyond material already online, though its reworked New York setting was seen as a promising step toward more authentic environments.
Eludamos: Journal for Computer Game CultureAug 2007