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Cover of Session: The Early Agent Gets the Worm, André Mendes, Next Games, a Netflix Game Studio
12 min
PocketGamer.biz12 min

Session: The Early Agent Gets the Worm, André Mendes, Next Games, a Netflix Game Studio

Effective player experience (PX) management in game development requires a proactive, integrated approach that begins during the pre-production phase.

  • Next Games achieves a 91% FAQ deflection rate, ensuring the vast majority of players resolve issues without needing to open a support ticket.
  • The studio utilizes a tiered automation strategy consisting of 51% fully automated responses, 48% partially automated data-gathering workflows, and less than 1% fully manual intervention.
  • Player Experience (PX) teams should be integrated during the pre-production phase to allow sufficient time to understand game mechanics, define support workflows, and align with development goals before launch.
PocketGamer.bizOct 2024
Cover of Opening & Welcome to Pocket Gamer Connects, Helsinki 2024 - Chris James, Steel Media Ltd.
14 min
PocketGamer.biz14 min

Opening & Welcome to Pocket Gamer Connects, Helsinki 2024 - Chris James, Steel Media Ltd.

The opening address at Pocket Gamer Connects Helsinki 2024 serves as both a celebration of the Finnish mobile games industry’s decade-long evolution and a strategic assessment of the current global gaming market.

  • The global games industry is projected to grow by 2% in 2024 to an estimated $188 billion, with mobile gaming specifically expected to rise by 3%.
  • Investment activity is showing signs of recovery, with Q2 2024 marking the highest level of early-stage investment in nearly two years and a steady increase in M&A volumes over the last three quarters.
  • New distribution channels are challenging traditional app store dominance, including Epic Games' new app store, Apptoid, and direct-to-consumer models supported by companies like Aptoide, Appcharge, and Agera.
PocketGamer.bizOct 2024
Cover of Insights into Marketing Trends in Southeast Asian Mobile Games in 2024
Report24 pages

Insights into Marketing Trends in Southeast Asian Mobile Games in 2024

Southeast Asian mobile game marketing in January through August 2024 is analyzed using SocialPeta advertising intelligence data, which samples over 70 channels and roughly 80 countries and regions, covering seven Southeast Asian markets: Thailand, Indonesia, Singapore, Malaysia, Vietnam, the Philippines and Cambodia.

  • Video-centric marketing is the dominant strategy in Southeast Asia, accounting for nearly 70% of all ad creatives across all mobile game genres.
  • Indonesia is the region's largest market by advertiser volume with 12.3K monthly advertisers, while Thailand leads in content intensity with over 100 creatives per advertiser.
  • The Southeast Asian mobile gaming market saw a 9.5% year-over-year increase in active advertisers, averaging over 20,000 per month between January and August 2024.
SocialPetaOct 2024
Cover of Expanding the 4X Audience: Lessons from Last War and Whiteout Survival
Report24 pages

Expanding the 4X Audience: Lessons from Last War and Whiteout Survival

The document analyzes the evolving landscape of the mobile 4X strategy genre, focusing on how recent successes like Last War and Whiteout Survival are expanding their audience and profitability.

  • The 4X strategy genre generated $5.8 billion in 2023 by shifting from hardcore, complex mechanics to more accessible, casual-friendly designs.
  • Titles like Last War and Whiteout Survival have successfully expanded their user base by integrating simplified onboarding, intuitive progression, and cohesive mini-games.
  • Modern 4X monetization has pivoted from aggressive gacha mechanics toward a model focused on low-cost in-app purchases and premium passes to encourage consistent, smaller transactions.
AppMagicOct 2024
Cover of Destiny: Rising NetEase developer preview
7 min
Mobilegamer.biz7 min

Destiny: Rising NetEase developer preview

Destiny: Rising represents a strategic expansion of the Destiny franchise into the mobile gaming market through a collaborative partnership between NetEase and Bungie.

  • NetEase and Bungie are collaborating to develop Destiny: Rising, a free-to-play, sci-fi RPG shooter designed for the mobile market.
  • The game is set in an alternate timeline during the post-Dark Age era, predating the Last City and the standard Hunter, Titan, and Warlock class system.
  • Gameplay shifts to a character-driven model with unique combat styles and introduces a new weapon rarity tier called Mystic.
Mobilegamer.bizOct 2024
Cover of Cup Heroes: Voodoo's new hybridcasual hit making $160k/day! Steady growth w/ adplacement excellence
58 min
Two & a Half Gamers58 min

Cup Heroes: Voodoo's new hybridcasual hit making $160k/day! Steady growth w/ adplacement excellence

Cup Heroes, a hybrid-casual title published by Voodoo, has emerged as a significant revenue driver since its February 2024 soft launch.

  • Voodoo's hybrid-casual title Cup Heroes is generating approximately $160,000 per day in combined revenue, with a significant portion driven by ad monetization.
  • The game utilizes a unique bulk-sale monetization mechanic where each purchase provides a 10% discount on the next item, incentivizing players through a sunk-cost fallacy loop.
  • Cup Heroes deviates from standard survivor-genre mechanics by removing traditional XP leveling in favor of a skill-selection system between waves that requires currency or ad engagement.
Two & a Half GamersOct 2024
Cover of Scopely Co-CEO, Javier Ferreira, on the Gaming Industry's Future and Strategies for Success
35 min
Deconstructor of Fun35 min

Scopely Co-CEO, Javier Ferreira, on the Gaming Industry's Future and Strategies for Success

The gaming industry is currently defined by a shift toward long-term engagement, where success is predicated on deep product-market fit rather than superficial reliance on intellectual property.

  • Commercial success in the current gaming market is driven by high retention rates and robust social loops rather than reliance on intellectual property, as evidenced by Monopoly Go! achieving $3 billion in lifetime revenue.
  • Operational success requires a leadership model that balances team autonomy with rigorous, iterative oversight to mitigate the risks inherent in the creative development process.
  • Corporate growth should be managed through a disciplined M&A strategy that defaults to rejecting deals, prioritizing high-conviction partnerships and testing potential acquisitions through collaborative projects before formalizing ownership.
Deconstructor of FunOct 2024
Cover of Week in Mobile Games E32 - Google Play's Judgement Day
59 min
PocketGamer.biz59 min

Week in Mobile Games E32 - Google Play's Judgement Day

The mobile gaming industry is currently navigating a period of intense regulatory scrutiny and strategic consolidation.

  • A US antitrust ruling mandates that Google must allow third-party app stores and alternative payment systems on the Google Play Store for the next three years, potentially disrupting the $5.3 billion US mobile market.
  • Roblox faces allegations from Hindenburg Research claiming the platform inflated its user engagement metrics by as much as 42% through bot activity.
  • Epic Games has reached 70 million monthly active users on its store, signaling strong growth despite broader industry volatility.
PocketGamer.bizOct 2024
Cover of TWIG #303 Toxic Positivity, Squad Busters Speculation and Roblox 🔥
73 min
Deconstructor of Fun73 min

TWIG #303 Toxic Positivity, Squad Busters Speculation and Roblox 🔥

Ubisoft faces significant pressure to consider privatization as it grapples with the need for comprehensive management restructuring.

  • Ubisoft is facing mounting pressure to consider privatization as it struggles with the need for significant management restructuring.
  • Supercell’s Squad Busters illustrates the 'leaky bucket' phenomenon, where massive pre-registration hype fails to convert into long-term retention due to shallow progression and gameplay depth.
  • Hindenburg Research has alleged that Roblox inflates its user metrics by up to 42% through bot activity, leading to a decline in the company's stock price.
Deconstructor of FunOct 2024
Cover of How to Set up and Optimize ROAS Campaigns in Unity Ads
60 min
Tenjin60 min

How to Set up and Optimize ROAS Campaigns in Unity Ads

Successful user acquisition in the mobile gaming industry requires a strategic alignment between a game’s monetization model and its advertising objectives.

  • Transitioning to ROAS-based campaigns requires an initial foundation of historical data from standard install campaigns to train Unity Ads' machine learning algorithms.
  • Campaigns must maintain a minimum daily budget of $500 per country to provide sufficient data for effective algorithmic optimization.
  • Advertisers should allow cohorts a minimum of eight days to mature before making any performance-based adjustments.
TenjinOct 2024
Cover of Reelshort Review: Redefining genre & making $23mil/month. Next step for Netflix Games?
59 min
Two & a Half Gamers59 min

Reelshort Review: Redefining genre & making $23mil/month. Next step for Netflix Games?

ReelShort has emerged as a disruptive force in the mobile entertainment landscape, successfully bridging the gap between interactive gaming mechanics and serialized, short-form video dramas.

  • ReelShort generates approximately $23 million in monthly revenue with nearly 2 million active users by applying mobile gaming monetization mechanics to short-form, live-action drama.
  • The platform’s monetization architecture relies on a hybrid model of subscriptions, soft currency, and up to 13 rewarded ad placements per user per day.
  • Annual ad revenue for the platform is estimated between $35 million and $70 million, driven by high eCPMs in the U.S. and the integration of rewarded play offer walls.
Two & a Half GamersOct 2024
Cover of Analysing Game Data to Evaluate Children's Learning Progress with the EDURINO App
Whitepaper9 pages

Analysing Game Data to Evaluate Children's Learning Progress with the EDURINO App

The analysis of EDURINO app data, encompassing 66,463 players aged 4-8 across 18 distinct minigames, aimed to evaluate children's learning progress through game-based interactions.

  • The study analyses gameplay logs from 66,463 players across 18 Literacy and Maths minigames in the EDURINO app, using generalised linear mixed models to track error counts and play durations.
  • Children generally improved in game performance, with fewer errors and shorter completion times across later rounds and repeated play.
  • Age and gender were the most consistent predictors of performance: older children and female players performed better, while higher difficulty levels reduced performance.
European Conference on Games Based Learning (ECGBL)Oct 2024

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