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Chat and voice platform that grew out of gaming communities. It publishes safety transparency reports, including a report on child protection under Brazil's ECA Digital law.

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Reports about Discord

492 documents by other writers name Discord in the title or summary.

Cover of Launching an AI + UGC Startup
59 min
Naavik59 min

Launching an AI + UGC Startup

The integration of artificial intelligence into user-generated content platforms is fundamentally transforming the barrier to entry for creators, allowing non-technical users to build complex, immersive environments.

  • Sustainable growth in UGC platforms relies on a robust base game foundation to drive organic engagement, rather than relying on expensive developer subsidies.
  • AI-first development is shifting from simple chatbot integration to autonomous agents capable of perception, reasoning, and direct engine interaction, including self-healing code and procedural world generation.
  • Discord currently offers superior discoverability and monetization structures for emerging developers compared to tech-centric platforms like Meta’s Horizon Worlds.
NaavikOct 2024
Cover of Connecting to Succeed
Article

Connecting to Succeed

Brands seeking success in digital entertainment must prioritize building connections and loyal, engaged communities rather than relying on traditional one-to-many marketing.

  • The audience for shared online environments now outnumbers single-player experiences four to one, with multiplayer game participation growing by 87% between 2014 and 2021 compared to just 1% for single-player titles.
  • Larian Games achieved commercial success with Baldur’s Gate III—generating nearly $2 billion—by actively connecting with its user base and sharing development progress to build goodwill and de-risk the launch.
  • Brands should shift from traditional one-to-many communication models toward fostering community-driven, immersive interactions to remain relevant in a saturated digital landscape.
AldoraOct 2024
Cover of Gaming Industry Report: Q3 2024
Report36 pages

Gaming Industry Report: Q3 2024

Gaming Industry Report: Q3 2024 examines the state of gaming capital markets and industry developments, arguing that public and strategic indicators look healthy even as early-stage venture funding remains depressed.

  • The gaming market size in 2024 is $188 billion, showing a 2.1% year-over-year growth. Asia-Pacific accounts for the largest share of gamers with 1,809 million (53%), followed by Europe with 454 million (13%).
  • Venture funding in Q3 2024 reached $517 million across 92 deals, marking a 1% increase in funding quarter-over-quarter but a 14% decrease in the number of deals. Total private market funding for 2024 is $3,739 million, with a 15% QoQ increase in Q3.
  • Public market gaming ETFs are significantly outperforming the S&P 500, with leading ETFs up 22-36% year-to-date compared to the S&P 500's 21%.
KonvoyOct 2024
Cover of Game Studies Scrimmage
Whitepaper2 pages

Game Studies Scrimmage

The document is a panel proposal submitted to DiGRA, the Digital Games Research Association, for an experimental session titled "Game Studies Scrimmage."

  • The document is a DiGRA panel proposal for an experimental session called "Game Studies Scrimmage," in which scholars play an unfamiliar game and give ten-minute analytical talks, aiming to test analytical agility and foster collaborative enjoyment.
  • A randomly selected game would be chosen two to three weeks before the annual meeting in Guadalajara and must be completable within about 24 hours.
  • A Discord server would be opened so researchers worldwide can participate, stream, and comment on the session.
DiGRASep 2024
Cover of Poly-Pervasive Playgrounds and Pitfalls: A Deployment Autoethnography of What We Take With Us
Whitepaper23 pages

Poly-Pervasive Playgrounds and Pitfalls: A Deployment Autoethnography of What We Take With Us

The document, "Poly-Pervasive Playgrounds and Pitfalls: A Deployment Autoethnography of What We Take With Us," examines the development and deployment of "What We Take With Us" (WWTWU), a series of interconnected pervasive wellbeing games.

  • Recruitment across Reddit, media pitches, university marketing, and enamel-pin incentives reached roughly 1,000 people but converted only about 2-3%, yielding just 26 active players in the deployment of "What We Take With Us" (February to June 2023).
  • Engagement concentrated among friends and a few late-arriving participants, which the author links to earlier struggles with the Nomad ARG and to the time organic community requires for niche experiences.
  • Players frequently overlooked narrative cues in the room-based game and needed substantial technical assistance, exposing usability and onboarding as practical barriers to hybrid pervasive games.
DiGRASep 2024
Cover of Why Web Gaming Died, And How It’s Coming Back
Article

Why Web Gaming Died, And How It’s Coming Back

The document, "Why Web Gaming Died, And How It’s Coming Back," published on September 26, 2024, explores the historical decline of web-based gaming and analyzes the factors contributing to its potential resurgence.

  • Web-based gaming is experiencing a resurgence driven by modern technologies like HTML5, WebAssembly, and advanced game engines such as Unity and PlayCanvas, which allow for near-native CPU performance.
  • The primary competitive advantage of modern web games is frictionless distribution, enabling users to launch games instantly via links without navigating app stores or performing manual downloads.
  • Discord is actively re-entering the gaming space by opening its web-based Activities platform to all developers and introducing support for in-app purchases (IAP) to enable more sophisticated monetization.
a16z GamesSep 2024
Cover of The Ultimate Guide to Promoting Your Fortnite UEFN Map in 2025
Article

The Ultimate Guide to Promoting Your Fortnite UEFN Map in 2025

This guide outlines comprehensive strategies for promoting Fortnite UEFN maps in 2025, aiming to help creators maximize visibility and engagement within the competitive Fortnite ecosystem.

  • Epic Games introduced Fortnite Deep Linking in December 2024, allowing creators to use unique URLs (play.fn.gg/island/xxxx-xxxx-xxxx) to transport players directly into their custom maps from any platform.
  • In-game advertising networks like Overwolf offer a higher conversion potential than social media by targeting players while they are actively engaged within the Fortnite ecosystem.
  • Creators should leverage the Fortnite Insights dashboard to track critical performance metrics such as playtime and retention rates, using this data to identify and fix engagement drops.
OverwolfSep 2024
Article

How Shapez 2 Surged to 250k Copies Sold in Under a Month

The document analyzes the rapid success of Shapez 2, an automation game that sold over 260,000 units on Steam Early Access within three weeks of its August 15th, 2024 launch.

  • Shapez 2 sold over 260,000 units in its first month of Steam Early Access, peaking at 18,800 concurrent players with a low 7.7% refund rate.
  • The developer secured 330,000 wishlists prior to the August 2024 release by utilizing demos and participating in Steam’s themed festivals.
  • Community-driven development involved over 100 surveys and formal playtesting with 400 participants to refine mechanics and onboarding before launch.
GameDiscoverCoSep 2024
Article

Why Specialist Publishers Win With Steam's New Cross-Promo Rules

This analysis examines recent changes to Steam's cross-promotion rules, highlighting how these adjustments benefit specialist publishers and developers focused on specific genres or franchises.

  • Steam’s new native cross-promotion tools allow developers to curate and prioritize franchise titles on their store pages, replacing previous external linking methods with platform-integrated ecosystem control.
  • Specialist publishers with deep, genre-specific catalogs, such as Hooded Horse, gain a significant competitive advantage under the new Steam policy, while fragmented or smaller publishers with limited title counts face potential disadvantages.
  • Steam has expanded promotional control by introducing enhanced curation tools that allow developers to specifically flag DLC items as recommended or new.
GameDiscoverCoSep 2024
Article

Valve Just Took Away a Valuable Visibility Tool

Valve recently implemented new rules restricting excessive cross-promotion and visual clutter on Steam store pages, a move intended to clean up the platform but one that may significantly impact mid-tier indie game developers.

  • Valve has banned excessive cross-promotion and visual noise on Steam store pages, specifically prohibiting animated wishlist buttons, Discord banners, and IFrame widgets that link to other games.
  • The removal of IFrame widgets significantly impacts indie developers, as these tools were highly effective at driving traffic from released titles to upcoming games, which often receive less organic visibility from Steam.
  • For some developers, IFrame cross-linking accounted for up to 40% of all UTM-tracked traffic and 75% of UTM-tracked wishlists, providing a marketing value equivalent to tens of thousands of dollars in advertising spend.
How To Market A GameAug 2024
Article

Steam's Big Changes: New & Trending, Cross-Promo & More

This document, published on August 15, 2024, announces significant changes to Steam's platform, focusing on "New & Trending" sections and cross-promotional features.

  • Steam has implemented unannounced, rapid updates to its discovery algorithms and interface to manage the high volume of new game releases.
  • The primary focus of these platform-side changes is the optimization of the 'New and Trending' section to improve how new titles gain initial traction.
  • The platform is actively refining its cross-promotional capabilities to better connect developers with their target audiences.
GameDiscoverCoAug 2024
Cover of Inside Stormgate with Tim Morten: In-Depth Live Review & Gameplay with Insights
67 min
Two & a Half Gamers67 min

Inside Stormgate with Tim Morten: In-Depth Live Review & Gameplay with Insights

Frost Giant Studios is positioning Stormgate as a modern successor to the classic real-time strategy genre, specifically targeting the legacy of Blizzard titles like StarCraft and Warcraft.

  • Frost Giant Studios is developing Stormgate as a free-to-play real-time strategy game using Unreal Engine and proprietary SnowPlay technology to manage high unit counts and network complexity.
  • The monetization model rejects pay-to-win mechanics in favor of à la carte purchases for campaign expansions, cooperative commanders, and cosmetic items.
  • The studio maintains creative independence through a combination of private investment and crowdfunding, bypassing traditional publishing deals to avoid KPI-heavy mobile gaming metrics.
Two & a Half GamersAug 2024