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

Article

Neat Ideas for Your Game’s Demo

Effective game demos serve as a critical bridge between initial player interest and long-term commitment, functioning as a key tool for driving wishlists and community engagement during events like Steam Next Fest.

  • Demos should act as a funnel that drives players toward community engagement, such as joining a Discord server, following the game, or signing up for a mailing list.
  • Place clear, bold 'Wishlist' calls-to-action on both the main menu and the pause menu to maximize visibility throughout the player's experience.
  • Implement an easy-to-use, in-game feedback mechanism, such as a dedicated key (e.g., F1) that allows players to submit screenshots or reports without needing to write descriptive text.
How To Market A GameJun 2021
Article

Plus: Hype Flees for E3, PowerWash's Post-Launch Buzz

This analysis examines current Steam market trends, focusing on the impact of major industry events like E3 on release schedules and the performance of specific premium PC and console titles.

  • Paradox’s Victoria 3 generated significant market demand following its announcement, securing over 33,000 followers and an estimated 300,000 to 350,000 wishlists within two and a half weeks.
  • Going Medieval demonstrated strong commercial viability for strategy titles, selling 175,000 copies in its first week of release.
  • PowerWash Simulator achieved sustained post-launch performance through influencer-driven buzz, maintaining a consistent rate of 50 new reviews per day despite starting with fewer than 1,000 Steam followers.
GameDiscoverCoJun 2021
Article

The Last Spell: How We Surprised Ourselves & Sold 130,000 Units

Ishtar Games provides a marketing post-mortem for the tactical RPG The Last Spell, detailing how the title exceeded internal expectations by selling 130,000 units within its first two months of Steam Early Access.

  • The Last Spell sold 130,000 units in its first two months of Steam Early Access, driven by a consistent 15% conversion rate from 95,000 wishlists accumulated over two years.
  • Visual clarity and streamer-friendly design were critical, as the game’s core loop was immediately communicable through a single screenshot, facilitating organic growth and word-of-mouth.
  • Deep engagement on Steam and Discord proved significantly more valuable for sales than broad social media traction, as Twitter activity showed no correlation with actual purchase performance.
Ishtar GamesJun 2021
Cover of Road to Nordic: Apply for Free Conference Passes for Nordic Game Conference
Article

Road to Nordic: Apply for Free Conference Passes for Nordic Game Conference

Gamecity Hamburg facilitated professional development and networking for the local games industry by offering free conference passes to the May 2021 Nordic Game Conference.

  • Gamecity Hamburg provided free conference passes to the May 2021 Nordic Game Conference to support local industry professional development and international networking.
  • The program offered two support tiers: a Premium Pass for professionals to access the digital Publisher Market for investor pitching, and a Studio Pass for students and small teams to access content and community networking.
  • Eligibility was strictly limited to game studios, developers, publishers, and students with headquarters or branch offices located in Hamburg.
Gamecity HamburgMay 2021
Cover of TWIG 131 | Apex Legends Mobile, Fortnite Leaks and $9B Rev, Activision Q1 Results, JK Final Episode!
49 min
GameMakers49 min

TWIG 131 | Apex Legends Mobile, Fortnite Leaks and $9B Rev, Activision Q1 Results, JK Final Episode!

The gaming industry is currently navigating a period of significant structural and financial transition, characterized by aggressive investment strategies and shifting platform dynamics.

  • Epic Games litigation revealed that Fortnite generated $9 billion in revenue between 2018 and 2019, with the PlayStation ecosystem accounting for 47% of that total.
  • Mobile platforms continue to underperform in monetization and retention compared to consoles, casting doubt on the success of new mobile entries like Apex Legends Mobile.
  • Apple’s IDFA opt-in prompts have seen a sluggish adoption rate of only 6–10%, creating ongoing challenges for mobile advertising measurement and monetization strategies.
GameMakersMay 2021
Cover of Panel: What Does it Take to Create Real Social Games?
54 min
PocketGamer.biz54 min

Panel: What Does it Take to Create Real Social Games?

The modern social gaming landscape is undergoing a fundamental shift, moving away from a reliance on high-end visual fidelity toward a model centered on player agency, identity expression, and collaborative creation.

  • Long-term engagement in modern social gaming is driven by player agency, identity expression, and collaborative creation tools rather than high-end visual fidelity.
  • Developers must shift from a product-centric mindset to an ecosystem-based approach, treating community feedback and external platforms like Twitch and Discord as core gameplay components.
  • The industry is moving away from a singular, monolithic metaverse model toward a diverse array of persistent, accessible digital spaces that function as social hangouts.
PocketGamer.bizMay 2021
Cover of Game Localization for Discovery
Article

Game Localization for Discovery

Strategic localization serves as a critical lever for game discovery on PC and console platforms, particularly within the Steam ecosystem.

  • Localization is a primary driver of Steam wishlist growth, accounting for over 90% of wishlists in East Asian markets, 50% in Spanish-speaking regions, and 35-40% in French and German markets.
  • Simplified Chinese and Russian have emerged as critical growth languages on Steam, with Simplified Chinese now representing a massive segment of the platform's total user base.
  • Strategic localization can significantly shift revenue distribution; for example, Fellow Traveller increased its sales share in China from 5% to over 20% by implementing Chinese localization and local PR.
GameDiscoverCoMay 2021
Article

How to Use Steam’s UTM Feature to Track Marketing Performance

The introduction of UTM tracking on Steam provides game developers with a critical tool to measure the efficacy of marketing efforts by attributing specific traffic sources to wishlists and sales.

  • Steam's UTM tracking allows developers to attribute specific marketing efforts, such as social media posts or influencer campaigns, directly to wishlist and sales data.
  • Data from nine developers using UTM links on Twitter showed that approximately 90.35% of visitors arrived at the Steam store unlogged, preventing them from wishlisting the game.
  • Even among users who were logged into Steam, the average wishlist conversion rate from Twitter traffic was only 8.43%.
How To Market A GameApr 2021
Article

What to Do If Microsoft Buys Discord

The potential acquisition of Discord by Microsoft represents a strategic opportunity for game developers to benefit from improved platform stability, enhanced engagement tools, and better integration within the broader gaming ecosystem.

  • Microsoft’s potential acquisition of Discord is viewed as a positive for game developers, as the company is likely to improve platform stability and implement features like email notifications to boost engagement.
  • Discord’s current engagement is limited, with @everyone notifications yielding roughly half the click-through rate of email marketing, suggesting significant room for improvement through better notification systems.
  • Discord faces a monetization challenge, generating $130 million in revenue from 140 million active users in 2020, which pales in comparison to Twitter’s $3.7 billion revenue from 353 million users.
How To Market A GameMar 2021
Cover of TWIG 125: Mr. Beast Night Media VC Fund, Ironsource SPAC, NY Times Gaming, Discord for $10B?
66 min
GameMakers66 min

TWIG 125: Mr. Beast Night Media VC Fund, Ironsource SPAC, NY Times Gaming, Discord for $10B?

The gaming industry is currently defined by a rapid acceleration of consolidation, strategic shifts toward the creator economy, and a complex interplay between privacy regulations and valuation models.

  • Tech giants are aggressively pursuing platform and IP consolidation, exemplified by ByteDance’s acquisition of Moonton and Microsoft’s potential $10 billion purchase of Discord.
  • Discord faces significant investor skepticism regarding its long-term viability due to high burn rates and the absence of a clear, sustainable monetization strategy.
  • Ad-tech firms like ironSource and AppLovin are rebranding as high-margin software platforms to maintain aggressive valuation multiples following the deprecation of IDFA and the implementation of App Tracking Transparency.
GameMakersMar 2021
Cover of Microsoft in Talks to Buy Discord for More Than $10 Billion
Article

Microsoft in Talks to Buy Discord for More Than $10 Billion

Microsoft has explored a potential acquisition of the communication platform Discord for a valuation exceeding $10 billion.

  • Microsoft entered acquisition talks to purchase Discord for more than $10 billion in March 2021.
  • Microsoft considered bundling Discord’s premium 'Nitro' subscription service into Xbox Game Pass to further its strategy of shifting the gaming business toward services and software.
  • As of March 2021, Discord reported over 140 million monthly active users and annual revenue of $130 million, up from $45 million in 2019.
Game World ObserverMar 2021
Cover of Self-regulation, Creativity, and the Government
Article

Self-regulation, Creativity, and the Government

This analysis explores the evolving relationship between the video game industry, self-regulatory bodies, and government oversight during a period of unprecedented market growth.

  • The video game industry has become a major economic force, contributing $90 billion to the U.S. economy and supporting over 400,000 jobs as of 2019.
  • The loot box market is projected to reach a valuation of $20.3 billion by 2025, serving as a primary focal point for monetization scrutiny.
  • Industry growth is increasingly driven by user-generated content platforms, highlighted by Roblox’s $38 billion direct listing and Discord’s revenue tripling to $130 million.
SuperJoostMar 2021