MMORPG


(Source: JX mobile official website)
AppAnnie released a new report recently about using ARPU to identify best target markets for the mobile games. I was a little bit surprised at the first glance since we couldn’t really conclude the performance of a game or fully understand its strength and weakness by looking solely at ARPU. […]

Choose the Right Mobile Genre in the Right Market by Understanding ARPU



The Relationship between Monetization and Gamer Behavior
Recently, I went through a report from GameAnalytics about some statistics of different gamers’ behavior. By analysing the data, we can grasp some understanding of whales in a game. Other than the large group of unpaid gamers, monetizers in this report are categorized into 3 types: minnows (lowcore), dolphins (midcore) […]

The Relationship between Monetization and Gamer Behavior



Mobile is to Become the Top Money Maker in Asia for Game Developers
As we approaching to the midyear of 2016, I would like to provide some updates of Asian and global game market. Based on the updated report from Newzoo, in 2015, the game market generated 91.8 billion USD globally, of which Asian public companies shared 36.2 billion USD, 32% of the […]

Mobile is to Become the Top Money Maker in Asia for Game Developers (Report)



How to Create a Sustainable MMORPG - Part 3 2
I have stated my points in previous post that the absent of female players is a non-negligible issue for MMORPG, and a balanced gender ratio creates a healthier community within (1). For MMORPG with only male players or dominated by male players, most likely, the game would become a highly […]

How to Create a Sustainable MMORPG – Part 3





wow_sunset
We have talked about the product lifecycle in previous post (1). Game, just like other products, progresses through the sequence of stages from introduction to growth, maturity, and decline. Things that make a game different is the duration of the cycle and the size of the audience. Take World of […]

How to Create a Sustainable MMORPG – Part 1