Isaac Knowles's Blog
I am a PhD student at Indiana University (working under Edward Castronova), as well as a staff economist at Scientific Revenue. My academic and professional work focus on the study and analysis of the video game industry, game economies, game systems, and consumer/player behavior. I also occasionally consult with game developers and publishers on the analysis and structure of virtual economies.
My research agenda can be found here. My LinkedIn profile is here. I also blog semi-regularly for Motivate.Play.
Feel free to get in touch with me at firstname.lastname@example.org.
ESO's switch to F2P gives more ammo to the consensus view that subscription models have gone (or should go) the way of the dodo. I suspect we'll continue to see them Not because publishers are stupid, but because they are smart.
Summary of interview with Chris Ryan, professor of operations research at Chicago's Booth School. Business school faculty are starting to take notice of the game industry, but is the industry ready for them?
Scott Rigby and Troy Skinner discussed some ways that mobile designers can help players meet their entertainment needs by publishing games that fit easily into their busy lives.
Dmitri Williams is a prolific games scholar. Now he's taken his expertise to market as CEO of game analytics firm Ninja Metrics. This post contains the text of an interview I did with Williams earlier this month. Cross-posted at motivateplay.com
It's time to take a hard look at some of the criticisms leveled against the subscription revenue model. It may not be as bad as some of us think.
Multiplayer games are restricting trade with increasing frequency. This reduces the cost of economic management, but it also means you lose valuable information. It also creates an opportunity for a new revenue stream.
Isaac Knowles's Comments
[News - 04/28/2015 - 04:44]
This is indeed sad news. ...
This is indeed sad news. He was a very nice person, and his work was illuminating. His passing is a loss for the industry, academy, and humanity.
[Blog - 04/23/2015 - 06:17]
Back in my day, we ...
Back in my day, we didn 't have these new-fangled tutorials. We died 8,462 times while surmounting increasing difficulty curves in both directions And we liked it
[Blog - 01/21/2015 - 04:32]
Fair enough. Generally speaking, when ...
Fair enough. Generally speaking, when I 've read comments and blog posts that were critical of subscriptions, they have taken a position similar to what was expressed in the Forbes article I linked at the end of my post. Subs were criticized as dumb business moves, and the inevitable switch ...
[Blog - 01/20/2015 - 11:39]
Hi, Karen, r n r ...
Hi, Karen, r n r nThanks for taking the time to respond. r n r n this data does not provide any evidence that crunch has a positive effect on project success, even when correcting for bad management etc. r n r nI 'm close to buying that as an ...
[Blog - 01/09/2015 - 01:32]
Yea I agree, and it ...
Yea I agree, and it seems like a major reason for extended open betas is to give devs the opportunity to use predictive and explanatory analytics to fine-tune the product, while avoiding the charge of having released a broken game .
[Blog - 12/16/2014 - 03:05]