I have been passionate about studying, designing, and writing about game economies since 2000. I have a prior background in team sports, exercise physiology, neuroscience, drug addiction (both research and clinical work), and was a UCLA and Olympic trainer when my team set several world records in 1988.
In my papers I tackle some of the more uncomfortable subjects in our industry. For this reason I was asked to advise the international regulatory body for media (the ICPEN) in Panama in 2013 during the first round of regulatory debate. This responsibility had a profound effect on my writing as I see this as a necessary, albeit perilous professionally, niche.
Since 2014 I have been focusing my research on the development of game physiology methodology, and merging that with my previous work in game economics to create game neuroeconomics. The techniques I have developed are both powerful and (again) controversial as I seek to meet consumer needs directly instead of through trial and error.To allow me to continue writing on controversial subjects that are in the interest of the gaming industry, and to permit me to continue my private research, I tend to assist the industry as a confidential consultant. This allows me to assist some of the world's largest and most prestigious gaming companies while maintaining a firewall that protects both our interests.
I am grateful that since 2012 the editorial staff at Gamasutra has continued to allow me to post my articles here, especially as I increasingly address issues that go beyond strict gaming applications.
For more information about me, please check my LinkedIn profile (http://www.linkedin.com/pub/ramin-shokrizade/0/b47/7bb).
A complete list of my less recent (2010-2012) papers is here:
I also have various podcasts floating around with NPR and Josh Bycer's Game Wisdom that can be found with a Google search if you want to hear me go into more depth on various topics.
There seems to be a lot of confusion over what a game economy is, and what a game economist does. To help reduce confusion, Ramin Shokrizade creates some definitions as to what game economics is and isn't.
Ramin identifies the two core consumer needs in IM, and suggests that by meeting those needs directly we can improve product success and consumer health. He also shows us how.
Part two of a two part series.
Understanding how games and other media affect consumers on a biological level can lead to major breakthroughs in commercial success and public health. Part 1 of a 2 part series.
Ramin Shokrizade recently suggested that the technology exists to make our F2P games more consumer friendly. Here he reveals some of the methods he has created and urges developers to consider adopting them as an alternative to existing methods.
It's getting real over at EA with regards to consumer and regulator push back against their business models. Here Ramin Shokrizade uses Star Wars themed analogies to describe how this is a market shock, and how it will affect the entire industry.
Recent Google and Carnegie Mellon University statistical studies have shown us what kinds of teams and employees are most successful, but statistics don't explain "why", which we need to build the teams they describe. For this we can look to neuroscience.
[News - 11/06/2018 - 04:03]
I 've been doing design ...
I 've been doing design work on games, almost all MMO 's, since at least 2000. To my knowledge the only company to ever credit me was Nexon with a special thanks for the 18 months I worked on Shattered Galaxy. Even on projects where I was the highest paid ...
[News - 10/01/2018 - 06:30]
I got SWATted in 1990 ...
I got SWATted in 1990 in Phoenix coming back from a Native tribal protection action. Apparently someone really didn 't like that I was trying to protect some Native elders who just happened to have the misfortune of living on top of uranium deposits. Having 17 police officers swarm into ...
[News - 10/02/2018 - 04:01]
I was an alpha tester ...
I was an alpha tester for EVE, and the richest individual player for the first four months after launch. I was the first to build all the large Minmatar ships. I 've had a lot of time to think about how to improve EVE since 2003. I 've long had ...
[Blog - 09/21/2018 - 09:44]
Loot boxes work because they ...
Loot boxes work because they stimulate dopamine release, even before the box is opened. All consumables that trigger dopamine release in consumers are addictive over time. This includes opiates and sugar also. Sugar actually kills a lot more people than opiates due to obesity effects but both are epidemic in ...
[News - 09/21/2018 - 10:23]
[News - 09/17/2018 - 04:18]
I believe I describe in ...
I believe I describe in detailed plain language many of the key issues here in my 2017 How the ESRB is Promoting Children 's Gambling paper. The ESRB has been on the wrong side of this issue for some time now, shockingly so as that paper describes.