Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 16, 2014
arrowPress Releases
April 16, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


 

Ramin Shokrizade's Comments

Comment In: [News - 11/22/2013 - 04:01]

Even just two years ago ...

Even just two years ago when I wrote several papers explaining the importance of using monetization design alongside the earliest core game design steps, this was received as a radical concept. Now the idea is so pervasive that I don 't even write about it anymore, since I don 't ...

Comment In: [Feature - 11/04/2013 - 04:00]

I don 't know if ...

I don 't know if it is right to say that your monetization options are constrained by platform holders. Just because everyone is doing the same thing does not mean you have to. Platform holders have been consulting with me to see what additional options could be used to monetize ...

Comment In: [Blog - 10/29/2013 - 05:07]

I 'm of the opinion ...

I 'm of the opinion that there is a cocktail of hormones released when you play these games, and for those who are having a novel experience the quantity and effects are greater. For women, who have been largely ignored by game developers for years, this is their moment. They ...

Comment In: [Blog - 10/22/2013 - 07:41]

From my preteen years on ...

From my preteen years on I have operated from the assumption that all behavior is rational. As a young chess player growing up in the ghetto, my survival literally depended on my being able to predict the behavior and motivations of those around me. I came up with the thought ...

Comment In: [News - 10/23/2013 - 07:03]

Excellent news. Congratulations Tadhg, I ...

Excellent news. Congratulations Tadhg, I 'm sure your expertise will be a good investment for them.

Comment In: [Blog - 10/22/2013 - 10:25]

My boss just handed me ...

My boss just handed me some non-proprietary data saying that the number of children playing mobile games doubled from 2011 to 2012, and that the average age of heavy spenders in F2P games is 6.4 years less than the average age of non-spenders in mobile games. This seems to give ...

Comment In: [News - 10/23/2013 - 12:20]

Over time the cultural differences ...

Over time the cultural differences between East and West over computer game use, especially in the PC market, are narrowing. I think the greatest effect here might be on those products like World of Warcraft that use different business models for cafe vs. home use. r n r nSince cafes ...

Comment In: [Blog - 10/20/2013 - 10:56]

IF the sword is unique, ...

IF the sword is unique, or not easily acquired by other means, then it becomes a prestige item as I describe in various papers. Even if functionally it acts the same way as a relatively low value item, its rarity can boost its perceived utility to the consumer.

Comment In: [News - 10/21/2013 - 05:51]

Isaac, we can go on ...

Isaac, we can go on like this for years. I would rather we handled this privately but I 'm happy to elaborate here because it might serve some public good. I try to model my work after the methods of the people I have been inspired by. Those would include ...

Comment In: [Blog - 10/16/2013 - 05:20]

Rather than allow this thread ...

Rather than allow this thread to get derailed, I have written a second paper that I will publish here on Tuesday to address the concerns that you and Amanda have expressed. I look forward to hearing your comments.

[Previous] | [Next]