Guest posts


Soft touches on Clash of Clans monetization

I’ve met a lot of fellow free-to-play-game developers recently and talking about games always eventually turns to monetization. Talking about monetization inevitably turns to the big successes in the market, including Clash of Clans. I love Clash’s monetization design, as it’s very simple to understand from the player’s perspective. It doesn’t enforce payment at any [...]

Case Study, Guest posts, Guide, Monetization

The Golden Curve: Determining Player Value in Freemium Apps

It is impossible to perfectly know the value of a user before they stop playing the game. You can only estimate it, i.e. make a statement about the probable value of a user. This is where the Golden Curve comes in, and Julian Runge tells you all about it in this article.

Great Reads, Guest posts

Match 3 Game in Review: Fruits and Friends

Yaniv Nizan reviews Fruits and Friends, an entertaining, iOS-only match three, and gives some pointers on level progression and player engagement.

Guest posts

Drop Limbs: Game Review and Monetization Tips

Yaniv Nizan reviews Drop Limbs and analyses what works and what doesn’t, while giving a few tips on how the game could be improved, in order to increase engagement and revenue.

Guest posts

Free to Play and Its Key Performance Indicators

David Xicota presents a glossary of the most relevant and common terms in the online games industry. They constitute the background of why it’s important to design games that engage with the players.

Fundamentals, Guest posts

Introducing Clustering IV: The Case of Tera Online

Anders Drachen, Christian Bauckhage and Rafet Sifa provide a couple of examples showing how cluster analysis operates in practice on player data and how to present the results of cluster analysis, in order to make them actionable. This is the last post in its series.

Case Study, Guest posts

Know your players. Improve monetization. Make games people love.

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