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October 31, 2014
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Ian Griffiths's Blog

 

Passionate about everything gaming with extensive experience in design and implementation of features that deliver user acquisition, engagement and monetization.

Specialties: Product Management, Free-to-Play, Acquisition, Engagement, Monetization, Analytics, Competitive Analysis, Product forecasting, Predictive Modelling, Data, Management, Agile, Kanban, Quantiative Analysis, AB Testing.

 

Ian Griffiths's Comments

Comment In: [Feature - 01/10/2014 - 02:00]

@Njec r n r nHow ...

@Njec r n r nHow many people are wired for addiction How prevalent is it, and what are its affects You mention alcohol and overworking that have been shown to cause physical harm. The practice of spending disposable income has not been shown to cause harm, unless you can show ...

Comment In: [Blog - 10/16/2014 - 01:32]

It 's good to have ...

It 's good to have some starting terms but I think that retention is sometimes overlooked, despite one of the most important areas. r n r nPerhaps it 's because retention is one of the harder things to understand in data, whether it 's day-n, bracketed, churn or sticky rate, ...

Comment In: [News - 09/11/2014 - 05:58]

This issue is bigger than ...

This issue is bigger than power, it 's design. Some games can work across devices because they have simple interactions, Angry Birds for example. However, when you get down to FPS games or complex RTS titles you will run into issues with controls that I don 't think will be ...

Comment In: [News - 08/28/2014 - 01:00]

Excellent reply. ...

Excellent reply.

Comment In: [News - 08/20/2014 - 03:20]

I love seeing how games ...

I love seeing how games pick up with each new platform. Pixel Miner is an interesting take on the 'unfolding ' genre of games. r n r nIt 's fascinating to see developers tackle these challenges, can 't wait to see what other innovations we get from restrictive input devices.

Comment In: [News - 08/11/2014 - 11:06]

I don 't understand why ...

I don 't understand why Weidmann thinks that you can 't discount virtual goods as they become less popular, clearly people will pay for exclusivity. We see this everywhere from retail fashion to early access games, whether it 's enthusiasm, fandom or social status, some people want stuff before everyone ...