Ramin Shokrizade's Blog
I pioneered the creation of the field of Game Economics, a feat officially achieved with the completion and authentication of Sustainable Virtual Economies and Business Models in 2009. I am a dedicated consumer advocate and seek to publish articles in my field in order to improve the ability of developers to use these methods to provide superior products to consumers. I also advise governments and media on ethics, emerging trends, and best practices in our industry.
I wish to narrow the gap between game developers and consumers. The ethical and transparent treatment of gamers inside F2P business environments is my specialty and passion. I also seek to marry neuroscience and behavioral economics with game design to provide maximum pleasure to gamers without causing them harm.
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 (2010-2015) papers is here:
I've also been interviewed recently on NPR:
One of the first steps in the creation of advanced F2P business models for games was a complete analysis of the strengths and weaknesses of all existing business models worldwide. This was completed in 2009 and is being made public now for the first time.
World of Warcraft at its peak was a sensational success. That success attracted opportunistic agents that preyed on weaknesses in the game's economy and business model design. Without solutions, the MMO genre became increasingly non-viable commercially.
The move towards universal esports participation is going to mean many former non-athletes are going to push their bodies harder than they ever have before. This article details the risks and trends of cyberathletics in an effort to improve safety.
A pending deal by League of Legends maker RIOT Games to sell the eSports distribution rights to their game for nearly $100M a year signals the start of a real eSports era. How can developers and investors get a piece of the action?
Games are getting more frustrating all the time...by design. Why is this and what are the costs to developers? Monetization expert Ramin Shokrizade sheds some light on the subject.
Western monetisation expert Ramin Shokrizade shows in detail how an extremely high quality Western-localized F2P game can be broken by aggressive Eastern monetisation techniques.
Ramin Shokrizade's Comments
[News - 07/18/2017 - 09:26]
[Blog - 07/11/2017 - 10:19]
Thank you for all your ...
Thank you for all your comments. The key element in that first M is social interaction and community building. Consumers place a high value on this. Starting with the release of Star Wars:TOR I began describing large virtual worlds with handicapped social interaction and economies as Massively Single Player . ...
[News - 07/07/2017 - 04:02]
I 've been following the ...
I 've been following the development of this project since 6 Foot attempted to recruit me for it back in 2013. I ended up going to Wargaming, doing F2P design work on projects very similar in content to Dreadnought. After the Wargaming Austin studio was gutted in 2015 it seemed ...
[News - 07/06/2017 - 09:18]
[News - 06/30/2017 - 02:00]
[News - 06/29/2017 - 09:19]
Yea it 's going to ...
Yea it 's going to take me a while to adapt to that too. They are originally a Korean studio but now a Japanese headquartered company. With most or all of their production in Korea....