Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 25, 2016
arrowPress Releases

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


Ramin Shokrizade's Blog   Expert Blogs


I have recently joined the Radiant Worlds team in the UK. My role is to deploy new social, economic, and monetization  design technologies to the SkySaga project to allow it to succeed where similar projects (especialy those with open economies) over the last ten years have faltered. 

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 abusing them.

For more information about me, please check my LinkedIn profile ( 

A complete list of my recent (2010-) papers is here:

I've also been interviewed recently on NPR:


Expert Blogs

Posted by Ramin Shokrizade on Mon, 03 Oct 2016 05:25:00 EDT in Business/Marketing, Design, Production, Smartphone/Tablet
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.

Posted by Ramin Shokrizade on Mon, 25 Jul 2016 11:31:00 EDT in Business/Marketing, Design, Production, Smartphone/Tablet
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.

Posted by Ramin Shokrizade on Wed, 01 Jun 2016 02:27:00 EDT in Business/Marketing, Design, Production, Serious, Social/Online
Research is increasingly showing that Connection with others is a human need, not a luxury. Products that successfully meet that need (like Facebook and Tinder) are enjoying huge success. The gaming industry has failed to adapt to this golden opportunity.

Third in a series (after "Whales Do Not Swim in the Desert" and "Secrets of F2P: Threat Generation"). Ramin Shokrizade goes into detail as to what works and what does not in the mobile F2P environment, using the tower defense genre as the focus.

The objective of this paper is to explain the mechanics of threat generation, the most commonly used technique in the mobile space for generating conversion.

Game neuroeconomist Ramin Shokrizade explains that F2P metrics have been greatly misunderstood, creating a false stereotype of what a "whale" actually is. The result is going to be an unprecedented industry-wide correction.

Ramin Shokrizade's Comments

Comment In: [Blog - 10/19/2016 - 10:02]

@Peter: I can 't disagree ...

@Peter: I can 't disagree that it helps having a big company backing you, but that 's not unusual for AAA mobile games. I think the most important factor in whether it was a commercial success or not is a factor no one has mentioned yet. If it was made ...

Comment In: [News - 10/24/2016 - 10:26]

Making a good design for ...

Making a good design for a game can take years. Production on a game, once you have the design, can be done in months or even weeks. If you want to bring something to market in a hurry but you have no design, you pretty much have to borrow a ...

Comment In: [News - 10/21/2016 - 09:21]

Asking for a cut on ...

Asking for a cut on gross or a sales-based royalty is kind of the kiss of death in our industry. The primary cost to bring a game to market is not development cost, it 's marketing cost. This is especially true for mobile games where user acquisition costs are skyrocketing ...

Comment In: [News - 10/19/2016 - 02:28]

Consumers prefer free to play ...

Consumers prefer free to play business models to retail models, this isn 't news. It 's been this way for many years now. What they don 't like is pay to win at least in the West because P2W undermines the reward systems in games, which is a primary motivator ...

Comment In: [Blog - 10/12/2016 - 10:32]

While Pokemon GO is a ...

While Pokemon GO is a good example of Western innovation, Clash of Clans was at least at launch almost a total reskin of Backyard Monsters which came out years earlier. r n r nI would agree that Chinese monetisation strategies are innovating rapidly in their approach to stimulating Eastern whales ...

Comment In: [News - 10/17/2016 - 06:16]

An effective fair non pay ...

An effective fair non pay to win monetisation mechanic. I have built a few AAA monetisation models not yet published that use a similar mechanic, but made a bit more robust. As I recall Hearthstone already used this mechanic by having premium tournaments, the entry cost was just lower and ...