Ramin Shokrizade's Blog
I have concluded a two year stint as the first game economist for Wargaming America and am interviewing companies to find a good next fit.
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 (http://www.linkedin.com/pub/ramin-shokrizade/0/b47/7bb).
A complete list of my recent (2010-) papers is here:
I've also been interviewed recently on NPR:
This is an excerpt of Ramin Shokrizade's recent talk at the Captivate Conference where he proposes that an increased knowledge of how games affect us physiologically, when combined with virtual economics, will change our games and industry forever.
As Millennials spend ever more hours each day connected to electronic devices, the word "addiction" is being used with much more frequency. Ramin Shokrizade argues that while the trend may be troubling, the risks are largely misunderstood.
Monetization expert Ramin Shokrizade attempts to explain that just because we CAN do some things to our consumers within a F2P business model environment, that does not always mean we should.
Monetization expert Ramin Shokrizade explains how F2P is transforming media and society world-wide. The concepts here were also presented at the Austin Captivate Conference and the Panama ICPEN summit earlier this month.
By considering the physiological effects of games on consumers, we can optimize the experience for maximum engagement. Virtual Economist Ramin Shokrizade proposes a new paradigm for matching content with various consumer groups.
Virtual Economist Ramin Shokrizade explains in detail the top methods used to trick consumers into spending in F2P games.
Ramin Shokrizade's Comments
[News - 07/23/2015 - 02:10]
Andy, I was a top ...
Andy, I was a top professional cyber athlete for five years, and made more money doing that than I ever did teaching. I did it from my home the whole time, and that 's how I ended up getting into the gaming industry in the first place. Granted maybe not ...
[News - 07/23/2015 - 05:10]
Having myself been the target ...
Having myself been the target of upset corporations, hackers, and other cyber individuals over the years including explicit death threats , my advice to Mr. Smedley would be Don 't feed the trolls .
[News - 07/22/2015 - 02:41]
When I was finishing up ...
When I was finishing up my degree in exercise physiology at UCLA in 1989, one of my professors laughed and said just you watch, all the endurance records are about to be broken. Erythropoietin drugs are in final testing stages and once athletes get their hands on this stuff, records ...
[News - 07/21/2015 - 01:42]
With 500,000 new mobile games ...
With 500,000 new mobile games reaching market every year, the market is rapidly approaching what economists would describe as perfect competition . What this means is that while early participants had the opportunity to make serious profits, right now it is extremely difficult to do more than break even in ...
[Blog - 07/15/2015 - 02:02]
The game industry is really ...
The game industry is really at a very interesting turning point. Free to play business models have effectively displaced larger titles utilizing the older retail model. At the same time, consumers have pretty much made up their minds that free to play, the way it is largely being used now, ...
[News - 07/07/2015 - 03:46]
In today 's market there ...
In today 's market there seems to be a strong tendency towards cheap iterative work, and a strong aversion to innovation. Especially complex innovation. A complex and innovative product is extremely high risk, but also expensive to copy and relatively easy to show it is a copy. r n r ...