Isaac Knowles's Blog
I am a PhD student at Indiana University (working under Edward Castronova), as well as an economist at Scientific Revenue. My academic and professional work focus on the study and analysis of the video game industry, game economies, game systems, and consumer/player behavior. I also occasionally consult with game developers and publishers on the analysis and structure of virtual economies.
My LinkedIn profile is here.
Feel free to get in touch with me at firstname.lastname@example.org or email@example.com.
App Annie reported that Pokemon GO did not have a sustained negative impact on other mobile game revenue and engagement. We tried to verify this claim with our customers... and got mixed results.
While virtual currency sales are effective for FTP games monetization, player annuities are an excellent complement to boost both retention & revenue. Isaac Knowles, staff economist at Scientific Revenue, explains why.
ESO's switch to F2P gives more ammo to the consensus view that subscription models have gone (or should go) the way of the dodo. I suspect we'll continue to see them Not because publishers are stupid, but because they are smart.
Summary of interview with Chris Ryan, professor of operations research at Chicago's Booth School. Business school faculty are starting to take notice of the game industry, but is the industry ready for them?
Scott Rigby and Troy Skinner discussed some ways that mobile designers can help players meet their entertainment needs by publishing games that fit easily into their busy lives.
Dmitri Williams is a prolific games scholar. Now he's taken his expertise to market as CEO of game analytics firm Ninja Metrics. This post contains the text of an interview I did with Williams earlier this month. Cross-posted at motivateplay.com
Isaac Knowles's Comments
[Blog - 09/06/2016 - 02:12]
My last post, then moving ...
My last post, then moving on. r n r nYes, I am conflating real and fictioal value. I am doing that because I do not see the distinction that you see. Evidently, players don 't see it either. This lack of distinction is precisely why there are markets for virtual ...
[News - 07/27/2016 - 07:41]
[Blog - 05/12/2016 - 07:50]
[News - 08/31/2015 - 04:53]
[News - 04/28/2015 - 04:44]
This is indeed sad news. ...
This is indeed sad news. He was a very nice person, and his work was illuminating. His passing is a loss for the industry, academy, and humanity.
[Blog - 04/23/2015 - 06:17]
Back in my day, we ...
Back in my day, we didn 't have these new-fangled tutorials. We died 8,462 times while surmounting increasing difficulty curves in both directions And we liked it