Ramin Shokrizade's Blog
My current project is on pause due to a key member taking a personal leave of absence for 3 months (through the Summer of 2017). If your project runs into a snag in the economy design or business model, maybe I can help.
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 less recent (2010-2015) papers is here:
I've also been interviewed recently on NPR:
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.
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.
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.
Ramin Shokrizade's Comments
[News - 06/23/2017 - 01:51]
Just as the development of ...
Just as the development of the science of architecture allowed taller and more elaborate buildings to be reliably constructed, there is an emerging science of virtual world design that allows much more complex game development to be attempted in commercially reliable fashion. Much of this science draws from the lessons ...
[News - 06/07/2017 - 01:26]
Top grossing is typically a ...
Top grossing is typically a measure of how much has been spent marketing a product, not how successful it is. Thus it is misleading as a measure of quality or value to consumers. A net revenue, or even better net revenue per download would be a very useful indicator of ...
[News - 06/06/2017 - 01:30]
The intent of this regulatory ...
The intent of this regulatory action is to require fair disclosure to consumers who are considering purchases. Without knowing the odds of getting the items they are attempting to purchase, a consumer can 't gauge the real value or cost of a transaction. This is a fundamental consumer right. Anything ...
[News - 06/01/2017 - 03:19]
While I gave them similar ...
While I gave them similar advice when I was advising Take 2 between 2011 and 2013, the problem is that almost all of their large Western competitors have drunk the early Zynga-era Kool-aid that I debunked in my 2011 Zynga Analysis paper which I wrote at the request of Take ...
[News - 05/30/2017 - 03:43]
I started late in the ...
I started late in the industry with the idea of developing skill sets that did not exist at all in the industry and injecting them. That was a long battle to prove I was even relevant or that these new skills were practical instead of theoretical. I won that battle ...
[Blog - 05/26/2017 - 09:55]
How 'Pay to Win ' ...
How 'Pay to Win ' Works me, 2012 : r nhttp://gameful.org/group/games-for-change/forum/topics/how-pay-to-win-works r n r nThey key characteristic is that there is no spending cap. If everyone can spend 100 for advantage, but no more than that, then that is pay for advantage but not pay to win since you can ...