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:
Despite major advances in technology and business intelligence, the gaming industry is faltering and layoffs are accelerating. Here Ramin Shokrizade explains why it's happening, and why we can't stop it.
The events that inspired the movie Moneyball changed business forever. But to save time, the real punchline was left out of the movie. Businesses rushed to copy the movie but during the bromance they set themselves up for failure.
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?
Ramin Shokrizade's Comments
[News - 09/21/2017 - 09:28]
The process of reprogramming consumers ...
The process of reprogramming consumers using interactive media products designed to control various physiologic processes in users is a central theme in my upcoming book. The use of this technology as described in the OP is presumably done with the consent of the user. Things get precarious when this done ...
[News - 09/21/2017 - 04:47]
Neuroscience in gaming is going ...
Neuroscience in gaming is going to be the next great frontier, but the idea that science can boost the efficacy of games both for devs and consumers is still an intimidating subject for all involved. Before we can accept the medicinal potential of games, we have to accept that games ...
[News - 09/14/2017 - 10:02]
Having done a lot of ...
Having done a lot of PvP over the years in online games, and then having had the pleasure of designing successful AAA competitive games, my focus is not on punishing my players for doing what my design has rewarded them for doing. I see that behavior as my fault as ...
[News - 09/11/2017 - 10:38]
I am sick of this ...
I am sick of this child getting more and more chances to make money off of what we make. r n r nFor me what stood out here was using ageism as a response to racism. Ageism can be particularly nefarious when a company led by an older generation is ...
[News - 09/06/2017 - 07:50]
To me the really revolutionary ...
To me the really revolutionary aspect of Pokemon GO was the social interactions it fostered in real space. This not only went a long ways towards filling a consumer need for real space social interaction that is not being met, but it also has the potential to drive traffic to ...
[News - 09/08/2017 - 04:00]
There are a lot of ...
There are a lot of very important consumer rights issues affecting the gaming industry. It would be great if our representatives understood those at least a little bit so that they could help ...represent us. Issues like extreme hours during crunch and other labor issues, COPPA and other privacy violations, ...