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Nicholas Lovell's Expert Blogs

Posted by Nicholas Lovell on Thu, 17 Mar 2011 09:25:00 EDT in Design
Gamification may have been the buzzword of 2010, but its influence shows no sign of abating in 2011. It is a term derided by game designers, misunderstood by brands and unknown to consumers. Here are the ten cardinal rules.

Posted by Nicholas Lovell on Wed, 13 Oct 2010 02:52:00 EDT in Business/Marketing
Is the future of the games industry Farmville and WeRule? Or is it plucky little indies creating Joe Danger and Angry Birds? Well actually, the industry is splitting into three, and medium-selling console titles will be the losers.

Posted by Nicholas Lovell on Wed, 29 Sep 2010 09:16:00 EDT in Business/Marketing
In the argument over whether marketing or product development is king, the key point is being missed: Marketing IS product development.

Posted by Nicholas Lovell on Wed, 08 Sep 2010 09:20:00 EDT in Business/Marketing
SF Weekly published an expose of Zynga's dubious business practices. But it revealed a snobbish, elitist and just plain wrong attitude to social games.

Posted by Nicholas Lovell on Thu, 08 Jul 2010 10:01:00 EDT in Business/Marketing
The issue of tax breaks for the games industry is a live one. But are they actually achieving what governments want them to do?

Posted by Nicholas Lovell on Wed, 14 Apr 2010 10:41:00 EDT in
Can a free game make over $27 million a year in profits? Runescape creator Jagex's financial results suggest that they can.

Posted by Nicholas Lovell on Tue, 30 Mar 2010 06:11:00 EDT in Design
The games industry is changing. And the change is every bit as seismic as the emergence of television in the late 1940s was for film.

Posted by Nicholas Lovell on Wed, 24 Mar 2010 03:09:00 EDT in Production
Traditional games companies can't get VC funding while a billion dollars poured into social and casual games in 2009. Why? Here's four reasons why VCs won't fund traditional games companies.

Posted by Nicholas Lovell on Thu, 18 Mar 2010 08:42:00 EDT in Design
People don't buy virtual goods because they want to pay for their entertainment, or because they feel they ought to. They buy virtual goods for the same reasons they buy branded goods in the real world.

[Previous Nicholas Lovell Blogs]