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Features » Social/Online
Next Generation Monetization: Supremacy Goods 45
by Ramin Shokrizade [09.06.12]
Is your microtransaction-based game set up for failure or success? Consultant and writer Ramin Shokrizade discusses a new class of goods that is likely to damage the health of your user base -- and in this article, posits rules for goods as well as taking a hard look at how some games function.
Business/Marketing, Social/Online

Predicting Churn: When Do Veterans Quit? 20
by Dmitry Nozhnin [08.30.12]
In the follow-up to his original article, Dmitry Nozhnin, head of analytics and monetization at Russian MMO publisher Innova, shares his methodology for predicting when veteran players will quit the game -- identifying when players will drop two to three weeks before they do.
Business/Marketing, Social/Online

Will HTML5 Change the Way Games are Made? 36
by Will Eastcott [08.29.12]
The co-founder of HTML5 tool PlayCanvas discusses the advantages of developing in the language, sharing his opinions on how the emerging technology will really affect game developers, making a case for the language as a great next step in game development.
Business/Marketing, Social/Online

Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social 3
by Michael Thomsen [07.13.12]
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Business/Marketing, Interview, Indie, Social/Online, Smartphone/Tablet

Scaling a Physics Engine to Millions of Players 10
by Kevin He [07.12.12]
An ex-Blizzard physics and networking lead for online game Roblox shares the secrets of how the Lego-like building game simulates rigid bodies for millions of players at a time -- without losing either performance or fun.
Programming, Social/Online

Sponsored Feature: The Cost of Ignorance 1
by Justin Mauldin [06.18.12]
PapayaMobile director of marketing Justin Mauldin reviews the latest statistics on user acquisition costs and conversion rates, and offers up some helpful tips on how to make sure users get engaged with your free-to-play Android game and stick around.
Sponsored Feature, Social/Online, Smartphone/Tablet

EA's Core Strategy: Tech, Teams, Brands 3
by Kris Graft [06.18.12]
In this new interview, EA Games label boss Patrick Soderlund discusses how the huge publisher tackles its core gamer business -- whether it's from the perspective of the Frostbite 2 engine, or its free-to-play business, or fostering creativity.
Business/Marketing, Interview, Social/Online

Using Facebook Ads to Find Your Game's Audience 11
by Christian Fager [06.07.12]
In this article, a marketer and indie developer outlines exactly how to use split testing to hone in on your audience via Facebook ads -- driving traffic to your fan page or home page and determining specifically what demographic is most interested in your title.
Business/Marketing, Social/Online

Defender's Quest: By the Numbers 33
by Lars Doucet [04.11.12]
Indie developer Lars Doucet explains how his team's game Defender's Quest survived the change from a free Flash game to a full-fledged download title, and share insight into how audiences find and decide to buy the game.
Business/Marketing, Social/Online

How Triple-A Games Went Social and Why They're Not Going Back 4
by Michael Thomsen [03.20.12]
How and why are the major publishers integrating social features into their games? Can game-level social networks become an essential part of the game playing experience? Gamasutra dives in to Halo Waypoint, Call of Duty Elite, DICE's Battlelog, and more.
Business/Marketing, Social/Online