lørdag den 1. september 2012

Business


Business
LeanMarketing.ca
ContentMarketInginstitute.com
FundersAndFounders.com
TrendsOnline.dk
MyPressWireAcademy.com
GamesMarketer.com
www.StartUpLessonsLearned.com
IndieGameGirl.com
GameAcademy.com
StartupQuote.com
EquityArcade.com

Business Collections
Daniel Doan's PR Contacts Master List
Strategyzer.com

Articles about Funding / Crowfunding (Kickstarter)
How to succeed on Kickstarter [#AltDevBlogADay]
Chris Crawford reflects on a Kickstarter gone wrong [Gamasutra]
Gamasutra's Kickstarter Survey: The Results [Gamasutra]
When A Kickstarter Campaign Fails, Does Anyone Get The Money Back? [NPR]
Dansk spilfirma: Sådan hentede vi en halv million kroner på Kickstarter [Comon]
Crowdfunding 'should be a red flag' to backers [Develop-Online]
How to crowd-fund when nobody knows who you are [GamesBrief]
Kickstarter for the Average Indie [Gamasutra]
What Publishers Want: 10 Tips for Getting Your Game Funded [Gamasutra]
Braithwaite and Hall abandon Kickstarter RPG [MCV UK]
How MechWarrior Online got funded without Kickstarter [Gamasutra]
Failing Kung-fu Superstar Kickstarter proves hardcore gamers' "hatred" for motion control [Eurogamer]
Six most important lessons from Kickstarter so far [Gamasutra]
Don Daglow suspends Kickstarter campaign [GamesIndustry]
Alpha Colony Kickstarter misses funding goal by $28 [Gamasutra]
Crowdfunding – Five Things to Remember [Blog.CX]
Crowdfunding: Kickstarter vs Indiegogo, which of the two is "border patrolling" the internet? [TheLeadIncense]
Kickstarter games are getting more funding than ever [Gamasutra]
Kickstarter: Funding revolution or digital panhandling? [GamesIndustry]
The image that saved our Kickstarter [Gamasutra]
Building a Better Kickstarter Campaign [Gamasutra]
Opinion: Black Isle is a great case study in how to NOT crowdfund your game [Gamasutra]
Most Kickstarter Projects Fail to Deliver on Time [PcMag]
Double Fine’s unusually tough Tim Schafer on dancing games and being the anti-Willy Wonka (interview) [VentureBeat]
Fan Choice: The Impact of Greenlight and Kickstarter [Gamasutra]
Raising Transcriptic's Seed Round [MaxHodak]
Kickstarter Zeitgeist [ICOPartners]
That's So Braben: Elite: Dangerous' crowdfunding rollercoaster [Gamasutra]
Think Before You Stretch [Kickstarter]
Kickstarter post-mortem: Legends of Eisenwald [Gamasutra]
Kickstarter Feature Part 1: Why Kickstarters Fail And How To Avoid It [NintendoEnthusiast]
Every Crowd-Funded Game Heading to Wii U/3DS [Updated] [NintendoEnthusiast]
How to not fail at Kickstarter in 12 easy steps [IndieRPGs]
Opinion: Why I won't be backing Kickstarters anymore [Gamasutra]
PR Pro Tips: An Indie Guide to Kickstarter PR [Gamasutra]
10 Tips For Raising Funds With Kickstarter For Indie Game Developers [Gamasutra]

Articles about PR
No one cares about your app and it won't be a hit, reckons Lucky Frame's Yann Seznec [PocketGamer]
How indie devs should talk to the press – by the press! [Hooks Hot Inc]
Thomas Vigild: Speak Journalistic! [DADIU]
How did indie studio Broken Rules get chummy with Nintendo? [Gamasutra]
Writing a Good Video Game Press Release [GamersNexus]
Casual Connect Europe: 'Small but smart' tips for PR success, courtesy of Cosmocover [PocketGamer]
Be Honest, Be Nice: Marketing And PR For Indie Developers [Gamasutra]
The Grasshopper Method: Building Honest Buzz for Your Game [Gamasutra]
How To Contact Press (And Increase Chances To Get Press Coverage) [PixelProspector]
Congratulations, Your First Indie Game is a Flop [Gamasutra]
Marketing on a shoestring: How indies are punching above their weight in the promo wars [PocketGamer]
Marketing on a shoestring: Q&A with James Marsden, founder of Futurlab [PocketGamer]
The Secrets of Promotion for Indies [Gamasutra]
Octodad’s Path to Popularity [OctodadGame]
5 top tips for mastering mobile games PR, by Simon Byron [PocketGamer]
The Best PR in the World Won’t Save You if Your Game Sucks [Gamasutra]

Articles about Business Models
Co-production deals are the best way for small indies to get free-to-play success argues Kiloo's Simon Moeller [PocketGamer]
Game Strategies: iPad vs. iPhone [Gamasutra]
This is the future of free-to-play [Gamasutra]
When does effective free-to-play design become an ethical matter? [Gamasutra]
Apple’s Favorite Strategy Game Is a Financial Disaster [Wired]
Publishers 'offer nothing' for small developers [Develop-Online]
7 Ways to Fail at Free-to-Play [Gamasutra]
Free-to-play: It's what Western MMO players are coming to expect [Gamasutra]
Free-to-play beats retail, says Epic's Sweeney [Develop-Online]
‘Punch Quest’ is the iPhone’s hottest game, but it’s a financial flop [The Verge]
Can paid and 'free' games peacefully coexist? [The Verge]
Free 2 Play and the Four Currencies [Gamasutra]
Classic Design Lessons: What Free-To-Play Can Learn From Arcades [Gamasutra]
15 ways to make free-to-play pay [Develop-Online]
Free-to-Play: The Lost Generation [Gamasutra]
Opinion: Lessons Learned From The Indie 'Meatgrinder' [Gamasutra]
2012 game investments: Number of deals is up, but average raised per startup is dropping [VentureBeat]
Don’t design around a payment model [Mode7Games]
Crytek CEO: Our goal is to ‘transition entirely’ to free-to-play games in 2 to 5 years [VentureBeat]
The $503 iOS Racing Game: The Expensive Reality of the IAP Economics in Real Racing 3 [148Apps]
With 26.5M Daily Users, Denmark’s Kiloo Pioneers New Ways of Producing Mobile Games [TechCrunch]
The secret to player engagement: never release a sequel [GamesBrief]
#GDC 2013: Triple Town not the 'massive success' people think it is, admits Spry Fox [PocketGamer]
Why Publisher 2.0 is M.I.A. [TheAListDaily]
Why Publisher 2.0 is M.I.A. - Part 2 [TheAListDaily]
Publisher 2.0 – The Emergence of Mid-Core [TheAListDaily]
Juicy Beast: FGS 5 Advisory Board Interview Series [MochiLand]
When to utilize IndieGameStand and other Indie Game Bundles during your game’s lifespan [IndieGameStand]
Designing Freemium Titles for Hardcore Gamers [Gamasutra]
Opinion: Why We Need To Rebrand 'Free To Play' [GameSetWatch]
What Are The Rewards Of 'Free-To-Play' MMOs? [Gamasutra]
Is free really the future of gaming? [TechRadar]
Free to Play online Games Ready to Dominate Gaming Market [MMOBomb]
Wargaming.net's Free-to-Play Battle Theater [TheAListDaily]
Free-to-play in 2013: Nicholas Lovell on winning hearts, minds, and wallets [PocketGamer]
Life after Farmville: The secrets of free-to-play success in 2013 [PocketGamer]
Child's play: Why 7 Little Words dev thinks F2P is a bad fit for kids [PocketGamer]
10 Ways to Retain Your Players [Gamasutra]
Developer Roundtable: Triple-A, Free-to-Play [Gamasuta]
Casual Connect Europe: 5 ways to fail at freemium, by W3i [PocketGamer]
The Swinging Pendulum of Free To Play Design [Game-Wisdom]
4 payment trends that will shape the future of game development [VentureBeat]

Articles about Game Monetization
The Principles of Game Monetization [Blog.Betable]
Manipulative game monetization shows gamers no respect, says Super Meat Boy dev [Gamasutra]
Video: 'Metrics' and 'monetization' don't have to be dirty words [Gamasutra]
A Primer on Monetization of F2P Games [TheAListDaily]
Kingdom Rush - 5 Steps to Double Revenue [Deconstructor Of Fun]
The Free-To-Play Triangle (Game Economics) [What Games Are]
Roger Dickey's Tactics for Game Monetization [Gamasutra]
'Super Hexagon' Developer Gets New Game Rejected for Mentioning it Has No IAP in iTunes Description [TouchArcade]
The Android piracy problem [Gamasutra]
5 tips for boosting your virtual economy [Gamasutra]
ARPU vs ARPPU / ARPMU … but really LTV and CAC / CPA [GlobalDecision]
These Guys’ $5K Spending Sprees Keep Your Games Free to Play [Wired]
Kongregate: Core players more valuable than casual [Develop-Online]
Infographic: What do western devs need to know to make it in China? [PocketGamer]
Why did free-to-play Tribes Ascend add a buy-to-play option? [Gamasutra]
With 5 titles in co-production and Subway Surfers hitting 25 million DAUs, Kiloo shapes to become global hit factory [PocketGamer]
Monetizing flash games? [Reddit]
Has anyone used FGL.com? [Reddit]
Publisher 2.0 – Riot and the Rise of the Player Community [TheAListDaily]
Publisher 2.0 – Did The Social Bubble Just Burst? [TheAListDaily]
Gamers rule: Only 10% of the industry's $50 billion comes from casuals [GamesIndustry]
Flying Blind: Dearth of digital data is harmful [GamesIndustry]
The Burning of Star Wars: The Old Republic [Gamasutra]
Monetize That $hit: Making Money As An Independent Developer [GameCareerGuide]
Pepe Agell on using 'Social Intelligence', the benefits of In-App promotion, and using cross-promotion wisely [GameSauce]
Asia, Europe will make up 87% of global mobile, online game revenue in 2015 - report [Gamasutra]
$2.4 Million Dollars Per Day [GameAcademy]
Playing for keeps: PlayScreen's William Volk on the secret of lifetime value [PocketGamer]
The Charticle: Temple Run 2 is mobile's fastest growing game, but how's it monetising? [PocketGamer]
The Science of Fun: Player Research on the profit of putting the player first [PocketGamer]
How Puzzle & Dragons Does It [Gamasutra]
Brand advertising shouldn't be in the game. It should be the game, says agency Proelios [PocketGamer]
How Do I Know I Have a Healthy Game? [Gamasutra]
How In-app Purchases Has Destroyed The Industry [Baekdal]
Forcing the Hard Currency! [AppCrimes]
Forcing the Hard Currency #2 [AppCrime]
5 Premium Currency Pricing Trends and Tricks used by Mobile Free-To-Play Games [AllWorkAllPlay]

Articles about Running A Company
Top 5 Reasons “Stealth Mode” Will Kill Your Startup [AdrianCrook]
Supercell's Secret Sauce [Gamasutra]
Take It From A Successful Entrepreneur: No One Will Steal Your Big Idea [Cognoscenti]
7 Lessons from Building a $15-Million-a-Year Lifestyle Business with No Loans, VCs or Angel Money [MindValleyInsights]
Seth Godin's Startup School Podcast [Earwolf]
Indie Flash Game Development: A 2009 Year-End Retrospective [JoshBlog]
Indie Flash Game Development: 2010 [JoshBlog]
Indie Game Development 2012: A Look At My Third Year [JoshBlog]
Ramen Profitable [PaulGraham]
Unity’s License Fees [AndyMoore]
Even in 1997, Sid Meier recognized the value of small teams [Gamasutra]
Sworcery sales infographic [SwordAndSworcery]
Starting from scratch: How Imangi Studios set out to top Temple Run [PocketGamer]
Innovation Isn't an Idea Problem [Blogs.HBR]
Jason Nazar: The Secret to Finding (and Keeping) Mentors [blogs.WSJ]
Now pulling in $1M a day, Supercell reflects on a banner year [PandoDaily]
Why cross-functional? [Gamsutra]
The Secret to Building Great Teams is No “Guru” Problems [BrianRitchie]

Articles about Markedting
5 things to know about 'core' game players in the United States [Gamasutra]
Publisher 2.0 – The Rise of Content Marketing [TheAListDaily]
Finding Publisher 2.0 [TheAListDaily]
Pid's dilemma - how do you make a 2D platformer that stands out? [Gamasutra]
Social Media Marketing For Indie Game Developers [TrueValhalla]
Appromoter presents the ten commandments of app marketing [PocketGamer]

Articles about Mobile Markets (App Store)
Money and the App Store: a few figures that might help an indie developer. [TheGameBakers]
The Importance of Tracking by Country [Gamasutra]
Here’s why AppGratis raises a $13,5M Series A with Iris Capital & the Orange Publicis fund [AppGratis]
Console makers may have a case of innovator's dilemma [Gamasutra]

Articles about Pitching
How To Improve Your Video Game Pitch [Game-Linchpin]
How To Improve Your Video Game Pitch – Part 2 [Game-Linchpin]

Articles about Networking
The Psychology of Business Cards [UPrinting]
Networking Tips for Entrepreneurs [JasonNazar]

Articles about Piracy
Piracy Tracking for In-App Purchases [Gamasutra]
What happens when pirates play a game development simulator and then go bankrupt because of piracy? [GreenHeatGames]

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