Tag Archives: mobile

PlayHaven CEO Talks Business of Mobile Gaming with VentureBeat

PlayHaven has been thrilled to work with VentureBeat to revive the BYOT Podcast series – where game industry leaders tackle the latest trends, topics, and issues in the industry.

In this week’s episode, PlayHaven’s very own CEO, Andy Yang, joins GamesBeat editor-in-chief Dan “Shoe” Hsu, Machine Zone’s Gabe Leydon, and GamesBeat head writer Dean Takahashi in talking about “mobile gaming: its hopes, its dreams, its turn-ons, and how some of the biggest companies in the world are looking to get in on the rapidly growing action.”

More after the jump »

Girls in Gaming: Breaking the Stereotypes

I’ve never been a gamer.

I’ve played plenty of games, to be sure. I’ve even been completely obsessed with some games, to the point where every waking hour outside of work or school was spent playing them. But I’ve never felt like a gamer.

Part of the reason I’ve never felt like a gamer, even at the heights of my gaming, is because I never felt like I fit the image of a “typical” gamer. I’m not a socially awkward, sex-deprived teenage boy or fat old guy with questionable hygiene and diet consisting of Mountain Dew and Hot Pockets, I would think. I’m not a gamer. I just play games sometimes.

South Park's representation of a typical gamer

South Park’s representation of a typical gamer

At the time, I was probably in my mid-teens, and only slightly aware of how untrue this stereotype was. Anyone who identified as a gamer, in my teenage mind, fit into at least part of this stereotype and, since I didn’t, I couldn’t possibly be a gamer.

Of course, the thing about stereotypes is that they’re not exactly representative of an entire population. Sure, there are gamers who fit that description, but they’re the exception, not the rule. There are gamers with social lives that would make mine look like I’m a hermit, gamers in happy, healthy relationships, gamers with great hygiene, gamers who would never pick up a can of Mountain Dew, gamers who are neither a teenage boy nor a fat old guy.

And, of course, there are gamers who aren’t even male…

The Entertainment Software Association (ESA) reports, in their 2012 Essential Facts about the Computer and Video Game Industry (graphic below), that 47 percent of all players are female, and adult women comprise a greater portion of the gaming population than teenage boys (age 17 and under). This statistic gets ripped apart by some critics, though, who argue that the numbers are diluted because the survey takes into account casual gamers as well as hardcore gamers – people who play Angry Birds while riding the bus as well as people who dedicate hours to raids in World of Warcraft. Hardcore gamers, critics argue, are usually not female.

ESA Gamer Demographic Statistics: Gender

At least, not yet.

More after the jump »

How will mobile affect the art of gaming?

The video game industry has long been criticized as not being an art form. Roger Ebert has gone as far to say “that no video gamer now living will survive long enough to experience the medium as an art form.” (source)

Art is defined as “the use of skill and imagination in the creation of aesthetic objects, environments, or experiences that can be shared with others. Art is something that stimulates an individual’s thoughts, emotions, beliefs, or ideas through the senses.” (source) The gaming industry has proved time and time again its ability to create emotional experiences parallel to those of other art/entertainment industries; even Ebert’s own film industry.

Who can forget the adrenaline rush in Half-Life 2 when the chimney stack collapses and you have only moments to race to safety, or the relief of catching a flag-carrying friend on your hovercraft mid-air in Tribes.  What about the thrill of accomplishment at dinging level 60 in Diablo III?. And who can deny the breathtaking scenes of God of War III, feeling the sand between your toes in Journey, or the slumber party-esque fun of Little Big Planet?

Chris Melissinos @CMelissinos has been a long time advocate for the art of gaming. At his current exhibit at the Smithsonian, Melissinos shows video games as not just mere play, but “richly textured emotional and social experiences that have crossed the boundary into culture and art.” (source)

So the question becomes, how will mobile affect the art of gaming? More after the jump »

Living in the 50% mobile club

For your digesting pleasure, from MediaPost this morning, some “glass half full” mobile stats:

47% of U.S. smartphone owners use mobile shopping apps.

47% of tablet users engage with mobile ads on their tablets more than once a week and are highly likely to take action after seeing the ad.

49% of tablet owners have clicked on an ad within the last 30 days.

45% of NBC’s Olympics video streams went to smartphones and tablets.

Facebook says that 50% of its $1 million-a-day run rate for Sponsored Stories comes from mobile.

Mobile devices accounted for 52% of Wi-Fi use.

52% of tablet owners are mothers.

50% of U.S. and U.K. gamers prefer smartphones or tablets as their primary gaming platform.

50% of those with cell phones use them while watching TV

50% of U.S. consumers would consider watching programs on their tablets and smartphones.

What are your “glass half full” mobile moments?

To read more about this, visit the original post:  Living In The 50 Percent Mobile Club

21 iPhone Accessories That Make Gaming More Fun, Give or Take 16?

A little over five years ago when the iPhone was released, Jobs and Apple overhauled the entire mobile phone industry in one fell swoop. A simple yet elegant device delivered every feature we not only wanted but also did not know we desired. The iPhone gave Apple the foothold it needed to gain an advantage in areas outside of the mobile industry. Companies like Windows and Dell struggled while RIM was left as a shell of its former self. Needless to say, the iPhone revolutionized personal communication devices. More after the jump »

11 Techniques for Player Value Maximization: Part 2

This is a continuation from part one where we discussed techniques for maximizing player value. Now let’s crank it to 11…

7. Reduce Friction and Reward UGC

User generated content (UGC) is a great way to add new content for “free”; however, only a small percentage of players actually contribute. As with purchase flows, reducing the friction of creating and submitting content, will often increase UGC. How can you simplify the process? Is there a way to make UGC part of the primary gameplay? What happens when you reward players for submitting awesome content?

More after the jump »

PlayHaven Highlighting LTV maximization at Mobile Gaming USA

As the mobile gaming industry becomes increasingly more competitive, maximizing the amount of time that audiences spend on your games is crucial in order to achieve engagement and monetization goals.

Max Rollinger, Director of Mobile Gaming USA, sat down with Ryan Hoover, Director of Product Management at PlayHaven, for a podcast to discuss how publishers and developers can more effectively retain their audiences for the long haul.

Tune in as Ryan breaks down:

* What LTV maximization is and how it can be used to measure a game’s success

* Best practices for keeping gamers engaged, from in-game ads to rewards

* Monetizing your games – How to decide if the freemium or premium route is the best bet for your organizational strategy More after the jump »

11 Techniques for Player Value Maximization: Part 1

Remember Bob?  His awesome game, Angry Hedgehogs, attracted a small but engaged user base of hedgehog-launching fans, yet he’s not maximizing his game’s potential value.  In the last post we discussed LTV and the components of value. Talk is cheap, actually increasing value is the challenge.

Here are the first 6 of 11 techniques for increasing player value.

More after the jump »

Valuing LTV: Beyond Monetization

Meet Bob.

Bob is a game developer, creating his first mobile title, Angry Hedgehogs, aptly named after his love of the adorable (yet surprisingly ferocious) creatures. Armed with his laptop and creativity, Bob embarks on a quest to create the most successful game of all time.

After months of hard work, Bob publishes his game and anxiously monitors its performance. Success! His early fans can’t get enough of the cuddly hedgehogs. However, Bob’s leaving a lot on the table by not maximizing the LTV of his early fans. More after the jump »