Archive for publishing

will your app or product for these reasons?

* You Didn’t Understand The Problem You Were Solving
* You Asked Your Friends What They Thought
* You Listened To Users Instead Of Watching Them
* You Didn’t Test Your Riskiest Assumption
* You Had A “Bob The Builder” Mentality

“…Sharon says it’s as simple as validating, or invalidating, three core pieces of the plan: The problem (Is the app solving a problem people care about?), the market (Are there enough people who have this problem?), and the product (Is our product solving this problem for this market?).
http://www.fastcodesign.com/3033092/googles-6-reasons-why-nobody-uses-your-app

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are you a whale or super fan?

superfan

Super fans take their hobby or passions very seriously. It doesn’t matter what the hobby, super fans spend heavily to feed their hobby. Doesn’t that make them whales?

Free to play whales spend heavily on their favorite game(s), and they spend a huge amount of time playing these games. Doesn’t that make them super fans?

“There’s a terrible habit of talking about F2P “whales” – a term which the industry itself doesn’t use so much any more, incidentally, having realised that borrowing its parlance from the morally bankrupt world of Las Vegas casinos probably wasn’t doing it any favours – in terms of condescension and pity. We act like these people have been hoodwinked somehow. They’ve downloaded a game for free and ended up spending loads of money on it, and for some reason we assume that they didn’t know it was happening – that they’ll reach some day, down the line, where they realise how much they’ve spent and have a terrible Road to Damascus moment that lays bare how empty and pointless the whole thing has been. Not like us and our expensive merchandise or huge collections of games half of which we’ve never actually played; nothing like that at all.”

http://www.gamesindustry.biz/articles/2014-01-30-core-gamers-can-be-whales-too?utm_source=newsletter&utm_medium=email&utm_campaign=us-daily

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humility leads to…

“Humility leads to an earnest and perpetual desire to understand the people who want your app, and thus better understand what they enjoy. You should be hungry to support and understand them.”

http://www.fastcompany.com/3004045/4-ego-traps-sink-rockstar-developers

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1st month

“The first month is crucial to paying; if a player hasn’t paid in that time, they are unlikely to spend money later on.”

http://www.gamesindustry.biz/articles/2012-12-12-monetizing-games-crucial-advice-from-key-players

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‘presumers’ = gamers

Presumer = consumer involvement with products and services pre-launch.

2012 data suggests that presumers have the same kind of profile as gamers

* Kickstarter users are predominantly (62%) male.

* 50% are between 18 and 34, and 20% are between 34 to 44.

* Almost half (48%) are college educated. That’s against 30.4% of Americans aged over 25 having a college degree (Source: US Census Bureau, February 2012).

* 45% earn more than USD 50,000 a year.

http://www.trendwatching.com/trends/presumers/

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people share emotions

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people share emotions

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