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Archive

Posts Tagged ‘Games’

GameTheNews explores the never-ending War on Drugs in NarcoGuerra

May 24th, 2013 No comments

GameTheNews.net Auroch Digital War on Drugs

The global War on Drugs is the four-decade-long policy of many western Governments, including the U.S. and Mexico, to stamp out the supply of narcotics. Now, developer Auroch Digital from GameTheNews.net is exploring the conflict with a new title for iOS, Android, PC, and Mac.

NarcoGuerra is a strategy title that puts players in the role of the Mexican government. Using mechanics similar to the board game Risk, gamers must try to find and destroy drug cartels in a never-ending battle.

“We’ve built a simulation based on our research about the reality of the War on Drugs,” NarcoGuerra lead designer Tomas Rawlings told GamesBeat. “[The game shows] how corruption and street price ebb and flow with police actions.  It’s up to the player from there [to decide] what they get out of the game, but most gamers I come across are smart people. I think they’ll figure out that to win this war to have to understand it’s not a war in any conventional sense at all.”

Rawlings previously produced strategy title Endgame: Syria that used game mechanics to explore that nation’s civil war. Endgame: Syria drew some criticism for using real-life current events in a game, and Apple blocked its release on the iOS App Store. Rawlings feels that this is an unfair double standard.

“In reflecting the world around us a singer might write a song, a filmmaker produces a documentary, and a journalist writes an article. As games developers we express our interests via games,” said Rawlings. ”Just because our form of expression is through games, this doesn’t mean we take the subject any less seriously. This game aims to engage players in the issue and get them to think about why this war is still going on despite the billions [of dollars] spent on it.”

NarcoGuerra costs 99 cents. It is the first time GameTheNews is charging for one of its titles, and that’s because the group feels it is a premium experience.

“The game is the biggest ‘newsgame’ we’ve created, which has taken a lot of time, effort, and expense,” said Rawlings. “All news organizations have to make income to pay staff — we’re no different in that respect.”

This isn’t the first time video games have looked at the War on Drugs, but Rawlings feels it’s the first time an interactive title is investigating it with any nuance.

“Games have covered this area a lot but never in a deeper sense that just good versus bad,” he said. “For example, Call of Duty: Modern Warfare 2 has the Favela level, but we don’t ask why is this fighting going us, just point and shoot. We wanted to delve a bit deeper into the why and a strategy game makes a great frame to do this.”

In fact, just in making this game, Rawlings said he learned many things about the Drug War that he wasn’t previously aware of.

“I assumed the solution was going to be in tackling consumption and not production and trafficking,” the designer told us. “But it turns out that consumption per person hasn’t really changed that much.  I also learned how violent and damaging this situation is for so many people.  Albert Einstein said insanity is doing the same thing over and over again and expecting different results.”

Rawlings believes that by experiencing the decision making themselves, gamers might get a better understanding that the War on Drugs requires a fresh infusion of ideas.


Filed under: Games

GamesBeat 2013GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details here, and grab your early-bird tickets here!
    


Tags: , ,

GameTheNews explores the never-ending War on Drugs in NarcoGuerra

May 24th, 2013 No comments

GameTheNews.net Auroch Digital War on Drugs

The global War on Drugs is the four-decade-long policy of many western Governments, including the U.S. and Mexico, to stamp out the supply of narcotics. Now, developer Auroch Digital from GameTheNews.net is exploring the conflict with a new title for iOS, Android, PC, and Mac.

NarcoGuerra is a strategy title that puts players in the role of the Mexican government. Using mechanics similar to the board game Risk, gamers must try to find and destroy drug cartels in a never-ending battle.

“We’ve built a simulation based on our research about the reality of the War on Drugs,” NarcoGuerra lead designer Tomas Rawlings told GamesBeat. “[The game shows] how corruption and street price ebb and flow with police actions.  It’s up to the player from there [to decide] what they get out of the game, but most gamers I come across are smart people. I think they’ll figure out that to win this war to have to understand it’s not a war in any conventional sense at all.”

Rawlings previously produced strategy title Endgame: Syria that used game mechanics to explore that nation’s civil war. Endgame: Syria drew some criticism for using real-life current events in a game, and Apple blocked its release on the iOS App Store. Rawlings feels that this is an unfair double standard.

“In reflecting the world around us a singer might write a song, a filmmaker produces a documentary, and a journalist writes an article. As games developers we express our interests via games,” said Rawlings. ”Just because our form of expression is through games, this doesn’t mean we take the subject any less seriously. This game aims to engage players in the issue and get them to think about why this war is still going on despite the billions [of dollars] spent on it.”

NarcoGuerra costs 99 cents. It is the first time GameTheNews is charging for one of its titles, and that’s because the group feels it is a premium experience.

“The game is the biggest ‘newsgame’ we’ve created, which has taken a lot of time, effort, and expense,” said Rawlings. “All news organizations have to make income to pay staff — we’re no different in that respect.”

This isn’t the first time video games have looked at the War on Drugs, but Rawlings feels it’s the first time an interactive title is investigating it with any nuance.

“Games have covered this area a lot but never in a deeper sense that just good versus bad,” he said. “For example, Call of Duty: Modern Warfare 2 has the Favela level, but we don’t ask why is this fighting going us, just point and shoot. We wanted to delve a bit deeper into the why and a strategy game makes a great frame to do this.”

In fact, just in making this game, Rawlings said he learned many things about the Drug War that he wasn’t previously aware of.

“I assumed the solution was going to be in tackling consumption and not production and trafficking,” the designer told us. “But it turns out that consumption per person hasn’t really changed that much.  I also learned how violent and damaging this situation is for so many people.  Albert Einstein said insanity is doing the same thing over and over again and expecting different results.”

Rawlings believes that by experiencing the decision making themselves, gamers might get a better understanding that the War on Drugs requires a fresh infusion of ideas.


Filed under: Games

GamesBeat 2013GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details here, and grab your early-bird tickets here!
    


Tags: , ,

GamesBeat weekly roundup:Xbox One unveiled, Yahoo acquires a game company

May 24th, 2013 No comments

Xbox One

If you follow VentureBeat but don’t regularly check our GamesBeat site, here’s a list of the best video game stories we ran over the last seven days that you may have missed.

This week, Microsoft unveiled the Xbox One, the company’s next-gen console and one-stop living room entertainment device, Ex-EA chief John Riccitiello urges console makers to consider consumer wants before shipping products, and Yahoo continues its acquisition madness by picking up the game company PlayScale.

You’ll also find a review of Resident Evil: Revelations as well as previews for Batman: Arkham Origins, Dying Light, and Civilization V’s Brave New World.


Xbox One


News


Godus

Mobile news


Acquisitions incorporated


Tech news


Trailer hoedown


Previews


Raid Mode Revelations

Reviews


Interviews


Pieces of flair


Filed under: Games

GamesBeat 2013GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details here, and grab your early-bird tickets here!
    


Tags: , , , , , , , , , , , , ,

GamesBeat weekly roundup:Xbox One unveiled, Yahoo acquires a game company

May 24th, 2013 No comments

Xbox One

If you follow VentureBeat but don’t regularly check our GamesBeat site, here’s a list of the best video game stories we ran over the last seven days that you may have missed.

This week, Microsoft unveiled the Xbox One, the company’s next-gen console and one-stop living room entertainment device, Ex-EA chief John Riccitiello urges console makers to consider consumer wants before shipping products, and Yahoo continues its acquisition madness by picking up the game company PlayScale.

You’ll also find a review of Resident Evil: Revelations as well as previews for Batman: Arkham Origins, Dying Light, and Civilization V’s Brave New World.


Xbox One


News


Godus

Mobile news


Acquisitions incorporated


Tech news


Trailer hoedown


Previews


Raid Mode Revelations

Reviews


Interviews


Pieces of flair


Filed under: Games

GamesBeat 2013GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details here, and grab your early-bird tickets here!
Tags: , , , , , , , , , , , ,

The DeanBeat: Microsoft and Sony should escape binary thinking

May 24th, 2013 No comments

Don Mattrick

Sony and Microsoft have made their opening moves in the next-generation video game console war. Their next big revelations will come at the E3 game trade show, and this starts with their press conferences on June 10. The age of digital game consoles has arrived, but I’m still worried that the console makers are caught in binary thinking.

xbox entertainmentIn the days before the original Xbox, back in 1999, Microsoft’s knee-jerk reaction to Sony’s threat was defensive. It wanted to stop Sony’s PlayStation 2 from taking over the living room. That’s why it started on the Xbox, and then the company expanded its thinking from there. Both companies came to see their game consoles as Trojan horses, items people purchased for gaming purposes and eventually used for controlling all entertainment. Microsoft and Sony both have credibility as leaders in games, and their eyes are still on a much larger prize of being the hub for movies, music, TV, communication, and everything else.

But gaming was the linchpin. If they failed with that, nothing else mattered.

That’s still the case today. Some described Sony’s press event in February as rambling and Microsoft’s Xbox One announcement as a disaster. But they’re wrong. They’re simply incomplete events, by necessity. More information — some of it which they’re keeping secret for now — will trickle out over time. By the time of the launches in the fall, potential customers are going to know what they need in order to decide whether to invest in one game console or another. Sony showed off games. It needs to show more broad entertainment and services. Microsoft showed off entertainment and services. It needs to show more games.

But both of them need to show that they understand the rights of consumers in a world where walled gardens are full of holes. The difficulty for these companies is that the world has moved on from completely binary thinking. Gamers watch movies. People play games on more than one device. When you acknowledge that we live in a multitasking world with multiple platforms, and when you design your experience taking that into account, then you can win big. This is the way to grab all of the marbles: being transparent, being more open than you should be, and embracing community.

“I really don’t see this as a binary answer,” said Chris Petrovic, the former head of GameStop Digital Ventures, when asked who would win. “Each of these platforms can and will capture a meaningful share of consumers’ share of time and wallet. There seems to be general consensus in the games industry that it will continue to follow the ebbs and flows of its media brethren — movies, TV, etc. — in that the incumbent platforms will still provide the richest, most immersive premium experiences for the enthusiast while the newer platforms will appeal to the masses because they win on price and convenience.”

You can bet that they’ve got the bases covered on the either or questions. Microsoft said it would launch 15 internally produced games in the first year after launch. It also said it would spend more than $1 billion developing games in this generation. Sony can expand its PlayStation Network and tap into its entertainment properties so they work on PS4. Their approaches to their initial revelations so far reflect some choices. Microsoft chose to focus on non-gamers. Sony chose to focus on the hardcore.

yusuf mehdiThe trick is to pay attention to both sides of the binary choices and give people more than just the basics. You don’t want to be perceived as failing to “get it.” And you have to act like you’re responding to and fostering a community.

With every console announcement, fans look for what they want. They want to make this product their own. If what they want isn’t in the console, they complain. With Microsoft, fans didn’t see enough games. With Sony, it was the opposite. They saw lots of games. But fans also complained about how Sony’s event dragged on. They complained about how Sony didn’t even show its box. In both cases, the companies defended themselves by saying they wanted to hold something back and save it for E3.

In the absence of a ton of games to show (OK, they did show EA Sports, Forza, Call of Duty: Ghosts, and a new one called Quantum Break [below]), Microsoft talked about technology like cloud processing, more accurate Kinect, and the instantaneous switching made possible by having three operating systems. Those could turn out to be big advantages. Sony mostly ignored such technical talk, saving it for the geeks who cared about it but leaving some questions hanging in the open. Sony did point out its advantage of having more processing power fully dedicated to running games (Microsoft has to divert precious silicon to handle Kinect’s constant processing requirements). That is how these machines are basically different.

In both cases, nobody answered all of the questions that gamers had. The fair criticism is that they should have had more solid answers on the consumer rights issues that people care more about these days: backward compatibility, used games, and always-online play. All of these relate to whether a consumer has gotten a fair shake, can preserve their investment, and can choose how much they want to be engaged with one product in a sea of other products that they use. By moving to crack down in some way on used games, the companies are taking back something that they once gave as a right to consumers under “fair use” agreements. They should have seen the concern coming from their fans (based on the fan reaction to Electronic Arts’ always-on debacle with SimCity) and headed it off as much as possible. Microsoft and Sony say they have policies in place that will fully describe what they intend to do. That’s not completely reassuring to consumers.

quantum breakThe problem is that, as with the actual launch date and the pricing, is that a competitor would love to know how its rival will deal with these consumer rights issues and act on it. Policies are the easiest thing in the world to change or copy. Software is next. And hardware is the hardest. But in a digital world where anything is possible, these problems have to be viewed in a different light. With backward compatibility, putting in the hardware to make an old game work on a new system is very expensive. It means, at the very least, you would have to put an IBM chip in a box that now has an AMD chip. On top of that, gamers care about backward compatibility in the beginning of a new console generation, but they rarely play old games on new systems.

But the digital realm is where this gets interesting. With cloud streaming technology, it’s technologically feasible to host a game in a data center and let someone play it with any web-connected hardware. If they wanted to, Microsoft and Sony could put digital versions of their old games up into the cloud and make them accessible for consumers. But then we get to the real issue here: a scarcity of engineering talent. The time and resources it takes to do this right could be better spent making a new game system and its live services better.

Those are logical explanations for ditching backward compatibility. A similar case could be made for requiring an always-on connection and for curbing used game resales. But these problems expose a lack of trust. Consumers don’t like walled gardens anymore, and they mistrust anyone who has one. Sony and Microsoft have to regain their trust by showing off outstanding games that will make them drool. And they should also unveil something in the digital realm that truly sets these consoles apart from the last generation.

These machines have gone digital. They’re web-connected. Microsoft will have 300,000 servers available to provide services to them. We want to be so impressed with what those services and digital games can do that we’ll forget about those rights issues and gladly fork over our money. In fact, I hope that we exit this PlayStation 4/Xbox One generation thinking that digital gaming — always-connected and easily accessible — is better than traditional disk-based gaming.

In this column, I’m guilty of my own binary thinking. At E3, we’ll also hear from Nintendo. Maybe it would be cool if a console maker convinced Nintendo to give up hardware and make its software available on a rival platform, as an exclusive king maker.

And beyond E3, gamers will be listening to what Apple has to say about gaming at its own Worldwide Developer Conference. They’ll also be figuring out what happens with Android solutions such as Ouya. Gaming experiences are going to be everywhere. The more we focus on just one thing, the more we’ll be surprised by another. I’m not sure what to call it. But whatever the opposite of binary thinking is, do that. That’s my advice for Sony and Microsoft.


Filed under: Gadgets, Games

GamesBeat 2013GamesBeat 2013 is our fifth annual conference on disruption in the video game market. You'll get 360-degree perspectives from top gaming executives, developers, and analysts on what’s to come in the industry. Our theme this year is “The Battle Royal.” Check out full event details here, and grab your early-bird tickets here!
Tags: , , , ,

Hooked Media turns in an entirely new take on app recommendation — one that Apple can’t kill

May 23rd, 2013 No comments
MobileBeat 2013
July 9-10, 2013
San Francisco, CA
Early Bird Tickets on Sale

apps - iphoneApp recommendation engines are getting booted from Apple’s app store because they suck, according to a new player in the app-finding business. But Hooked Media has come up with an entirely new take on app recommendation that has two unique qualities.

One, it doesn’t suck. And two, it can’t be rejected by Apple.

“Obviously, app discovery is a problem on iOS and Android,” Hooked Media CEO Prita Uppal told me, thinking of the hundreds of thousands of apps on both platforms. “The key problem from Apple’s perspective was that no-one was solving the problem … they were just looking at opportunities to make money.”

Which is why Hooked Media chose to avoid simply relying on manual curation or social discovery, which is what most app recommendation engines use. Instead, Uppal says, Hooked Media generates app recommendations for its users that rely on no fewer than 46 independent factors, including time of day, day of the week, what apps you’ve installed, which you’re deleting, the sequence in which you use them, your demographic factors, and yes, some social factors as well.

The result?

Personalized recommendations

A 30 percent uptick in installs based on Hooked Media recommendations … and 33 percent more play time on games downloaded in response to a recommendation.

And most of that is without the typical app-recommendation app that shows you the free games, highlighted apps, and deals of the day. Because instead of just being an app, Hooked Media provides an in-app app recommendation service that helps mobile developers monetize and get distribution.

In other words, a large part of Hooked Media’s app recommendations happen in other apps, in that moment you’ve just finished a level or played a game, and the app flashes up suggestions on other apps to download. But these are just paid ads, they’re personalized recommendations.

“We’ve built a partnership on both platforms,” Uppal says. “We’re helping companies that are already doing this do it better smart and more personal … and increasing conversion rates over 20 percent.”

In other words, because the app suggestions are more accurate, users who see them are more likely to actually download and use the suggested apps — and app developers are more likely to be able to monetize their app via other developers’ marketing incentives.

“We can dynamically pick the right set of apps for the right user,” says Uppal. “And the minute you add that predictive rating for users, it totally transforms it from being an ad unit to something that’s personal to me, which totally changes that experience.”

It also changes the definition of an app recommendation engine from an app to a cross-platform service that developers can embed in their own apps via an API. And therefore makes it virtually impossible for Apple to take action against Hooked Media, because it’s in thousands of apps — not just an easily isolated and targeted one.

Hooked Media, which has been making online game recommendation engines for years, spent a dedicated two and a half years building the technology behind the recommendations for mobile apps. That’s partly due to the many, many factors in Hooked’s complex algorithm, and partly due to the need to provide customized recommendations based on huge numbers of criteria in literally milliseconds.

The service won 25 million users in beta on Android, and app recommendation app that it built — partially as a proof of concept — was promoted by Google twice. That’s a far cry from Apple, which has been busy kicking app suggestion apps out of the store.

Personalized app recommendations
Source: Hooked Media

Personalized app recommendations

And while there’s good opportunity on iOS which Hooked Media is happy to serve via its API, Android is where there’s a “bigger opportunity,” according to Uppal.

That’s not really due to the fact that Android has more users and now has or shortly will have more apps. Rather, it’s due to the fact that the “app store” functionality is fractured on Android, with more than 200 Android app stores in existence, according to Hooked Media.

“The app discovery problem becomes even more challenging on Android — users don’t even know where to go,” Uppal says. “In the U.S., Google Play is definitely dominant, but outside the U.S., Google Play is very small.”

In Korea, Uppal told me, Google Play is only used by a fraction of Android smartphone owners. (That seems a little extreme, given the fact that Korea ranks number two in the country list for downloads on Google Play.) And, she pointed out, Verizon is soon coming out with its own store. Regardless of Korea’s status, the reality is that there is more diversity of app stores on Android, even in the U.S. (Amazon, anyone). Hooked Media, however, will seamlessly find the right app store to download the right app, dynamically.

The core point?

Hooked Media has build a platform, app store, and app agnostic app recommendation engine. It’s one that can’t be banned by Apple. And it’s one that benefits developers who are seeking monetization as well as those who are seeking distribution.

photo credit: Daniel Y. Go via photopin cc


Filed under: Business, Dev, Entrepreneur, Games, Mobile
    


Tags: , , , , , , , , , , , , ,

Hooked Media turns in an entirely new take on app recommendation — one that Apple can’t kill

May 23rd, 2013 No comments
MobileBeat 2013
July 9-10, 2013
San Francisco, CA
Early Bird Tickets on Sale

apps - iphoneApp recommendation engines are getting booted from Apple’s app store because they suck, according to a new player in the app-finding business. But Hooked Media has come up with an entirely new take on app recommendation that has two unique qualities.

One, it doesn’t suck. And two, it can’t be rejected by Apple.

“Obviously, app discovery is a problem on iOS and Android,” Hooked Media CEO Prita Uppal told me, thinking of the hundreds of thousands of apps on both platforms. “The key problem from Apple’s perspective was that no-one was solving the problem … they were just looking at opportunities to make money.”

Which is why Hooked Media chose to avoid simply relying on manual curation or social discovery, which is what most app recommendation engines use. Instead, Uppal says, Hooked Media generates app recommendations for its users that rely on no fewer than 46 independent factors, including time of day, day of the week, what apps you’ve installed, which you’re deleting, the sequence in which you use them, your demographic factors, and yes, some social factors as well.

The result?

Personalized recommendations

A 30 percent uptick in installs based on Hooked Media recommendations … and 33 percent more play time on games downloaded in response to a recommendation.

And most of that is without the typical app-recommendation app that shows you the free games, highlighted apps, and deals of the day. Because instead of just being an app, Hooked Media provides an in-app app recommendation service that helps mobile developers monetize and get distribution.

In other words, a large part of Hooked Media’s app recommendations happen in other apps, in that moment you’ve just finished a level or played a game, and the app flashes up suggestions on other apps to download. But these are just paid ads, they’re personalized recommendations.

“We’ve built a partnership on both platforms,” Uppal says. “We’re helping companies that are already doing this do it better smart and more personal … and increasing conversion rates over 20 percent.”

In other words, because the app suggestions are more accurate, users who see them are more likely to actually download and use the suggested apps — and app developers are more likely to be able to monetize their app via other developers’ marketing incentives.

“We can dynamically pick the right set of apps for the right user,” says Uppal. “And the minute you add that predictive rating for users, it totally transforms it from being an ad unit to something that’s personal to me, which totally changes that experience.”

It also changes the definition of an app recommendation engine from an app to a cross-platform service that developers can embed in their own apps via an API. And therefore makes it virtually impossible for Apple to take action against Hooked Media, because it’s in thousands of apps — not just an easily isolated and targeted one.

Hooked Media, which has been making online game recommendation engines for years, spent a dedicated two and a half years building the technology behind the recommendations for mobile apps. That’s partly due to the many, many factors in Hooked’s complex algorithm, and partly due to the need to provide customized recommendations based on huge numbers of criteria in literally milliseconds.

The service won 25 million users in beta on Android, and app recommendation app that it built — partially as a proof of concept — was promoted by Google twice. That’s a far cry from Apple, which has been busy kicking app suggestion apps out of the store.

Personalized app recommendations
Source: Hooked Media

Personalized app recommendations

And while there’s good opportunity on iOS which Hooked Media is happy to serve via its API, Android is where there’s a “bigger opportunity,” according to Uppal.

That’s not really due to the fact that Android has more users and now has or shortly will have more apps. Rather, it’s due to the fact that the “app store” functionality is fractured on Android, with more than 200 Android app stores in existence, according to Hooked Media.

“The app discovery problem becomes even more challenging on Android — users don’t even know where to go,” Uppal says. “In the U.S., Google Play is definitely dominant, but outside the U.S., Google Play is very small.”

In Korea, Uppal told me, Google Play is only used by a fraction of Android smartphone owners. (That seems a little extreme, given the fact that Korea ranks number two in the country list for downloads on Google Play.) And, she pointed out, Verizon is soon coming out with its own store. Regardless of Korea’s status, the reality is that there is more diversity of app stores on Android, even in the U.S. (Amazon, anyone). Hooked Media, however, will seamlessly find the right app store to download the right app, dynamically.

The core point?

Hooked Media has build a platform, app store, and app agnostic app recommendation engine. It’s one that can’t be banned by Apple. And it’s one that benefits developers who are seeking monetization as well as those who are seeking distribution.

photo credit: Daniel Y. Go via photopin cc


Filed under: Business, Dev, Entrepreneur, Games, Mobile Tags: , , , , , , , , , , , , ,

The power of custom cohorting in mobile games

May 23rd, 2013 No comments

COHORT LAPTOP2This sponsored post is produced by Darren Keyes, Director of Business Intelligence at Fuse Powered.

For those unfamiliar with the term, ‘cohorting’ refers to creating user segments, or technically, a group of people banded together as a group. You can segment a user base in many different ways. Some of the more obvious cohorts in mobile gaming are based on country, device, or app version. It’s relatively simple to segment your data based on these common cohorts. However, one of the keys to making your apps successful is the ability to segment and analyze your users based on player behavior, rather than by simple demographics.

Let’s say you want to know how deep your app is in terms of in-app purchases (IAPs). You could segment your users based on spending behavior. Borrowing from the glitzy world of casinos, most app developers refer to these cohorts as “Whales,” “Dolphins” and “Minnows,” equating to “big,” “medium” and “small” spenders. Analyzing your metrics based on spending cohorts will provide insight on whether spending more increases retention, an indicator relevant to your app’s success. Quite simply, retention means your users are engaged, which means you’re making more money.

Spending cohorts are still fairly common and barely fit the definition of “custom cohort.” At Fuse Powered, when we talk about custom cohorts we’re referring to things like segmenting users based on how many days it took them to make a purchase, or what level of game play they are currently on. These are the metrics that pack a powerful punch. For example, it’s good to examine your big spenders, but it’s far more powerful to be able to identify and message your big spenders who haven’t played in 10 days to re-engage them. Win your users back by using a personalized and targeted notification based on specific behaviors.

Deeper custom cohorts allow you to dive into meaningful data like knowing the average revenue earned from all players who have made it to a specific point in your game. Having this detailed knowledge may help you build a business case for adding new levels, or steepening the difficulty curve for new players.

What if you found out players are getting stuck on a specific level in your game? You could build a cohort for all the players at this level who have played more times than average and send them a hint through a targeted push notification. Or maybe you want to see if players are playing more frequently after making a specific IAP as their first purchase. Having this knowledge could lead you to introduce this IAP earlier in the app experience. The options and power of defining and actioning custom cohorts are endless.

All of these questions can be answered and acted on with the custom cohort tools available from mobile app tool providers, like Fuseboxx. The real question becomes, are you taking advantage of these tools and analyzing your users based on their behavior? If not, you are most likely giving your users a sub-optimal experience, and leaving significant money on the table at the same time.

Fuseboxx Mobile Publishing Platform provides extensive reporting, actionable analytics, and a powerful toolset. Get it free at www.fusepowered.com


Sponsored posts are content that has been produced by a company, which is either paying for the post or has a business relationship with VentureBeat, and they’re always clearly marked. The content of news stories produced by our editorial team is never influenced by advertisers or sponsors in any way. For more information, contact sales@venturebeat.com.



Filed under: Enterprise, Games, Mobile Tags: , ,

The power of custom cohorting in mobile games

May 23rd, 2013 No comments

COHORT LAPTOP2This sponsored post is produced by Darren Keyes, Director of Business Intelligence at Fuse Powered.

For those unfamiliar with the term, ‘cohorting’ refers to creating user segments, or technically, a group of people banded together as a group. You can segment a user base in many different ways. Some of the more obvious cohorts in mobile gaming are based on country, device, or app version. It’s relatively simple to segment your data based on these common cohorts. However, one of the keys to making your apps successful is the ability to segment and analyze your users based on player behavior, rather than by simple demographics.

Let’s say you want to know how deep your app is in terms of in-app purchases (IAPs). You could segment your users based on spending behavior. Borrowing from the glitzy world of casinos, most app developers refer to these cohorts as “Whales,” “Dolphins” and “Minnows,” equating to “big,” “medium” and “small” spenders. Analyzing your metrics based on spending cohorts will provide insight on whether spending more increases retention, an indicator relevant to your app’s success. Quite simply, retention means your users are engaged, which means you’re making more money.

Spending cohorts are still fairly common and barely fit the definition of “custom cohort.” At Fuse Powered, when we talk about custom cohorts we’re referring to things like segmenting users based on how many days it took them to make a purchase, or what level of game play they are currently on. These are the metrics that pack a powerful punch. For example, it’s good to examine your big spenders, but it’s far more powerful to be able to identify and message your big spenders who haven’t played in 10 days to re-engage them. Win your users back by using a personalized and targeted notification based on specific behaviors.

Deeper custom cohorts allow you to dive into meaningful data like knowing the average revenue earned from all players who have made it to a specific point in your game. Having this detailed knowledge may help you build a business case for adding new levels, or steepening the difficulty curve for new players.

What if you found out players are getting stuck on a specific level in your game? You could build a cohort for all the players at this level who have played more times than average and send them a hint through a targeted push notification. Or maybe you want to see if players are playing more frequently after making a specific IAP as their first purchase. Having this knowledge could lead you to introduce this IAP earlier in the app experience. The options and power of defining and actioning custom cohorts are endless.

All of these questions can be answered and acted on with the custom cohort tools available from mobile app tool providers, like Fuseboxx. The real question becomes, are you taking advantage of these tools and analyzing your users based on their behavior? If not, you are most likely giving your users a sub-optimal experience, and leaving significant money on the table at the same time.

Fuseboxx Mobile Publishing Platform provides extensive reporting, actionable analytics, and a powerful toolset. Get it free at www.fusepowered.com


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See the future of games at E3 2013

May 23rd, 2013 No comments

E3_ImageforVBpostThis sponsored post is produced by Electronic Entertainment Expo.

In three weeks, the video game industry will descend on Los Angeles to attend the Electronic Entertainment Expo 2013 to see the future of the video game industry. Will you be there?

Be the first to experience new technologies, demo upcoming games and titles, and immerse yourself in all things video games. E3 is your opportunity to be part of what’s next now. Check out the companies that will transform the industry at E3 this year.

Be a part of the future at E3 2013. Register now before it’s too late at www.E3Expo.com with code READYFORE3.

Follow E3 on Twitter at @E3Expo or on Facebook at www.facebook.com/E3Expo


Sponsored posts are content that has been produced by a company, which is either paying for the post or has a business relationship with VentureBeat, and they’re always clearly marked. The content of news stories produced by our editorial team is never influenced by advertisers or sponsors in any way. For more information, contact sales@venturebeat.com.



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