Scopely Industry Digest
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UX Review: Marvel Contest Of Champions

UX Review: Marvel Contest Of Champions | Scopely Industry Digest | Scoop.it

Developer Kabam’s stronghold has traditionally been RPG’s which are more suited to hard core players with an appetite for empire building and penchant for battles. Marvel Contest was a new leaf in Kabam’s book. Why?...Because it lowered the entry barrier for masses of casual and mid-core players, whilst offering depth and content which it’s other strategy games are famously known for.

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App Store Search Ad campaigns have a 49.4% conversion rate with $0.40 CPA

Developers using Apple's App Store Search Ads are seeing an average of 49.4% conversion rate with an average of just $0.40 cost-per-acquisition. [note - limited and skewed sample]

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Achievements and Motivation

Achievements and Motivation | Scopely Industry Digest | Scoop.it

Are there ways in which game designers can rely on achievements, trophies, badges, quests, goals, and other external motivators that can actually undermine our internal drives just play the game and enjoy it? In this episode I talk with Michael Hanus about when these kinds of things work and when they don’t.

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Samsung permanently halts production of Galaxy Note 7 and issues second mass recall

Samsung permanently halts production of Galaxy Note 7 and issues second mass recall | Scopely Industry Digest | Scoop.it

Samsung has permanently ceased production of its Galaxy Note 7 devices following its second mass recall announcement.

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What Marketing Funnel Metrics Really Mean

What Marketing Funnel Metrics Really Mean | Scopely Industry Digest | Scoop.it

When your revenue margins per average user are tiny (as is typical in the app business) it’s crucial that you know exactly how successfully you are keeping users engaged all the way through the app marketing funnel; from the point when they see the ad, click on it, download the app, start using it to eventually spending some money and bringing you some revenue.

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12 lessons from the trenches of a mobile game live operations team

12 lessons from the trenches of a mobile game live operations team | Scopely Industry Digest | Scoop.it

At Hothead Games, we’ve been running LiveOps for games like Kill Shot, Kill Shot Bravo, Big Win Sports and others for years, and we wanted to share some of the “lessons from the trenches” that we have learned in that time.

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How Pocket Gems’ Episode has seen 700% growth — appealing to Gen Z

How Pocket Gems’ Episode has seen 700% growth — appealing to Gen Z | Scopely Industry Digest | Scoop.it

I wanted to share some ways that we have succeeded with Gen Z. For background, over two-thirds of Episode’s audience are women between the ages of 13-25. In developing Episode as an entertainment network and platform for them, we’ve seen over 2 billion total episodes viewed and 700 percent year-over-year revenue growth in 2016.

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Average cost per paying mobile game player falls by 47% in first half of 2016

This is according to a study by mobile marketing platform Liftoff. The company has released its annual Mobile App Engagement Index, which studied 65 million post-install events from 7.3 million app installs from around the world.

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According to Apple’s official figures, iOS 10 adoption rate now at 54%

According to Apple’s official figures, iOS 10 adoption rate now at 54% | Scopely Industry Digest | Scoop.it

Apple has unveiled its own official measurements for iOS 10 adoption, which comes in at 54 percent.

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Nexon to bring Maple Story, Dungeon & Fighters and five other games to mobile by the end of 2016

Nexon to bring Maple Story, Dungeon & Fighters and five other games to mobile by the end of 2016 | Scopely Industry Digest | Scoop.it

Korean publisher Nexon has revealed plans to roll out seven mobile games based on its existing PC IPs by the end of 2016.

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Elex Tech talk to us about what you can expect from Clash of Kings: The West

Elex Tech talk to us about what you can expect from Clash of Kings: The West | Scopely Industry Digest | Scoop.it

It’s very hard to improve upon a successful formula (50 million downloads on Android alone is not something to be sniffed at), but Elex Tech has managed to do just that with Clash of Kings: The West which has been specifically developed with western gamers in mind.

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GREE International Entertainment acquires RPG DragonSoul from PerBlue

GREE International Entertainment acquires RPG DragonSoul from PerBlue | Scopely Industry Digest | Scoop.it

GIE will be looking to push the game further in Europe with localised live events and other European live ops. It will also look to expand and improve the game itself and launch a global marketing strategy.

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Upholding visual fidelity without sacrificing game design: The making of Oz: Broken Kingdom

Upholding visual fidelity without sacrificing game design: The making of Oz: Broken Kingdom | Scopely Industry Digest | Scoop.it

To find out more about the game's development, we spoke to This Game Studio's co-founder and Head of Production, Scott Blackwood, and lead designer, Nick Bakalos, about how the game came to be, its Asian metagame influence and the challenges faced by the fledgling studio.

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Samsung to lose $3 billion in next six months following catastrophic Galaxy Note 7 launch

Samsung to lose $3 billion in next six months following catastrophic Galaxy Note 7 launch | Scopely Industry Digest | Scoop.it

Samsung is set to lose $3.1 billion across Q4 2016 and Q1 2017 following its discontinuation of the Galaxy Note 7. The company has said in a statement that it expects to lose $2.2 billion through Q4. It then expects to lose $900 million in Q1 of 2017.

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Sony PlayStation is launching mobile games on Android and iOS to take on Nintendo

Sony PlayStation is launching mobile games on Android and iOS to take on Nintendo | Scopely Industry Digest | Scoop.it

Sony's PlayStation gaming business is planning to launch more than five smartphone games, the company said on Friday, following in the steps of Nintendo as the Japanese electronics giant aims to take a slice of the lucrative mobile games market.

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Disruptor Beam wants players to succeed and fail together in The Walking Dead: March to War

Disruptor Beam wants players to succeed and fail together in The Walking Dead: March to War | Scopely Industry Digest | Scoop.it

US developer Disruptor Beam has revealed that it is working on a mobile game adaptation of the original The Walking Dead comics.

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"We are now a reference for Brazil. We are proud to be"

"We are now a reference for Brazil. We are proud to be" | Scopely Industry Digest | Scoop.it

At this year's BIG Business Forum, one game more than any other captured the mood within Brazil's flourishing games industry: Horizon Chase, a supremely polished, gleefully retro arcade racer that, for its developer, Aquiris Game Studio, has opened up a bright new future of raised ambitions and greater creative control.

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Jam City: We're "halfway towards an IPO"

Jam City: We're "halfway towards an IPO" | Scopely Industry Digest | Scoop.it

CEO Chris DeWolfe lays out his growth strategy, and what the "game changing" TinyCo. acquisition means for the company's plan to go public

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Massive games investment, M&A, stock market rebound

Massive games investment, M&A, stock market rebound | Scopely Industry Digest | Scoop.it

Digi-Capital’s new 200+ page Games Report Q3 2016 found that games investments, M&As and stock markets have delivered a massive turnaround after last year’s games deals ice age. So far this year games investments have hit $1.6 billion, mergers & acquisitions $25.7 billion, with Digi-Capital’s global games stock market index up 17% in the last 12 months. After 2015’s worst games deals market in a decade, the rebound so far this year has been unprecedented.

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Flip Diving: A case study in mobile ad monetization

Flip Diving: A case study in mobile ad monetization | Scopely Industry Digest | Scoop.it

Flip Diving is a ragdoll physics simulation game developed by Finnish MobileVolt Games and published by Miniclip. The game was released globally on iOS and Android on Wednesday, August 17th and was promoted heavily by both platforms, peaking at the #1 Top Downloaded position on Tuesday, August 23rd (US / iOS / iPhone) and remaining there through August 30th.

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Newzoo: Mobile games will make 82% of global app revenues this year

Newzoo: Mobile games will make 82% of global app revenues this year | Scopely Industry Digest | Scoop.it

The company said in a report that global app revenue will grow to $80.6 billion by 2020, and game revenue will grow from $36.5 billion in 2016 to $58.1 billion in 2020. By that time, games will be 72 percent of overall revenues. The whole market will see a compound annual growth rate of 17.7 percent from 2015 to 2020.

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Which game mechanics make it to the top?

Which game mechanics make it to the top? | Scopely Industry Digest | Scoop.it

Many game developers are guided by the commercial success of projects from GooglePlay and AppStore’s US top grossing lists. They direct their attention to the top 20 highest grossing games, spawning countless Clash of Clans or Candy Crush clones. However, games from the "deeper" top shouldn’t be written off: the profit they make is quite high. This is why our team decided to analyze more than 300 games by functional blocks and define what it is that makes them successful.

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Here are the top 25 most-popular games on YouTube by country

Here are the top 25 most-popular games on YouTube by country | Scopely Industry Digest | Scoop.it

Gamers are different in every country. And some new research by YouTube shows that some games are uniquely popular in just one country, and some games are popular across lots of countries.

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Koukoi Games raises $1 million to work on licensed Hollywood IP games

Koukoi Games raises $1 million to work on licensed Hollywood IP games | Scopely Industry Digest | Scoop.it

Koukoi Games has raised $1 million to support its push into developing games based on licensed IP.

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We bought a successful app, loaded it with extras and watched it fail

We bought a successful app, loaded it with extras and watched it fail | Scopely Industry Digest | Scoop.it

Over the course of the experiment, we increased the app size from 3MB to 99MB, 123MB and 150MB. We kept everything else constant to observe the isolated impact on install rate with each change in app size.

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