Videogame marketing communication
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Videogame marketing communication
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Everyone Can Do PR - The 5 Pillars & Pitfalls of Indie Games PR

Everyone Can Do PR - The 5 Pillars & Pitfalls of Indie Games PR | Videogame marketing communication | Scoop.it
In today's crowded games market that sees hundreds of game releases each month, getting overlooked is one of the biggest threats for indie games. This session covers the 5 PR pillars indie studios doing their own PR should prioritize in orde
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Gamasutra: Ryan Sumo's Blog - How Political Animals Got a Publisher : Part 3

Gamasutra: Ryan Sumo's Blog - How Political Animals Got a Publisher : Part 3 | Videogame marketing communication | Scoop.it
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Behind the Scenes at itch.io: an Interview with Amos Wenger

Behind the Scenes at itch.io: an Interview with Amos Wenger | Videogame marketing communication | Scoop.it
With games download site itch.io now entering its fourth year, Amos Wenger discusses the values at the heart of the company, working with Overland developer Finji, and the platform’s surprising best-seller.
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Gamasutra: Zachary Strebeck's Blog - How to hack your indie game marketing

Gamasutra: Zachary Strebeck's Blog - How to hack your indie game marketing | Videogame marketing communication | Scoop.it
eve that there’s a way to ma
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Gamasutra: Neil Yates's Blog - The transition from indie developer to publisher

Gamasutra: Neil Yates's Blog - The transition from indie developer to publisher | Videogame marketing communication | Scoop.it
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Steam's turned toxic, and Valve doesn't care

Steam's turned toxic, and Valve doesn't care | Videogame marketing communication | Scoop.it
PC gaming's most important storefront is all too often an unmoderated playground for harassers and trolls, damaging developers and gamers alike
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"Some people want to see the slaughterhouse" - Gordon Walton

"Some people want to see the slaughterhouse" - Gordon Walton | Videogame marketing communication | Scoop.it
Industry veteran discusses how to successfully build and manage a crowdfunding community
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Gamasutra: Jens Schottmann's Blog - Trust and Reasonable Expectations – The Currencies of Getting Funded on Kickstarter in 2016? Part I

Gamasutra: Jens Schottmann's Blog - Trust and Reasonable Expectations – The Currencies of Getting Funded on Kickstarter in 2016? Part I | Videogame marketing communication | Scoop.it
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Gamasutra: Thomas Brush's Blog - Why Your Kickstarter Will Fail

Gamasutra: Thomas Brush's Blog - Why Your Kickstarter Will Fail | Videogame marketing communication | Scoop.it
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Gamasutra: Ryan Sligh's Blog - What not to do when promoting your game on Twitch

Gamasutra: Ryan Sligh's Blog - What not to do when promoting your game on Twitch | Videogame marketing communication | Scoop.it
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"Reputation is now as important as the games"

"Reputation is now as important as the games" | Videogame marketing communication | Scoop.it
Shahid Ahmad and Jason Della Rocca offered sobering advice to independent developers trying to be heard above the clamour of the market
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"The end of comfortable publisher-journalist relationships will lead to better journalism"

"The end of comfortable publisher-journalist relationships will lead to better journalism" | Videogame marketing communication | Scoop.it
The impact of publishers going direct to consumers is having a liberating impact on the games press
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Exploring the "positive tension" between creativity and marketing

Exploring the "positive tension" between creativity and marketing | Videogame marketing communication | Scoop.it
For Paradox Interactive and 11 Bit Studios, the best solution to "communication clutter" is to make games worth talking about
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It's not the platform holder's job to make your game succeed - Robot

It's not the platform holder's job to make your game succeed - Robot | Videogame marketing communication | Scoop.it
Discoverability has become a nuisance to deal with, and you need the fans behind you in order to succeed
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Dodge Roll's speedrun to indie success

Dodge Roll's speedrun to indie success | Videogame marketing communication | Scoop.it
Enter the Gungeon developer Dave Crooks explains how his studio went from formation to signing with Devolver in a matter of weeks and launching a hit in under two years
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What causes indie games to fail?

What causes indie games to fail? | Videogame marketing communication | Scoop.it
Studios are seeing diminishing returns, but most of those can be attributed to crucial misunderstandings of market realities
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"Payers are the most insanely engaged people you can imagine"

"Payers are the most insanely engaged people you can imagine" | Videogame marketing communication | Scoop.it
Ex-Playdom creative director Eric Todd says free-to-play devs must design games for people who will average 5 hours of playtime a day
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Steam Early Access is hitting its stride - EEDAR

Steam Early Access is hitting its stride - EEDAR | Videogame marketing communication | Scoop.it
Percentage of Early Access titles reaching full release improving as the program hits its three-year anniversary, says Patrick Walker
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The weird game-pricing experiment of Frozenbyte's Shadwen

The weird game-pricing experiment of Frozenbyte's  Shadwen | Videogame marketing communication | Scoop.it
Finnish developer Frozenbyte talks about the bold experiment they just completed--the more people played the demo of their new game Shadwen, the lower the final price of the game dropped.
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The stress of success

The stress of success | Videogame marketing communication | Scoop.it
Why did Red Hook crunch to finish Darkest Dungeon when the Early Access game was already a hit, and was it worth it?
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Gamasutra: Koen Deetman's Blog - What Happens When A Very Large Youtuber Features You?

Gamasutra: Koen Deetman's Blog - What Happens When A Very Large Youtuber Features You? | Videogame marketing communication | Scoop.it
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Gamasutra: Logan Williams's Blog - Guide to Earning More Press Coverage For Your Game

Gamasutra: Logan Williams's Blog - Guide to Earning More Press Coverage For Your Game | Videogame marketing communication | Scoop.it
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