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Anton Liakhovich
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Stephanie Zhang
Anders Drachen brings Sean Houghton on the GameAnalytics blog to share some of his experiences with taking heatmaps to the next level by investigating balance maps in Transformers: War for Cybertron.
Anders Drachen
September 30, 2013
So you want your game to feature an in-game store? Avoid these five common blunders shared by Yaniv Nizan to make sure you do not scare your potential customers away.
Yaniv Nizan
September 27, 2013
There's an entire science behind how to price your in-game purchases. Yaniv Nizan is back to give us some pointers on how to do it right.
September 18, 2013
In this post Anders Drachen introduces some of the main challenges of finding patterns in how games are played and in how play styles change across levels. He also showcases some new research results which were obtained through a thorough analysis of Tomb Raider: Underworld.
September 16, 2013
Tim Wicksteed, an indie developer from Bristol, shares how GameAnalytics helped him assess the effectiveness of the F2P implementation for his first commercial title, Ionage.
Tim Wicksteed
September 5, 2013
In order to build sustainable streams of revenue out of massive hit games, some studios have begun engaging in publishing activities. The reasoning is clear. For more information, check out this article on the economics of mobile game publishing.
Eric Seufert
May 1, 2013
While the concept of flow has its roots in psychology, it has been in the last few years associated with the world of video games as well. Flow is defined as that state in which a person is fully immersed into a video game, which guarantees maximum enjoyment.
Michail Katkoff
April 2, 2013
Joakim Achrén, CEO at My Next Games company, has more tips to share in this guest post. Joakim rates the top ten reasons for which players tend to quit social games and also offers solutions to avoid each specific scenario.
Joakim Achrén
March 4, 2013