Unreal Tournament 3 And The New Lazarus Effect | Rock, Paper, Shotgun
march 2009 by infovore
"It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam." Well, of course. Well done, Epic.
games
marketing
epic
sales
steam
gaas
digitaldistribution
ut3
march 2009 by infovore
Chris Heathcote: anti-mega: intangible
february 2009 by infovore
"Are all these industries in such terminal decline that they’re grasping around for any revenue stream or way out? Or is this the converged future, where business and culture are one and the same? Not only can’t I tell whether things are real or marketing vehicles any more, I can’t even determine what’s being marketed." Chris has a point.
marketing
advertising
sales
product
branding
convergence
february 2009 by infovore
Insult Swordfighting: The Nintendo playbook
january 2009 by infovore
"The Wii has captured the imagination of millions of people who didn't consider themselves gamers at all. Why are we so surprised? All this has happened before." And, no doubt, all of it will happen again. Some good insight and quotation from Mitch Krpata on a history of Nintendo's console marketing and sales strategies.
games
marketing
business
nintendo
sales
profit
consoles
january 2009 by infovore
ihobo: The Casual Players Aren't Coming to Your Party
december 2008 by infovore
"Here's the most important thing to understand about the mass market for videogames: these players – the ones who aren't even remotely interested in the kind of videogames the hobbyists want to play – have very specific tastes, and when something takes off with them it continues to sell, and sell, and sell. But these players don't buy many titles – when they find the game they want, they generally just keep playing that."
games
culture
marketing
casual
sales
massmarket
december 2008 by infovore
Chris' Survival Horror Quest
september 2008 by infovore
"Some people believe that there's no correlation between quality and sales, and thus think that the way to make money is to make things that are easily marketable (read: licenses). Game developers themselves usually argue that sales above a certain level require a game to be sufficient quality. I decided to see which of these perspectives was correct for the Playstation 2 era." Datanalysismachinego!
data
visualization
statistics
sales
games
quality
analysis
september 2008 by infovore
Good Experience: Secrets of book publishing I wish I had known
july 2008 by infovore
"Following up on these overviews of the book industry, I thought I'd share some lessons I learned from publishing Bit Literacy." Some useful advice.
books
publishing
advice
marketing
sales
media
july 2008 by infovore
Why Radiohead Should Price Your Software « Radiowalker: Tech Business Beat
october 2007 by infovore
"it’s the high price tags that invariably command a squadron of Suits whipping out their Powerpoint presentations and flying all over the place. That’s expensive, and customers are tired of it."
software
sales
business
pricing
october 2007 by infovore
» Apple Unveils Product Too Good To Be True » InsideMicrosoft
january 2007 by infovore
"That’s what it comes down to, again, after all this time: Regular phone buyers are Windows users, trying to get value for their buck..." true - but regular phone buyers also tend to be iPod buyers.
iphone
apple
business
marketing
product
ipod
sales
january 2007 by infovore
related tags
advertising ⊕ advice ⊕ analysis ⊕ apple ⊕ books ⊕ branding ⊕ business ⊕ casual ⊕ consoles ⊕ convergence ⊕ culture ⊕ data ⊕ digitaldistribution ⊕ epic ⊕ gaas ⊕ games ⊕ iphone ⊕ ipod ⊕ marketing ⊕ massmarket ⊕ media ⊕ nintendo ⊕ pricing ⊕ product ⊕ profit ⊕ publishing ⊕ quality ⊕ sales ⊖ software ⊕ statistics ⊕ steam ⊕ ut3 ⊕ visualization ⊕Copy this bookmark: