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7 min read
#Marketing & Publishing

Fun Facts about World of Warcraft Character Names

Anders Drachen reports from one of those rare events where a piece of analytics work was done purely to satisfy the curiosity of those involved, but ended up revealing surprising patterns about how we as players name our characters.
10 min read
#Data & Analytics

How Criminal Case drives growth

Criminal Case is one of the best Facebook games in terms of growth. In this case study Michail Katkoff explains how a hidden object game can drive growth through rounded game mechanics.
10 min read
#Marketing & Publishing

An Indie Perspective: Launching a F2P game

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.
3 min read
#GameAnalytics Updates

Introducing Email Reports

Benefit from more mobility, as heatmaps become accessible anywhere and basic game statistics can now be sent to your inbox. Bonus: data exports, A/B testing and a sleeker Unity package.
6 min read
#GameAnalytics Updates

Getting started with analytics 4: Reading (Part 2)

If you are interested in game analytics one of the best things to do early on is to read up on what other people do. While this does not result in a plan for how to implement analytics in your game, it provides useful information guiding the design of the plan. This second post focuses on presentations, research articles and relevant material around games.
8 min read
#GameAnalytics Updates

Getting started with analytics 4: Reading (Part 1)

If you are interested in game analytics one of the best things to do early on is to read up on what other people do. While this does not result in a plan for how to implement analytics in your game, it provides useful information guiding the design of the plan. In this post we provide suggestions for some of the best material out there on game analytics.
10 min read
#ASO

A Guide to the Top Grossing Games on the AppStore (Part 3)

In Part Three of the article we reach a well deserved conclusion upon the Top Grossing Games in the App store, as well as reveal which is the final dominating game type.
9 min read
#ASO

A Guide to the Top Grossing Games on the AppStore (Part 2)

In Part Two of the article we delve deeper into the top grossing chart, only to find out that gambling, quite an old "sport", dominates the mobile app world as it does with everything else.
dont make me think
12 min read
#Game Design

Don’t make me think – Applied to game design

No matter how big and smart our brains are, we humans are still lazy when it comes to thinking. Joakim Achrén, CEO at My Next Games company, is here to illustrate how embracing the inherent laziness of players can actually improve your games. And we will be adding some metric sauce here and there
6 min read
#Game Deconstructions

Beating Candy Crush Saga

Michail Katkoff is back with more game analytics goodies. In this post specifically, he will dissect one of the most succesful games of all time, Candy Crush Saga, and give you tips on dethroning the king of social gaming, none other than King (pun intended). So read on.
8 min read
#Marketing & Publishing

The Economics Of Mobile Game Publishing

Our latest guest post brings a new face to the GameAnalytics blog. Eric Seufert is a quantitative marketer with a specific interest in freemium analytics and product design. He is currently writing a book called Freemium Economics, which will be published by Morgan Kaufmann in late 2013. He also blogs frequently at Ufert.se, so feel free to pay him a visit.
6 min read
#Game Design

Usability in Mobile Games: The Triumph of Bad Design?

Many successful games seem to have lately forgotten to include usability, which used to be the alpha and omega for game development, in their development process.
5 min read
#Data & Analytics

Five Tips for Killer First-Time Flow

In this post Michail Katkoff gives us some tips on achieving flow in video games. 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.