An overview of mobile gaming in Asia, Part 3: Japan, with Dr. Serkan Toto The last country covered in the three-part overview of mobile gaming in Asia is Japan, which is fitting given… April 3, 2013
An overview of mobile gaming in Asia, Part 2: China Last month, Flurry Analytics projected a larger total smartphone and tablet install base in China than in the US (246 million… March 25, 2013
An overview of mobile gaming in Asia, Part 1: South Korea Until mid-2011, mobile gaming in South Korea was a niche activity, despite the country's reputation as a gaming powerhouse. The… March 18, 2013
Two misconceptions about paid user acquisition The data-driven nature of the freemium model changes the way certain functional groups interact with each other during the product… February 25, 2013
Analytics is not a cost center One innovation the freemium model brings to bear is analytics as a fundamental component of the product development lifecycle: since… February 11, 2013
Minimum Viable Metrics for Mobile (Dashboard template can be found here; source code on GitHub here) In freemium mobile, my experience has been that the… February 5, 2013
Is broken app store discovery bad for the consumer? That app discovery is broken isn’t in dispute within the mobile industry. The lack of adequate alternatives to native app… January 28, 2013
A comprehensive free-to-play game model: revenue, DAU, virality, and retention (spreadsheet included) The F2P Excel Model is free to download, but you must first subscribe to the Mobile Dev Memo weekly newsletter… January 10, 2013
Driving free-to-play revenue: Increase conversion rate or increase ARPPU? One of the most frequently levied criticisms against the free-to-play model is its low intrinsic conversion rate: most players (usually… January 7, 2013
The secondary market for mobile user acquisition and some strategies for gaming it In a past professional life, I wrote algorithms on a commodity trading desk for an institutional investment fund. And over… December 27, 2012