~/talk

In the Business of Games

Talkat Games Connect Asia Pacific 2018 · 2018-10-23..10-24
links:none on file
slides:none on file

Review of 15 years of Australian indie revenue finds concrete shifts: early B2B dev‑for‑hire gives way to retail spikes, then DLC and freemium, then ads and microtransactions; claim that half of small businesses fail in three years (ABS 2017) motivates seeking recurrent income. Examples: Total Annihilation pioneering DLC, Steam (2003) as distribution/data source, Crossy Road integrating ads successfully, Kickstarter/early access peaking then fading. Recommendations: pursue B2B gamification deals, use Steam (2003) and Unity analytics, be first on new platforms (Switch, VR) to capture market.

AI-written summary · about

  1. 0:00Intro
  2. 1:06Why is this important?
  3. 3:39Where did we start.
  4. 9:07A brave new medium...
  5. 12:43The mobile gamer..
  6. 20:22New streams of revenue
  7. 24:41New frontiers
  8. 36:36Questions
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