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Pocket Gamer Connects London 2016

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How big will eSports and mobile eSports be in 2016?Peter Warman15m
Newzoo projects about 30 million enthusiasts who watch eSports at least twice a month, industry revenue approaching $500M in 2016 with nearly half from online…
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2016 trends panel at Pocket Gamer Connects London 2016Andreas Hoffman, Alex Ekvall, David McCarthy, Tommy Palm, Saad Choudri, Wilhen Taht32m
Mobile games market sits around $30–40B and growth still comes from new smartphone users and social virality, not genre buzzwords. Successful hits need long…
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on the hard learnings going from console to mobile successPatrick Naud16m
Square Enix Montreal’s shift from AAA to mobile focuses on concrete changes: hire teams that believe in mobile, strip projects to core strengths (controls…
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on investment, eSports, mobile MOBAs, and Europe's advantagePaul Heydon15m
Europe produces more mobile-game revenue abroad than it consumes, with a four-year M&A/IPOs analysis showing Europe net exporter and higher value creation per…
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Is Helsinki still a great location to set up a games company?Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James01m
Helsinki still attracts investor money thanks to post-Supercell investment waves, but venture capital for games is tightening compared with a year ago. Costs…
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Who will be the next successful Finnish mobile game companies?Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James02m
During the Finnovator panel at Pocket Gamer Connects London 2016, moderator Chris James (Steel Media) asked who were the next wave of Finnish mobile game…
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Why is Finland so successful when it comes to mobile games?Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James03m
Finland’s success rests on clear foundations: an early lead from Snake and the Nokia platform, broad computer-science and arts education reforms from the…
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Is Supercell's success good or bad for the Finnish game industry?Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James01m
Concern that Supercell would blow up salaries and squeeze out indies proves false: salaries do not triple and indie funding remains viable, because Supercell…
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Why you should be releasing mobile games in Brazil and MexicoSabrina Carmona12m
Latin America shows real numbers not promises: Brazil 11th, about $1.5B in games and Mexico 13th, about $1.2B, LATAM holds roughly 9% of gamers and ~5% of…
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explains the Chinese mobile games marketTom Van Dam13m
NetEase is a $24 billion Nasdaq company and explains China as a fragmented Android ecosystem where QR-code sideloading and publisher media distribution often…
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announces Iron Maiden: Legacy of the BeastJames Hursthouse27m
Road Interactive announces a free mobile RPG called Iron Maiden: Legacy of the Beast targeting summer release, built with a joint-venture partner and monthly…
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Why game hubs matterBruce Slater, Donal Phillips, James Parker, Brian Baglow02m
Local game hubs like Bristol Games Hub, Scottish Games Network, Games Bridge and Northern Ireland Screen create shared workspace and run regular meetups that…
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The Old Guard: British Legends panelStu Dinsey, Gareth Edmondson, Peter Hickman, Matt Spall20m
Panel traces moving from 1980s UK home‑computer publishing into mobile and digital distribution, cites a 2012 sale to a US buyer and the launch of early mobile…
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How and why Samsung is working with mobile game developersAndreas Hofmann13m
Samsung runs a curated Galaxy App Store preinstalled and addressable on 92 million devices in the US, with about 30 million registered users and roughly 70…
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The challenges and potential of the expanding kids games marketRobby Yung17m
Tablet ownership rises sharply with a third of 5–15s owning tablets and 31% of under‑fives (25% of under‑threes) using them, driving a kids market that favors…
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How to engage with Asian mobile publishers (Tencent, Gamevil, Nexon)Jeffrey Hilbert, Grace Meng, Kyu Lee, Shum Singh, Jeff Liang Huang, Kieran Kyunghoon Park, Louis Rene Auclair25m
Asian publishers demand concrete KPIs, not promises: expect to show D1/D7 retention and payment rate plus MAU and ARPU, and be honest about soft‑launch…
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Pecha Kucha about 2016 trendsMaarten Noyon07m
Forecasts mix culture and tech with concrete claims: 2016 is framed as a forgiving year where a few flawed games still find audiences; refugee numbers noted as…
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UA marketing 101 Pecha KuchaEric Seufert08m
At Pocket Gamer Connects London 2016, Eric Seufert gave his UA marketing 101 Pecha Kucha
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Rocky Horror Show Mobile Game Dev Pecha KuchaOscar Clark07m
Uses The Rocky Horror Picture Show as a parable to argue that making premium-quality mobile games requires concrete choices: building in Unity, focusing on…
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20 words no one in the mobile games industry should useJon Jordan07m
Names 20 overused phrases and gives concrete fixes: replace whales with “top 1–2% paying users” and track their ARPPU and percent-of-revenue, stop saying user…
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talks about debut game Will It Fit!Jasper Parker Trenfield03m
Will It Fit! is a spatial puzzle that combines a rubik cube mixed with tetris mechanic: rotate 3D shapes and swipe to slide them through constraints, with…
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explains music streaming plug-in ValintaKimmo Kuusipalo03m
Valinta is a free Unity plug-in that installs into mobile games and streams real, licensed music from indie bands. Players pick genres or specific tracks via…
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How Vancouver is building the next generation of game developersNancy Mott, Alysia Judge05m
Vancouver Economic Commission expands talent by training high‑school teachers, running studio tours and PD days and a student roadshow that links schools to…
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on UK R&D tax creditsBarrie Dowsett03m
Myriad Associates explains that UK video games tax relief returns roughly 20% of production costs but is a retrospective claim, so projects need upfront…
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on the value of game acceleratorsKeith Katz15m
Execution Labs reports investing in a couple dozen studios, with five in Europe and one in London, and runs cohort accelerators that are typically three months…
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on supporting new UK games IPMark Hogart09m
Launch overview for the UK games fund: grant prototype funding up to £25k prototype grants (future £50k tier) for original UK IP only, reimbursing UK labour…
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on getting public money for your gameBarrie Dowsett18m
Covers exactly which UK/EU pots to target and how the numbers add up: 70% funding is available from the SME Instrument (phase one is a €50k lump sum; €2.5m…
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on crowdfunding your game developmentMichael Schade18m
Rockfish builds a playable Everspace prototype, runs a four‑month prelaunch to gather emails, and launches Kickstarter with Steam Greenlight validation first…
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on increasing your IAP revenue via dynamic pricingTed Verani16m
Claims that a real‑time dynamic price management platform weaves predictive segmentation, heat‑map timing, device and locale signals to raise IAP LTV by about…
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on the challenges of developing VR puzzlersVolker Ritzhaupt03m
Seize The Light is a VR puzzler built to be calm and slow paced, trading flashy movement for exploration plus brain-teasing puzzles. The team targets 90 frames…
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on the importance of cloud hosting and GPNsJosh Cornejo03m
Softlayer outlines a concrete hosting setup: mix hybrid cloud with bare metal servers when performance matters, all tied over a global private network so…
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on looking for publishers for its claymation debut HopplyMatej Pavelka03m
Clay animated platformer Hopply comes from Czech studio Clayburger as a two-man studio effort using handmade models and an automatic import pipeline that turns…
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How Pollen VC helps you accelerate your cashflowTamsin Henry03m
Pollen VC offers upfront access to App Store revenues by linking to a developer’s App Store account, reading daily accruals and issuing weekly payouts instead…
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How to qualify for the Video Game Tax Relief scheme's Cultural TestColm Seeley12m
Need a UK-registered company, at least 10% core expenditure on development (programming, design, testing), and the game must be publicly supplied; tax relief…
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Why VCs like IPC Ventures want to invest in teams not productsShelley Lau16m
VC claim: invest in teams not products, backing companies with big visions and repeatable IP rather than one-off projects. Uses global offices (Dublin, San…
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Pitching games to investors at Pocket Gamer Connects London 2016Keith Katz, Shum Sungh, Kadri Ugand, Jukka Hilvonen, Pierre Dumas, Ted Byron Baybutt35m
Five indie studios show working prototypes and exact asks, with mixed traction and clear gaps. One CCG studio has shipped three titles, reports 2 million…
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3 User Acquisition Mega Trends for 2016Eric Seufert19m
Predicts three concrete shifts for 2016: paid video ads dominate with spend moving from 2.62 billion toward 6 billion by 2018 and view‑through attribution…
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Why your mobile RPG needs pre-registration marketingKen Asakura10m
Pre-launch me (Adways) runs a community-driven pre-registration service that drives measurable launch lift: a week-long push for Swords of Chaos nets 4,000…
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Is your game's on-ramp better than Facebook's?Nicholas Lovell23m
Argues that player session design — called sessioning — decides retention more than genre or graphics, and that the critical metric is whether the game passes…
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Who were the secret App Store winners of 2015?Ric Moore10m
Collected Apple charts via harvest Apple RSS every two hours across 119 countries, storing top 200 snapshots (~2920 snapshots/year). Focused on iPhone USA and…
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Why you should be using Google Play Games servicesTOBIAS KNOKE14m
Google Play reaches more than 1 billion active devices with about 1.5 million Android devices added daily and ~77% smartphone market share; the Play team…
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The golden rules for game devs looking to raise institutional fundingShum Singh17m
Focuses on institutional rounds to raise millions of euros, insists studios must be mobile free-to-play to compete in US/top-grossing lists, shows…
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How to get funding and/or a publishing dealElla Romanos, Jeffrey Hilbert, Phil Elliott, Simon Byron, Travis Winstanley, Jeff Matsushita25m
Panel lists concrete funding routes and thresholds: agencies raised over $150M for clients, VC/deals from about $500k up to $35M, and examples of…
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