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Pocket Gamer Connects London 2020

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Showcase Their Journey to Mobile & Creating a Global FranchiseJeonghee Jin23m
Black Desert launches on PC in 2014, expands to Steam/console, then moves to mobile in Korea in 2018 and targets a worldwide mobile release on December 11…
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Speed Panel: Eastern Eye: New Opportunities in Asian TerritoriesLanger Lee, mixi Aaron Denford, Jeonghee Jin, Vivian Dong21m
China’s Android storefront covers about 80% of mobile gaming installs, and publishers push WeChat HTML5 mini-games alongside native CPI titles; ad-driven…
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Superstar Session: Gaming: Key Market Insights for 2020Paul Barnes21m
App Annie reports 200 billion total downloads and $120 billion App Store spend in 2019, with three quarters from gaming and mobile spend more than doubling…
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– 2020 OpportunitiesMike Enoch17m
UK Games Fund runs an early-stage grant cycle for UK-based game developers with under 50 staff (most are under 10), offering an £5,000 initial award split into…
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Emerging Macro Trends in Games and Game Streaming from a VC Investor’s PerspectiveIan Livingstone, Luke Alvarez21m
HIRO Capital reports 300+ early-stage meetings in 2019 and runs a €100M fund (up to €150M with co‑invest) targeting game studios, games tech and eSports…
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What has IP Ever Done for us? And How to Match Your Product to IP HoldersKevin Jorge14m
BBC Studios pitches IP with concrete reach and fit: Doctor Who 5 million Facebook fans across 240 territories and 1 billion YouTube views supports games…
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Britain After Brexit - The Challenges & OpportunitiesWill Freeman, Anna Mansi, Jon Hare, Jas Purewal, Louise Conolly-Smith32m
UK law preserves video games tax relief for now, while Creative Europe funding is uncertain after December. VC flows spike 188% last year with over $10bn…
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Superstar Session: Introducing Benchmarks+ Performance Insights for 1.2bn Monthly PlayersIONA HRENINCIUC16m
Benchmarks+ platform analyzes 87,000 games, 150 million transactions and 16 billion sessions monthly and presents 1.2 billion monthly players and top 5%…
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Fireside Chat: Best Practices in Developing GamesTimur Haussila, Ric Cowley17m
2019 is a good year with one public failure: killed Rush Wars after internal play and early external metrics show it “isn’t fun.” Decisions lean on real-user…
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Politics, Policy and Video GamesBen Greenstone22m
DCMS Select Committee urges loot boxes to be regulated as gambling, which would force removal for under‑18s or require gambling licences and could wipe out…
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Panel: Integrating an Acquisition into Your BusinessAurelien Merville, Adam Wells, Simon Iwaniszak, Timo Soininen, Eren Yanic, Julian Widdows, DAVE BRADLEY45m
Panelists describe concrete outcomes: acquisitions keep founders and teams in place, preserve studio autonomy, and add data science and ad-buy scale plus…
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Superstar Session:Hitting Big Numbers:What Numbers Can & Cannot Tell You About Your Hypercasual HitsFalko Boecker19m
After a year of Chinese and global launches the talk gives concrete metrics: use GameAnalytics and Adjust, compare three titles, and act on actual splits not…
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State of the Mobile Gaming M&A MarketAdam Krejcik19m
Global mobile gaming revenue hits about $68.5B in 2019 with IAP still dominant and a ~34% CAGR since 2013, and M&A shows mostly mid‑market deals ($10–500M)…
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How to Enter the World's Largest Mobile MarketplaceAaron Denford20m
China’s mobile market is $37.9B with ~692M mobile gamers and approvals have resumed after 2018’s pause. APPTUTTi funnels one APK into 25+ Android stores via a…
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Publishing in the Middle East and African RegionsHussam Hammo20m
Netmarble's Baris Ozistek delivers a Global Publishing track session at Pocket Gamer Connects London on January 20 2020. Speaker: Baris Ozistek…
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Mobile Gaming in the Arabic Speaking MarketHussam Hammo16m
Tamatem publishes 45 games with 70 million downloads across the Arabic-speaking market, which counts ~400 million speakers and a >$2bn opportunity; Saudi…
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Three Key Factors to Successfully Monetise Mobile Games in Latin AmericaJulian Migura17m
Latin America monetises mobile games by three concrete moves: design for low-spec Android and low RAM devices (smaller install size and <3GB requirements drove…
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Panel: The Toxic Content Dilemma – Is In-game Game Chat a Lost Case or Can it be Saved?Gabriele Aimone, Mari-Sanna Paukkeri, Claire Panter, Pascal Debroek, Mikael Jensen29m
Panel argues that in-game chat is salvageable with layered moderation: filters plus AI plus human review. Utopia claims 100% of the content automatically can…
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Panel: The Next Big Thing? Global Publishing & Business TrendsIoana Hreninciuc, Miley Chen, David Mohr, Graham Gockley, Lewis Rogers, Fraser MacInnes37m
Panelists debate concrete publishing moves and results: companies invest tens of millions into publishing infrastructure to outspend competitors, acquire…
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The Right Publishing Model for Ad Monetisation Games; Light PublishingMelinda Kang18m
Avid.ly presents a concrete publishing option: an in‑house monetization platform and Big Data engine that has profiled 3000 game apps from ~200 developers…
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Building a Long-term Gaming App Business: Applying Lessons of the Past to Power Your SuccessMarc Bearman, Deniz Başaran17m
Argues that mediation and user-level ad transparency are the levers that turn experiments into sustainable games: MoPub supplies impression-level revenue data…
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Speedrunning Mobile Growth - Three Tricks to Hack Retention & RevenueNathan Ceulemans16m
Explains three concrete tactics: unify measurement into a single source of truth (MMPs, CRM or Segment/Particle) to stop conflicting user counts; use push…
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Scaling Creative for User AcquisitionNick Gibbons19m
Argues that shifting from incremental creative optimization to audience‑based creative maximization increases total revenue by reaching new user segments…
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The Publisher – Developer Relationship: The Square Enix Mobile Partnership ApproachAlbert Custodio Martinez15m
Square Enix Publishing West sets up a product‑led, 360° partnership that treats the publisher as an extension of the developer, insists on joint…
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Hypercasual Games - A Complete Ad Strategy AnalysisAykut Karaalioglu17m
Analysis of over 5 million creatives and weekly intake of ~100,000 assets compares campaigns from 20 hypercasual apps across Voodoo, SayGames and Good Job and…
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One Country, One Language? How Custom Listing Pages can Change A/B Testing on Google PlayJami Wardman12m
Lab Cave uses six years of ASO data to show that Google Play Custom Listing Pages plus the platform’s A/B testing tool can change conversion outcomes: a title…
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Creating and Retaining a Lifelong PlayerbaseJosh Ayala20m
Describes building long‑lived mobile games by turning worlds into IP with characters, story and live ops, citing $200M combined revenue from previous titles…
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There's a New Ad Format in TownNiklas Bakos21m
Adverty pitches a native in‑game ad format delivered via a lightweight Unity SDK that developers drag‑and‑drop into scenes; the company says it served 40…
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Extract Immense Value from Creative OptimisationJohan Lofstrom18m
Claims a product called self-optimizing playable ads that run as an SDK integration and auto-tune creative variables in real time. Reported results: a client…
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Fireside chat: Standing out as a New Mobile Publisher in a Crowded MarketplaceJon Middleton, Alex Verrey21m
A new publisher launches as a focused sports-first studio building quick-session head-to-head sports mobile games, funded in a seed round with investors…
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Panel: Tactics for Low CPI and High User QualityChirag Ambwani, Yiannis Alexopoulos, Muhammad Satar, Christopher Natsuume, Samuel Bevan40m
Panel argues UA is shifting from cheap CPI to measurable ROAS: teams pass ad‑revenue back into platforms, optimize for LTV and retention, and prioritize…
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Panel: Leading Tactics in User Acquisition in 2020Irina Yakupov, Farhan Haq, Aileen Bergman, Stephane Portal, Michael Jessen, Matej Lancaric, Yeshas Nakshathri32m
Panel lists concrete tactics: teams run 15+ channels and report with AppsFlyer, Adjust or Singular feeding BigQuery/Looker; Snapchat scales to rival Google UAC…
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Premium Brand Ads in Your Games: Five Key Takeaways from Five Years ExperienceRomain Escaich22m
Ogury has run a dedicated in‑game advertising engine since 2014 and shows that premium brand buys pay better and lift retention when executed with consented…
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Privacy First! Mobile Engagement in the Fast Emerging New WorldDavid Shackleton17m
A platform (OpenBack) moves push logic onto the device so notifications are delivered, updated and withdrawn in real time, cutting cloud costs and keeping…
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Monetisation Trends & Tips for 2020Josh Curtis21m
Session cites App Annie forecasting a 26% rise in global mobile ad spend and DeltaDNA showing 94% of free‑to‑play games run ads, argues payers are ~5% of…
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Can Showing Fewer Ads in Your App Lead to More Money?Mei-Han Weng32m
Claim: showing fewer ads can increase total LTV even if revenue per ad rises. Uses Tenjin Data X folder and a data warehouse with impression‑level ingestion…
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Superstar Session: Building a Future-proof Ecosystem for HypercasualBurak Vardal21m
Rollic reports testing 472 games tested in 2019 and publishing 13 global hits with four in the US top charts, then builds an internal SDK called Elephant SDK…
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Superstar Session: New Ways to Optimise Your Instant Games DesignJoy Marianowicz21m
Facebook positions Instant Games inside a new gaming tab and reports 700 million people engage with gaming content, driving features like a Play Games pill, a…
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Instant Games - The Good, the Bad and the FutureElina Arponen20m
Survey of instant games claims faster, cheaper user acquisition than the App Store but lower retention unless social hooks and platform APIs are used; friend…
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What Makes a Game Hypercasual?Simon Prytherch25m
Kwalee lays out three measurable principles: mass appeal (aim for inoffensive, genderless visuals and CPI ~$0.50), bite-sized gameplay (simple, nuanced…
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What we Have Learnt from 100 Million Hypercasual DownloadsJon Hook20m
Homa Games reports over 100 million installs across Sky Roller, Pancake Art, Idle World, Tower Color and Tiny Cars and explains what actually moves the needle…
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Panel: Hypercasual: Different Backgrounds at One Common PlaceUtku Erdinc, Aras Senyuz, Hakan Baş, Mehmet Umut Ermeç, Burak Kurkcu35m
Rollic and partners show that hits can come from tiny teams: T play grows 3→13 team growth after Water Story and spins a hit from a one‑day prototype into a…
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Panel: The PG.Biz Panel: What’s Next for Hypercasual & Social Games?Ric Cowley, Tom Van Dam, Andre Krug, Filipp Karmanov, Oli Christie, Jake Parker37m
Panelists argue hypercasual stays dominant because short sessions and simple mechanics win wide audiences; publishers report RollerSplat-style titles hitting…
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Bringing a Desktop Subscription Model to MobileSteve Tarry19m
Jagex ports Old School RuneScape to iOS and Android with cross‑platform accounts, server‑driven content and native hooks for AppsFlyer and MMP; launches via an…
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How Hyper Hippo's Live Ops Operations Maintain its Success in Different Cultures and LocalesSam Fisher18m
Hyper Hippo explains how Live Ops grows a single title into a global franchise: a five‑year cadence of weekly updates on Adventure Capitalist that reaches…
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Panel: Keeping Your Community HappyNick Murray, Paul Farley, Chris Peters, Eric Morales, Xavier Carrillo Costa33m
Panel details concrete tactics: run a five‑year celebratory event that drove millions of views and tapped 65M+ players, build backend hooks for mass gifting…
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Superstar Session: How to Spot Performance Problems that Gamers Hate & Even Major Studios Often MissSharif Sakr25m
GameBench shows how to find concrete problems: an SDK plus device farm and automated sessions feed data from ~7,000 device models (and billions of manufacturer…
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Firebase, Analytics, Google, and Understanding How They Work TogetherTodd Kerpelman20m
Firebase presents a 19‑product suite for games, centering on event‑based Google Analytics for app and web properties rather than old pageview sessions; key…
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Trailers - Sell Your GameAna Uzelac, Kosta Mihailovski28m
Bunker VFX explains when a trailer actually sells a mobile game: three practical trailer types — recorded gameplay, in-engine camera reels, and high-end…
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Scaling Mobile Game InstancesStefan Ideler19m
This talk explains how i3D.net uses a hybrid cloud approach to scale mobile game server instances, combining bare-metal servers for high performance with…
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Stop Believing Benchmark Metrics for Your GameOliver Kern14m
Common benchmarks like 40/20/10 retention mislead because retention definitions vary wildly and genre matters; use installs, ARPU and real retention curves to…
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Superstar Session: From Impossibility to Relatability: How we Define What a Game isDaniel Gray16m
ustwo games explains what actually makes Monument Valley-style games: four working pillars—built by humans, player-centric, pride, games with meaning—and…
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How to Bring a Game Company Still Owned by its Founders to the Next LevelCeline Pasula12m
Fingersoft is a 60-person Finnish studio that self-published Hill Climb Racing and has 1.4 billion downloads; the claim is to scale while staying founder-owned…
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How we do Quality Assurance at King and How Agile Jenga Helps us With our ProcessesAna Luca15m
Claim: shift from late QA to embedded quality assistance that prevents rework. Demonstrates an Agile Jenga exercise (36 numbered blocks, 4 rounds, teams of 3)…
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Minimal Design, Maximum Impact: Puzzle Game Design in Hypercasual GamesJuan Gril16m
Argues that mobile puzzle churn comes from single-solution levels that force repeated backtracking and frustration, using Cosmic Express as an example of that…
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Panel: What are the Things You Wish You Knew When You Started Developing Your GamesKadri Ugand, Kim Soares, Jan Ambrožič, Jiwon Kim, Joel Beardshaw, Kenshi Arasaki37m
Panelists give practical takeaways: early choice to share XP by damage contribution increases player satisfaction and lifetime, launching a live‑ops…
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Superstar Session: Influencer Marketing Sucks (and Some Best Practices)Tim Lenardo17m
Claims that traditional influencer campaigns fail on ROI and scale lead to launching JetFuel and building a self-serve platform that pays per install and…
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Fireside Chat: Working with InfluencersDanielle Partis, Jodi Sahlin, Josh Pieters, Sam Harry (Chaotic), Caspar Lee25m
Panelists give concrete takeaways: use influencer platforms (influencer.com, Matchmade) to filter audience traits, never force don't use scripts, and give…
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Influencer Marketing in Eastern Europe! A Hidden Gem or a Waste of Money?Mario Vasilev21m
Eastern Europe shows 79% Android users, average age ~40 and GDP per capita ~€26,000, and influencer campaigns cost far less: a dedicated video ~€500 versus up…
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Bridging the Gap: Connect With Your Gamers on Social MediaKevin Kwong22m
9GAG claims ~496M global users and highlights 170–176M followers across pages, posting bite-sized humor that drives engagement rather than straight download…
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Maintaining Authenticity: Best Practises to Work with InfluencersDanielle Partis, Maria Maunula, Mario Vasilev, Olesja Marjalaakso, Tim Lenardo, Olga Wese28m
Panelists argue influencer work must prove ROI: one agency runs pay-per-install ROI-positive campaigns, another contrasts $3,000 vs $70 deals when shopping for…
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Three Steps to Generate Unimaginable Scale for Cloud GamingBruce Grove16m
Describes a concrete alternative to video streaming: run game logic on cloud CPUs, send GPU drawing commands to the user device for local, pixel‑perfect…
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The State of Cloud Gaming & Where Things are GoingJoseph Knowles25m
Hatch focuses on command-streaming not video, targets mobile-first users (lapsed gamers, families, watchers and emerging markets) and pairs streaming with…
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The End of Game Ownership – How the Subscription Model is Disrupting Mobile GamesDan Sherman22m
Claims that subscription monetizes premium mobile games by bundling titles into a portfolio and capturing network-wide retention backed by discovery data: Xbox…
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AWS vs Azure vs Google. Does it Even Matter? Which to Use and WhyMike Hines19m
Compares concrete tradeoffs: AWS edge and reach wins for global regions, availability-zone backbone and raw service depth; complex AWS tooling gives the most…
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How we Deliver Experiences that Matter Through Streaming?Danielle Partis, Pascal Debroek, Marek Rubasinski, Armin Hummel, Phillipe Erwin, Steve Cottam, Thor Gunnarsson36m
Panel argues streaming is a long game and gives concrete tradeoffs: Antstream runs 1,000 retro games across multiple devices to prove instant play and…
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How Deterministic Game Engines will Disrupt Multiplayer Game DevelopmentChristof Wegmann15m
Claims a deterministic simulation plus predict-rollback netcode replaces bespoke netcode by sending only inputs, yields “zero lag” and built‑in cheat…
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It's Dangerous to #Indiedev AloneTara Mustapha04h 35m
Glow Up Games' Tara Mustapha gives tips for game developers about finding and working with Mentors. Taken from the Indie Track track session at Pocket Gamer…
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When to Prototype and WhyMatthew Buxton18m
Always make a focused prototype when the team hasn't built the core before, with one clear question (fun, tech or retention) and measurable OKRs — e.g…
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Aspirational Outsourcing or “Do External Developers Dream of Electric Success?”Zaair Hussain18m
Claims that play is universal and development is global, backed by the headline figure 2.5 billion players and an industry size near $130 billion; defines…
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How a Well Designed UX can Improve Monetisation, UA and Retention and Keep Users Satisfied.Adam Barker19m
UX changes that increase revenue and retention are concrete: quick prototype testing with mr. Tapie, usertesting.com and UsabilityHub finds first‑click…
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The GDD's Not Dead: Tips & Tricks for Agile Design DocumentsJoanna Haslam42m
Argues for keeping a single one living document GDD that grows with the project, not many scattered files; recommends the three headers method (chapter…
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Interactive Cinema or Mobile Game?SIMAY DINC, ERAY DINC13m
Recontact: London rebuilds the mechanics from scratch into a premium mobile thriller that removes cutscenes and adds no cutscenes, play as yourself gameplay…
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Stop Saying Games are Young and Take Pride in the Colourful History of GamesJussi Autio19m
Asserts games predate other arts and business models, tracing concrete milestones: Senet 5,500–8,000 years old and Chinese Liubo/Yi present in Confucius' era…
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Fantasy PitchingOscar Clark, Deborah Mensah-Bonsu, Katleen Evers, Tara Mustapha, Sophia Aubrey Drake33m
A live panel turns single screenshots into concrete game concepts, then reveals the real titles so the audience can vote: examples include a Y2K detective RPG…
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Build a UA Strategy Around Affinity With Contextual Ad TargetingLauri Heikkinen15m
Claims a switch from behavior-based UA to feature-driven affinity targeting using GameRefinery’s dataset: analysts codify games into 52 sub-genres, then train…
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It’s 2020, Time to Change Your Ad Monetisation Strategies!Pepe Agell20m
Claim: the traditional waterfall is broken and unified auctions / in‑app header bidding lift yield by letting every buyer bid per impression. Evidence: a…
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Holistic LTV: A Unified View to Drive Growth & EfficiencyShalom Michaeli, Matt Baker24m
Explains how Fyber consolidates UA, ad and IAP data to compute a real user LTV using committed CPM per impression from bidding (not waterfall averages), links…
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Building Relationships in the New Era of MonetisationTeis Anker Mikkelsen17m
As subscription is becoming the prevalent business model for mobile games, companies must learn how to create lasting relationships with their…
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Beyond Game Economy Design - Increasing Profit Through Intelligent Revenue OptimisationTed Verani21m
Wappier presents an AI-driven, closed-loop system that analyzes player signals to predict behavior, run automated A/B tests and serve next-best-action offers…
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How Does Brand Advertising Fit into Your Monetisation Strategy?Michael Deignan23m
Explains why opening inventory to non-gaming demand depends on three concrete shifts: publishing an app-ads.txt file and a sellers.json list plus embedding the…
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Building a Successful Ad Monetisation Strategy: What can Mobile Gaming Learn from Other Verticals?Ionut Ciobotaru17m
Claim: mobile games can unlock brand budgets by adopting programmatic app tactics — impression‑level decisioning, private marketplaces, viewability and brand…
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Choosing the Monetisation Mix for Your GameKirstin Bosc, Antti Hattara, Michail Katkoff, Offer Yehudai, Romain Escaich, Wilhelm Voutilainen34m
2019 sees ads and subscriptions reshaping mobile monetisation: banners rebound, bidding and brand buys grow, and China shows very high CPMs. Battle passes and…
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How Enthusiast Gaming is Building Winning Esports CommunitiesAdrian Montgomery19m
Enthusiast Gaming explains a content-first esports strategy that ties media, teams and live events into monetisable communities: a network of over 100 sites…
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Interactive Livestreaming and the Future of EsportsChris Cataldi21m
Genvid's platform powers the last three Counter‑Strike majors on Twitch and delivers a clickable interactive overlay that shows mini‑maps, weapons, live player…
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Esports for Indie DevelopersBartosz Stankiewicz16m
Argues indie games can become esports by nailing three practical components: competitive gameplay, tournament technology and viewing/spectating tools; cites…
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Furthering the Esports Eco-system Through Monetisation and Physical SpaceJames Dean22m
ESL wins a government funded R&D grant to build Weaver app and a virtual studio that fuse mobile, VR and presenter dashboards, ingesting game telemetry and…
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The Reality of Esports TeamsDaniel Chung19m
MnM Gaming describes concrete wins and processes: took a grassroots team to Pro League in six months and later beat G2 and Team Vitality in Invitational…
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What Makes a Good Esports Game. Many try but few SucceedDavid Yarnton23m
Edge's David Yarnton delivers an Esports Academy track session at Pocket Gamer Connects London on January 21 2020. Speaker: David Yarnton, Edge Track: Esports…
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Investing in Esports – The Current MetaSpike Laurie16m
Overview of investor expectations in esports: institutional capital sits behind €100M fund but most companies only reach angel rounds, with common early checks…
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Esports - The Brand Opportunity.Solenne Lagrange23m
Esports reaches ~433 million viewers (12% growth year‑on‑year) with ~200 million enthusiasts and $1B revenue; ad sales hit ~$200M (up 25%). Successful brand…
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Is Esports Ready to Mature?David Yarnton, Dominic Sacco, Mika Kuusisto, Spike Laurie, Nancy Basi, Peter Thompson39m
Panel argues esports is professionalising but unevenly: publishers control rules while clubs push education, scholarships and codes of conduct; franchised…
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Ready to Scale? What to Focus on Before Pushing the ButtonMartin Macmillan20m
Explains concrete metrics and financing steps to scale UA: retention, monetisation and unit economics are modelled monthly, break‑even timing is tracked daily…
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Fundraising 101Paul Heydon20m
Fundraising centers on a tight story: a one-sentence vision, why now, and why this founder will make it happen, plus one concrete ask — ask for X amount and…
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VC in GamesEric Goldberg, David Gardner, Malte Barth, Ian Livingstone, Paul Murphy31m
VCs set a financial filter — roughly a 10x return rule — and prioritize experienced teams over early builds, arguing team over product because markets validate…
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Pitch Perfect: How to Raise Funding from InvestorsLouis Rene Auclair, Harri Manninen, Shanti Bergel, Michael Metzger, Michael Cheung, Michael Chang28m
Panelists lay out concrete fundraising rules: typical early funds cited are $40M or $200M and one firm lists ~47 portfolio companies; expect mobile hits to…
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Diversifying Your Business Through M&ARobby Yung, Shum Singh17m
Company describes an M&A playbook that targets indie studios of 6–30 people, funds deals generally up to $10M from a ~A$150M market cap, and prioritizes teams…
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Better Together: The Consolidation & M/A PanelMark Stevens, John Peterson, Sean Lee, Jaakko Harlas, Alexis Bonte, Christopher Bergstresser31m
Wargaming reports 30% of revenue from acquired titles, one company says about 50%, while Supercell keeps M&A at roughly 1–2% as early-stage bets. Strategies…
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The Importance of Having Relevant Values to Ensure a Happy & Productive WorkplaceJamie Cason19m
Miniclip reports 275 million monthly users and 36 million daily users, 300 employees across four sites, and a corporate shift after acquisition by Tencent; the…
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Care and Craft in Teams - Keeping People MotivatedSabrina Carmona18m
Practical steps present concrete tradeoffs: align goals so a revenue-driven roadmap can absorb an art refresh or a loading-time fix; prefer team sprints where…
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Next Steps for Futureplay - Where in the Market are we Going Next and Why?Jami Laes20m
Futureplay Games launches with $3M VC, 34–35 staff and $30M lifetime revenue, pivots from View-to-Play idle titles to Battlelands Royale after spotting PC…
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Leveling up to Remission - A Clinical Study of Playing Toward Your StrengthRosemary Lokhorst19m
A digital therapeutic called Shadow’s Edge is built as a free mobile game combining narrative and CBT-style exercises; an early 55-player, 4-week study (three…
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Games for GoodJoakim Achren29m
Panelists share concrete fixes and experiments: a communication game to lower divorce rates for new parents in Denmark, a studio built with 70% female and…
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How the Gaming Industry can Level up for the PlanetSam Barratt17m
UN Environment convenes a Playing for the Planet initiative that already signs up 21 companies with a combined 97 million reach and pushes three concrete…
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Sustainable Diversity - Women in GamesDavid Smith18m
A studio with about 350–400 people reports 11–12% women and builds a diversity program that creates three employee networks (women, LGBTQ+, BAME), runs monthly…
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Staying on Target - How Mental Health Affects Game CreationKate Edwards25m
Games teams face measurable harms: surveys show one in five developers will be diagnosed with a mental health issue this year, only 46% see a clear advancement…
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What Needs to be Done to Guarantee a Harrassment-free CompanyKate Edwards, Anette Staloy, Aurora Klaeboe Berg, Georgina Felce, Jayvian Hong, David Smith27m
Companies must produce and enforce a written anti‑harassment policy (Norwegian Film Institute required it; courts have convicted firms for failing to follow…
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PGC 2020 Sessions @ PGC LONDON - Oscar ClarkOscar Clark07m
A concise history claims that gaming addiction evolves through specific platform shifts: 1978 arcade boom (quarters and Donkey Kong), 1989 Tetris global…
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PGC 2020 Sessions @ PGC LONDON - Olivier DowlingOlivier Dowling07m
Advice focuses on practical level recipes: start from a board shape or two synergizing items, mix strategic blockers with explosive collectibles, and prefer…
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PGC 2020 Sessions @ PGC LONDON - Kate EdwardsKate Edwards08m
Game worlds require geographic and cultural fixes not just art or code: examples include remove swastikas for Germany in Wolfenstein, patch maps for Taiwan and…
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PGC 2020 Sessions @ PGC LONDON - Chris KemptChris Kempt07m
Building games depends on constant audit belief: stop projects that lack conviction and change direction early. Prioritize skills over tools and treat…
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