![]() According to the survey report, the mobile game revenues account for 49% of the global game market, which had reached $ 86.3 billion during the past year. In the current state of the industry, game is considered as a service and not as a finished product anymore, which through regular updates and the use of data, and then becomes good and meets a certain amount of success. Finally, we make a conclusion on how our data-driven method can be used to drive mobile game publishing and also discuss future research work. Then, based on the revenue forecast, we discuss how to set the revenue forecast as an internal benchmark and drive the actions for mobile game publishing. In practice, we involve a real game project from an indie game studio and provide guidance for one of their casual game projects. We demonstrate how to use the data-driven method to guide an indie game studio to forecast revenue and then set the revenue forecast as the internal benchmark to drive game publishing. This paper provides a data-driven method that uses the mobile game revenue forecast based on different time-series prediction models to drive the game publishing. This includes all steps of the process, from forecasting to decision-making based on the results. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. ![]() Games as a service is similar to software as a service, which provides players with game content on a continuous monetization model.
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