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	<title>Comments on: Can developers and publishers actually make money with mobile games?</title>
	<link>http://blog.fishlabs.net/en/2008/05/15/can-developers-and-publishers-actually-make-money-with-mobile-games/</link>
	<description>3D Mobile Java Games For Real Gamers - www.fishlabs.net</description>
	<pubDate>Thu, 20 Nov 2008 21:19:36 +0000</pubDate>
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		<title>By: java games</title>
		<link>http://blog.fishlabs.net/en/2008/05/15/can-developers-and-publishers-actually-make-money-with-mobile-games/#comment-1813</link>
		<dc:creator>java games</dc:creator>
		<pubDate>Sat, 19 Jul 2008 13:34:51 +0000</pubDate>
		<guid>http://blog.fishlabs.net/en/2008/05/15/can-developers-and-publishers-actually-make-money-with-mobile-games/#comment-1813</guid>
		<description>Does it work on  Nokia n73?</description>
		<content:encoded><![CDATA[<p>Does it work on  Nokia n73?</p>
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		<title>By: Michael Schade</title>
		<link>http://blog.fishlabs.net/en/2008/05/15/can-developers-and-publishers-actually-make-money-with-mobile-games/#comment-1190</link>
		<dc:creator>Michael Schade</dc:creator>
		<pubDate>Mon, 26 May 2008 08:51:53 +0000</pubDate>
		<guid>http://blog.fishlabs.net/en/2008/05/15/can-developers-and-publishers-actually-make-money-with-mobile-games/#comment-1190</guid>
		<description>Hey Claudio, 

thanks for you detailed feedback. Of course, we have concepts how to bring our mobile games to the hardcore gamer audience directly. Viral marketing and trial versions will play a major role and we will see if it works with our next game coming shortly.

Best,
Michael</description>
		<content:encoded><![CDATA[<p>Hey Claudio, </p>
<p>thanks for you detailed feedback. Of course, we have concepts how to bring our mobile games to the hardcore gamer audience directly. Viral marketing and trial versions will play a major role and we will see if it works with our next game coming shortly.</p>
<p>Best,<br />
Michael</p>
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		<title>By: Claudio</title>
		<link>http://blog.fishlabs.net/en/2008/05/15/can-developers-and-publishers-actually-make-money-with-mobile-games/#comment-1117</link>
		<dc:creator>Claudio</dc:creator>
		<pubDate>Mon, 19 May 2008 13:50:45 +0000</pubDate>
		<guid>http://blog.fishlabs.net/en/2008/05/15/can-developers-and-publishers-actually-make-money-with-mobile-games/#comment-1117</guid>
		<description>Very interesting entry.
let me present myself. I am one enthusiast users of yours, and I would really to see good mobile games spreading and having success.
Therefore I am asking you some questions and posing some challenges (actually, you should have done it yourselves already).

From what you say, it looks like mobile users (yes, including hardcore gamers) are unaware of their phones as a gaming platform, and also have no clue where they could download games from except from their operator's wap portal (which they avoid like pest because they have enough of the n-th Tetris clone).

To modify things, it is necessary to change the way end-users get to know about games in the first place.

Innovating marketing techniques can be a way to solve the problem, though.
How many of your games can be demoed through, let's say, your Facebook profile? 
Or why not offering a completely free cellphone screensaver with some images from your games?

One way or another, you need to build up awareness. You have to ask yourself WHO YOUR USERS YOU WOULD LIKE TO BE. Young people? Hardcore gamers? Casual Gamers? 
If you can answer this question, then try to answer the second:
HOW CAN I REACH MY USERS? Forget about them bumping into your website. Forget about someone else (the mobile operators) doing it for you. Once you know who they are (and how many they are) then you can also try to discover WHERE they are and HOW TO REACH them with an offer they can't resist. So comes in the last question: HOW CAN THEY BE ATTRACTED SO THAT THEY BUY FROM ME? Depending from who you target, the answer could come naturally.

A suggestion to start with (but I don't pretend it will solve your problems, nor to know more this market than you do) could be to offer unlimited download of your games and unlimited redistribution from other websites (including P2P and Torrents), but what you will then do is to pack only level 1 in the game and have the users to register and pay to download the extra levels. You could use this mechanism to extend games over time and get extra revenues.
But of course you will need to couple this mechanism with appropriate marketing if you wish to reach mass-market.

So, this is my opinion. Which is, in fact, an opinion. YOU know the market and the technology. So it's up to you to invent a strategy.
And I will be waiting for your next great game, hoping to see it spread everywhere.

Best Regards,
Claudio</description>
		<content:encoded><![CDATA[<p>Very interesting entry.<br />
let me present myself. I am one enthusiast users of yours, and I would really to see good mobile games spreading and having success.<br />
Therefore I am asking you some questions and posing some challenges (actually, you should have done it yourselves already).</p>
<p>From what you say, it looks like mobile users (yes, including hardcore gamers) are unaware of their phones as a gaming platform, and also have no clue where they could download games from except from their operator&#8217;s wap portal (which they avoid like pest because they have enough of the n-th Tetris clone).</p>
<p>To modify things, it is necessary to change the way end-users get to know about games in the first place.</p>
<p>Innovating marketing techniques can be a way to solve the problem, though.<br />
How many of your games can be demoed through, let&#8217;s say, your Facebook profile?<br />
Or why not offering a completely free cellphone screensaver with some images from your games?</p>
<p>One way or another, you need to build up awareness. You have to ask yourself WHO YOUR USERS YOU WOULD LIKE TO BE. Young people? Hardcore gamers? Casual Gamers?<br />
If you can answer this question, then try to answer the second:<br />
HOW CAN I REACH MY USERS? Forget about them bumping into your website. Forget about someone else (the mobile operators) doing it for you. Once you know who they are (and how many they are) then you can also try to discover WHERE they are and HOW TO REACH them with an offer they can&#8217;t resist. So comes in the last question: HOW CAN THEY BE ATTRACTED SO THAT THEY BUY FROM ME? Depending from who you target, the answer could come naturally.</p>
<p>A suggestion to start with (but I don&#8217;t pretend it will solve your problems, nor to know more this market than you do) could be to offer unlimited download of your games and unlimited redistribution from other websites (including P2P and Torrents), but what you will then do is to pack only level 1 in the game and have the users to register and pay to download the extra levels. You could use this mechanism to extend games over time and get extra revenues.<br />
But of course you will need to couple this mechanism with appropriate marketing if you wish to reach mass-market.</p>
<p>So, this is my opinion. Which is, in fact, an opinion. YOU know the market and the technology. So it&#8217;s up to you to invent a strategy.<br />
And I will be waiting for your next great game, hoping to see it spread everywhere.</p>
<p>Best Regards,<br />
Claudio</p>
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