Game Analytics 3.0: This Time, It’s Personal

Venturebeat – GamesBeat via Mark Robinson at DeltaDNA

For a long time, the games industry didn’t have the means to build two-way relationships with players. Like the film industry, the relationship with the customer only travelled in one direction and ended when the purchase had been made. Developers would design the games they thought players would want to play, the games were marketed to create demand and then released to the paying public, with developers’ attentions immediately turning to the next game. If a player liked a particular game, then it was highly likely that they’d purchase subsequent releases in that franchise. However, there was nothing you could really do about those players that didn’t like the game, and besides, they’d already paid their money. Read More

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