Entries by Diane

ICO is hiring – encore!

As we add more clients, it is now time to develop our team, and so we are back on the hiring track – and this time we are looking for another Frenchman or -woman (French speakers from Belgium, Switzerland, Quebec, North Africa… are also very welcome of course) to work with us on the PR […]

Paris Web Game Conference 2011

Last week, I attended the Paris web Game Conference 2011 organized by the French national videogames developer trade body, SNJV, and the digital university IIM. The program was mainly composed of panel discussions with the leaders of French web/social/mobile games developers : Boostr, Kobojo, Bulkypix, Prizee, Weka, Feerik, Owlient…   I won’t have time for […]

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European mobile and tablet market

As the recent game announcements have been multiplying, Mobile is the new frontier for online games and MMOs. The technical constraints have been mostly overcome, and the apparition of a hardcore audience playing mostly from home has made the main problem (good enough ping) less painful. The possibility of free apps with in-app purchases have […]

The price of commitment

  The recently launched RIFT, a big-budget subscription MMO, has been offering a very deep discount for 3- and 6-months subscriptions set up early (the Founder pricing, normally valid for the first 2 weeks after release, which has been extended to the end of March). Discounts for longer subscriptions are the norm in the industry, […]

Online Games Trends for 2011

The predictions exercise, as we did last year and the year before, is becoming a bit more difficult as it seems we’re bound to repeat ourselves in some ways.  The evolutions of the market are rarely totally surprising, and most of the major trends have been cooking for the past few years. This time, we really feel […]

Up and down the online game value chain

It’s well known that online games have been shortening the value chain, threatening the roles of middlemen such as publishers, distributors and retailers, and enabling developers to get in direct contact with players. However, as some very interesting discussions pointed out a few months ago, acquiring users (call it marketing, or traffic acquisition) is hard […]