June 29, 2013 PocketGamer.biz Week That Was: Ouya arrives, King raids the sock drawer, and Google ponders an unconsole of its own The past 7 days in bite-sized portions
June 28, 2013 Best of British: Your 8-point plan to joining the Game Developer Failure Association (GDFA) An all-in-one guide to flopping
June 27, 2013 The ten commandments of app marketing, by Appromoter's James Kaye #9 - Thou shalt worship the 'long tail' of app marketing
June 26, 2013 Joy of friendly fire: The making of Magicka: Wizards of the Square Tablet Making the leap from PC to tablet
June 25, 2013 Stateside: Does Ouya risk being this generation's N-Gage? Is it the right product, launched at the wrong time?
June 25, 2013 Embrace the right data to get ROI for your game, argues adeven The time for guesswork is over says Christian Henschel
June 25, 2013 San Francisco Week: The city that puts local rivalries aside for the sake of global superstardom GREE, Pocket Gems and Chartboost speak out
June 25, 2013 The Charticle: Does charging $20 for a brand like XCOM: Enemy Unknown work on iOS? Attempting the straight port shuffle
June 24, 2013 Will iOS game controllers revolutionise mobile, or are they a step towards an Apple TV games console? Our Mobile Gaming Mavens give their view
June 24, 2013 Hot Five: Nintendo goes free-to-play, why Steve Jobs wouldn't have released iOS 7, and the secret behind Clash of Clans' success is revealed Last week's top 5 stories
June 22, 2013 PocketGamer.biz Week That Was: iPhone gamepads are go, Puzzle & Dragons hits new milestone and Clash of Clans eyes up Asia The past 7 days in bite-sized portions
June 21, 2013 Chart of the Week: Looking to make money on Google Play? Launch in Japan and South Korea Both nations make more revenue that US
June 21, 2013 Playing with paying: How Clash of Clans makes a game out of monetisation Anna Marsh on the paying game
June 20, 2013 Seven steps to effectiveness: A developers' guide to designing for analytics Take the guesswork out of your game design decisions
June 19, 2013 Opinion: iOS 7 is the product of an Apple without Steve Jobs...and it's all the better for it When innovation turns to consolidation
June 19, 2013 Thinking outside the box: The making of The Room Fireproof on design, marketing and monetisation
June 18, 2013 In the Mouse's House: Behind the scenes with Where's My Mickey? How Disney synergised its 200 million-strong franchise
June 18, 2013 How to plan for a profitable mobile app launch, by Taptica Part 2: Gaining vital pre-launch user feedback
June 18, 2013 Stateside: Why King's word isn't law when it comes to pulling in-app advertising But the firm isn't royally wrong, either
June 17, 2013 Chart of the Week: Advertising makes up just 5% of mobile and portable gaming revenue Reacting to the King
June 17, 2013 Hot Five: iOS 7 gets spruced up, PS Vita boosted by PS3 games, and why Xbox One's awful E3 matters for mobile devs Last week's top five stories
June 14, 2013 Best of British: Developers need to break free of the bedroom Byron Atkinson-Jones on breaking down barriers
June 14, 2013 Chart of the Week: Handheld games still generate more ARPU than mobile But mobile's base is far, far larger
June 13, 2013 How to fight the stigma of mobile monetisation and win Quark Games' Foust on putting game design first
June 13, 2013 Riding The Joyride Studio Profile: Halfbrick From first steps on handhelds to making it big on mobile
June 12, 2013 Dogfights and free-to-play: The making of Sid Meier's Ace Patrol Meier talks mobile monetisation
June 11, 2013 Stateside: When it comes to E3 versus WWDC, only one show matters Can you guess which one it is?
June 11, 2013 Opinion: Why Xbox One's erratic E3 matters for the mobile market One vision, one platform, one big problem
June 11, 2013 Bettering Bioshock: Oscar Clark on moving on from Ludonarrative Dissonance in game design How money changes all the rules
June 11, 2013 First look: iOS 7 bursts the bubble that green felt was Game Center's only issue Redesign does little to lift by-the-numbers approach
June 10, 2013 Hot Five: Why you need to spend $56,000 to have a hit iOS game, Supercell teams up with GungHo, and is Candy Crush the new Angry Birds? Last week's top five stories
June 8, 2013 PocketGamer.biz Week That Was: Supercell and GungHo team up, E3 looms, and OMGPOP bursts The past 7 days in bite-sized portions
June 7, 2013 Desperate, but not yet dead? The industry responds to Zynga's downward spiral Mobile Gaming Mavens talk job cuts
June 7, 2013 Things I learned about touch control when developing for Kinect Jennifer Schneidereit on a window to another world
June 7, 2013 Opinion: Constant hardware refreshes risk turning core gamers away from mobile I'll stick to handhelds, thanks
June 6, 2013 Carpe Diem: Now is the time for devs to take on Tizen, says appbackr's Trevor Cornwell CEO brands platform next big opportunity
June 4, 2013 Stateside: Think life is tough on mobile? Try getting your game onto Steam Why mobile is PC's master
June 4, 2013 Opinion: Don't cry for Zynga's fallen - the pink slip is just part of the business If you don't want the sack, join the government
June 4, 2013 Adeven's 5 top tips to ensure your game flies at launch Christian Henschel gives good advice
June 3, 2013 Our friends in the Nordics: Finland fosters another studio while UxVibe talks Google's multiplayer move Our regular Nordic roundup
June 3, 2013 Opinion: King's Candy Crush is enjoying its 'Angry Birds moment' Developer living up to its name
June 3, 2013 Hot Five: HandyGames is 50 million-strong, Glu goes gambling again, the size of whales, and Running with Friends gets paid Last week's top five stories
June 1, 2013 Week That Was: Messaging services and games go huge globally, Square Enix looks for mobile revival, and Sony to let Vita shine The past 7 days in bite-sized portions
May 31, 2013 Best of British: Stephen Morris considers the split second timings needed for intuitive controls Does your ADSR match the cognitive modeling method?
May 29, 2013 The Charticle: After a slow start, Zynga accelerates with paid versions of Running with Friends Great game, struggling with monetisation
May 29, 2013 Stateside: Don't be ashamed of F2P, but don't assume players will spend out of the goodness of their hearts Dirty lessons from the coal face
May 28, 2013 Will PS4 and Xbox One embrace the mobile explosion or will unconsoles eat the nextgen lunch? Mavens through the LookingSmartGlass
May 28, 2013 Chart of the Week: How 0.0077% of players generate 33% of F2P game revenue The stark numbers behind the business