February 7, 2018 Hot Purchase Hong Kong publisher Animoca Brands acquires Finnish studio Tribeflame Deal worth up to $433,000
August 17, 2016 Price Is Right The smart executive's guide to valuing and selling your mobile games company Torulf Jernström is thinking ahead
June 22, 2016 More With Less What we can learn from the success of Nonstop Knight Torulf Jernström never stops
June 8, 2016 Nice Problem Why is Clash Royale running out of steam? Torulf Jernström on what's next for Supercell
June 2, 2016 Free Time Why self-driving cars will grow the games market more than VR Torulf Jernström on freeing up game time
May 25, 2016 Look No Hands Why all F2P mobile game designers should be forced to make an idle game Torulf Jernström is getting lazy
May 11, 2016 Analyse This & That Why gacha, social glue and auto-play are 2016's key gameplay trends So says Torulf Jernström
May 4, 2016 Who Are Your Players? Revisiting Bartle's 4 player types for success in F2P mobile game Torulf Jernström talks audience
April 20, 2016 Everything You Know Is Probably Wrong The surprising results of A/B testing Benji Bananas' gameplay as Jetpack Joyride vs Tiny Wings Do you prefer Torulf Jernström or Torulf Jernstrom?
April 14, 2016 Getting Better Why you should be prepared to throw away half your game Torulf Jernström is self-improving
April 6, 2016 Friends With Benefits Balancing real-world friends with in-game acquaintances to maximise short-term virality and long-term retention Torulf Jernström on making the most of friends
March 14, 2016 Face 2 Face Why you should be spilling the secrets of your success at GDC 2016 Torulf Jernström is on the move
March 10, 2016 Valued Experiences How does the per minute value of a F2P mobile game compare to Spotify, Netflix or a movie? Torulf Jernström is timing his wallet
March 2, 2016 Unpredictable Rewards How to ride the chain reaction of luck for F2P success Torulf Jernström on psychological hooks of random rewards
February 26, 2016 Gameplay Rocks Why success with F2P mobile games now requires more innovation in gameplay than meta game Torulf Jernström on the changing balance
February 17, 2016 More Options How far can your core game stretch? Torulf Jernström on getting elastic
February 10, 2016 Rules Of The Game Everything you ever wanted to know about paid UA in 2,000 words Torulf Jernström on when to splash your cash
February 3, 2016 Helping Hand Making the most of free UA opportunities Torulf Jernström has a popular friend
January 27, 2016 Automatic For The People Can Machine Learning tune your game better than you can? Torulf Jernström has a robot helper
January 13, 2016 I <3 Players Everything you ever wanted to know about retention Torulf Jernström on keeping your players
January 6, 2016 Playing With Mad-croc What happens if you give $100,000 of your marketing budget to your game's superfans? Torulf Jernström on learning from spending
December 16, 2015 All Ads Up How to make sense of ad networks, waterfalls, mediators and attribution partners Torulf Jernström provides an ecosystem guide
December 9, 2015 Plot Lines What F2P game designers can learn from The Hero's Journey Torulf Jernström knows a hero
December 2, 2015 Always On Why F2P success is built on market engineering, not marketing Torulf Jernström on games-as-a-service
November 25, 2015 Available Niche Can premium mobile games make a comeback? Torulf Jernström ponders paid
November 23, 2015 Star Finnish Learn from the Finnovators - Supercell, Next Games, Rovio, Futureplay and Kukouri speaking at PGC London 2016 Gain leading insight from the industry's leading talent
November 18, 2015 Integrate This (and That) Why you need to integrate 100 SDKs into your mobile game Torulf Jernström on the numbers game
November 11, 2015 The Flow How optimising your funnel can improve your F2P game's performance 100,000-fold Torulf Jernström on important metrics
November 5, 2015 Ltv > Cpi? Why you need to spend $100,000 to prove your F2P game works The magic numbers