May 10, 2016 Playing The Long Game We're more Supercell than Machine Zone, says Nordeus CEO Branko Milutinovic Belgrade firm takes retention-first, long-term view for next game
May 9, 2016 Team Up What's been the impact of adding guilds to Star Wars: Galaxy of Heroes' grossing performance? How to enthuse already engaged players
May 3, 2016 Downward Spiral? Increasing competition sees Day 7 retention for mobile F2P mobile games drop 50% GameAnalytics has been number crunching
April 28, 2016 Better Together How adding guilds plays into longterm retention for Star Wars: Galaxy of Heroes John Salera on thinking ahead
April 21, 2016 Iap Inspector Gifts galore: the monetisation of Tales of LINK IAPs from the players' perspective
April 14, 2016 Session Lengths Video: Nicholas Lovell on why your on-ramp needs to be better than Facebook's Good luck with that!
April 13, 2016 Crowned Monetizer Mavens on the simple, sophisticated, genius, and extremely aggressive gacha monetisation (and retention) of Clash Royale Smart moves
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 16, 2016 Creativity Through Limitations ZeptoLab's Eugene Yailenko on lessons learned from King of Thieves From prototype to 24 million downloads
February 25, 2016 Iap Inspector Churning waves: the monetisation of Pirate Power IAPs from the players' perspective
February 17, 2016 More Options How far can your core game stretch? Torulf Jernström on getting elastic
February 17, 2016 No Time To Chill Chillingo on everything you need to know about running a successful live service How to get users, keep them playing, and keep them happy
February 9, 2016 Never Let Me Go 3 simple steps to improving your retention Mike Herron wants you to stay
January 19, 2016 Product Panel Indie developers discuss if you should focus on the game or the service Short bursts of fun or long-term battles?
January 18, 2016 Player Sessions Nicholas Lovell on how to extend your player sessions Or bring them back after they go
January 14, 2016 Smaller, Leaner, Smarter How Eight Pixels Square is aiming to dominate the mobile shooting genre Hugh Binns talks console-mobile transition and 2016 plans
January 13, 2016 I <3 Players Everything you ever wanted to know about retention Torulf Jernström on keeping your players
December 16, 2015 Unity Ads Video: Maximise revenue by making ads that players want to watch Making the most of your monetisation
December 10, 2015 Wrist Action How Everywear generated 25% D-30 retention in its Apple Watch game Runeblade Always on
December 9, 2015 Iap Inspector Retain now, spend later: the monetisation of Star Wars: Galaxy of Heroes IAPs from the players' persepctive
December 7, 2015 Seasonal Promise Is your F2P game ready for the twin peaks of Christmas retention? Isaac Roseboom on December strategy
December 1, 2015 Long-term Players Is a 200 basis point increase for Dawn of Titans' 30-day retention significant? Monetizer Mavens get numerate
November 12, 2015 Customer Satisfied How focusing on UX and retention created success for Gram Games' ad-funded 1010! Making thousands of dollars a day without IAPs
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 11, 2015 Cart And Horse What's the correct order of Acquisition, Retention and Monetization for F2P games? Monetizer Mavens shuffle the pack
November 10, 2015 Myth Buster 5 common myths about mobile advertising busted David Diaz shoots them down
October 29, 2015 Made To Measure 6 awesome Dashboard charts for F2P games DeltaDNA has the metrics to measure
September 24, 2015 Surf's Up Subway Surfers breaks 1 billion downloads barrier, boasting 27 million daily active players Danish success story
September 7, 2015 Testing, Testing Games that spend more than one month in soft launch can increase retention by 20% says deltaDNA Patience is a virtue
August 18, 2015 Keep Them Coming Back The four pillars of retention Bee7's John Rankin wants you to read to the end
August 3, 2015 Razor Sharp Deconstructing the $120,000 IAP economy of Game of War Dimitar Draganov looks under the skin
July 1, 2015 Untapped Potential In-app messaging inspires 3.5 times higher retention But only a third use it
June 11, 2015 Animal Magic Sonic Dash celebrates 100 million downloads with playable Angry Birds characters Hedgehog vs birds
June 9, 2015 Existential Success Why Crossy Road focused on sharing and retention, not UA and monetisation Throwing away the rule book
June 1, 2015 Look No Hands Should your mobile game have an auto-play mode? Our Mobile Mavens debate skill and the lack of
May 21, 2015 Ad Rank AppsFlyer crowns AppLovin as best iOS ad network based on 1-, 7- and 30-day retention Facebook still rules for reach, however
March 26, 2015 Jackpot What social casino games can teach you about F2P success Plumbee's Giles Potter isn't relying on chance
March 17, 2015 Heart Of The Matter Forget monetisation - F2P success is all about retention and engagement Monetizer Mavens rethink their core
March 3, 2015 Talk Talk How adding chat to your iOS games helps solve your engagement gap and makes money at the same time Affinity Networks on turning talk to cash
February 27, 2015 Happy Birthday Ruzzle celebrates 3rd birthday and 50 million download milestone The word game stays relevant 3 years on
January 30, 2015 Future Earnings Why it's significant Kabam has gifted all The Hunger Games' players $0.14 Switch from monetisation to retention
December 10, 2014 Chart Of The Week Beating RPGs for retention, CCGs are ruling and saturating the Chinese mobile market Trumping it
December 4, 2014 Opinion Why it pays to pay attention to retention AppLovin's CPO Mark Rosner on a metric to monitor
November 25, 2014 Chart Of The Week How TinyLoot increased Smash Bandits' retention 50% and doubled ARPU Engaged players spend more
November 7, 2014 Outfit7 makes its Bee7 discovery and monetisation tool open to all Android devs Cross-promo or generate revenue
October 30, 2014 Data Rise and fall: The numbers behind the lifecycle of mobile games Fisku's chief strategy officer Craig Palli considers retention