July 27, 2016 Go With Friends Pokemon GO's success is built on friends, so what does that mean for longterm retention? Can you learn anything from 243 Pokemon GO players in New Zealand?
July 22, 2016 Pikachu, Stats & Lies Updated: Pokemon GO: The latest bigger numbers How big? How fast?
July 20, 2016 Making Of Sticky snowballs and shifting genres: The making of Tap My Katamari How do you explain such a bizarre concept?
July 13, 2016 Rocket Boost DAUs up 300%, IAPs up 400%: What happened when MobilityWare fell in love with retention and segmentation Alex Tarrand on the power of data
July 11, 2016 High Reward, Risk For unicorn wannabes like Kabam, the mobile games market is now boom or bust Can you afford a $20 million bet?
June 24, 2016 The Iap Inspector A generous heart: The monetization of Kingdom Hearts Unchained X IAPs from the player's perspective
June 23, 2016 Known Unknowns What 1,000 players can really tell you about your game Oliver Kern on the power of statistics
June 22, 2016 Eventful Pocket Gems on the importance and best implementation of in-game events When to do them, and why they matter
June 22, 2016 Ongoing Quest How a retention focus and data-led difficulty helped Sudoku Quest outgross its competition Hashcube CMO Gurinder Pal Singh on monetising casual games
June 9, 2016 Switch Off Retention of Apple TV apps half that of the same apps on iPhone Adjust runs the numbers
June 8, 2016 Nice Problem Why is Clash Royale running out of steam? Torulf Jernström on what's next for Supercell
June 6, 2016 Wrist Quick Wooga's debut Apple Watch game is retaining players twice as well as mobile games A new way to play
May 27, 2016 A Level A Day How Nitrome committed to retention, promising a new level every day for Leap Day Mat Annal on keeping the customer satisfied
May 26, 2016 Miito-no With declining MAUs and falling retention, Miitomo looks like it's on the slide Slow core loop to blame
May 26, 2016 A Cat Reborn Why we ditched "esoteric" UI and fixed poor retention to give Lumo's Cat another life Steve Stopps on creativity in the right places
May 18, 2016 Casual-core Casual games steal midcore's clothes as Candy Blast Mania adds PVP Puzzle Tournaments A new retention trend
May 17, 2016 Kesha Of Clans Experimenting with RPG retention, Glu brings guilds to Britney Spears: American Dream Spears at the ready
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