Getting your mobile game to the top of the app charts isn’t easy. Sometimes it’s the simplest ones that become an instant hit.
For that reason, creators often use a free-to-play model, allowing users to play a good chunk of the game before having to pay for access to additional levels or features. However, that’s risky business because there is no guarantee that the users will ever pay.
A new report is highlighting that risk, showing that almost half of all the revenue generated in mobile gaming comes from just 0.19 percent of users.
Some of you have likely read Ed Catmull’s Creativity, Inc. The book dives into the creative process at Pixar and describes how the studio managed their creativity, which resulted in a seemingly endless string of blockbuster movies, and it provides insight into how Pixar maintained its creativity throughout tremendous growth. Reading the book had me reflecting on my own experience in game development, and pondering why some studios fare better than others, despite having fewer resources.
Even with game publishers included, Line still managed to claim the number-seven spot. As a standalone app, Line was also ranked number-two globally for revenue, behind only music subscription service Spotify. Line Manga and Line Play were number six and seven, respectively, just behind fifth-ranked Tinder.
An international team of scientists has demonstrated that just one month of training on a “Virtual Week” computer brain game helps older adults significantly strengthen prospective memory – a type of memory that is crucial for planning, everyday functioning and independent living.
Seniors who played the cognitive-training game “more than doubled” the number of prospective memory tasks performed correctly compared to control groups that performed other activities such as music classes.
The promising results are reported by the Rotman Research Institute at Baycrest Health Sciences, which led the study, and posted online today in Frontiers in Human Neuroscience, ahead of print publication.
Prospective memory refers to the ability to remember and successfully carry out intentions and planned activities during the day; it also tends to weaken with age. Prospective memory accounts for between 50 – 80% of reported everyday memory problems, yet few studies have attempted to train or rehabilitate prospective memory in older adults.
What makes this study unique is that it’s the first to incorporate a “train for transfer” approach – essentially a training intervention designed to have participants practice performing real-world prospective memory tasks in simulated everyday settings and assess whether the cognitive gains transfer to successful performance at home.
“As the world’s population ages, it is becoming increasingly important to develop ways to support successful prospective memory functioning so that older adults can continue to live independently at home without the need for assisted care,” said Nathan Rose, lead investigator of the study and now a research fellow in the School of Psychology at the Australian Catholic University in Melbourne. Senior author on the paper is Dr. Fergus Craik, an internationally-known memory researcher based at Baycrest.
“While these results are encouraging, they represent a first step in exploring the efficacy of prospective memory training with the Virtual Week training program,” said Dr. Craik. “Perhaps the most exciting aspect is that training in the lab resulted in improvements in real-life memory tasks. This lab-to-life transfer has been difficult to achieve in previous studies.”
In the study, scientists developed a version of a computerized board game called “Virtual Week” in which players simulate going through the course of a day on a circuit that resembles a Monopoly board. Players roll a virtual die (one of a pair of dice) to move their token through a virtual day. Along the way, players have to remember to perform several prospective memory tasks, such as taking medication or taking their dinner out of the oven at appropriate times.
Fabulous Games will be at Pocket Gamer Connects in London this year. This conference series reaches the heart of the mobile gaming industry and takes place from 18-19th January. Curated by the teams responsible for the world’s leading mobile gaming publications, it’s the essential event for anyone wanting to meet, hear, and learn from the leading figures from every corner of the mobile games industry.
Over 4,400 people have so far attended our Pocket Gamer Connects conferences and have loved the unique access to the biggest names in the sector, the brilliant networking opportunities, and sharply honed content on show.
At Fabulous Games we are all about innovation and trying out new things that will help you train your brain. Here are 16 trends from the Develop conference in Brighton that we wholeheartedly agree with and that will shape up gaming in the near future.