Nintendo demonstrated its continued dominance in the handheld gaming market with the announcement of the 3DS at the 2010 Electronic Entertainment Expo (E3) this past week. The 3DS represents a true platform renewal for Nintendo, one that should allow it to extend the DS product life cycle well into the future. Although the 3DS is [...]
Archive for the ‘video game marketing’ Category
The Nintendo 3DS Promises a Revolution in 3D Media Consumption
Posted in 3d, film, Industry News, Innovation, Marketing, psp, video game marketing, tagged 3ds, e3, fils-aime, iwata, nintendo on June 19, 2010 | 3 Comments »
Message to MTV Games: Don’t Blame The Economy
Posted in Marketing, music, video game marketing, video games, tagged guitar hero, harmonix, mtv, rock band on June 18, 2010 | Leave a Comment »
Gamasutra’s Kris Graft recently reported that Despite all of the hype and the high-profile licensing agreement surrounding the Fab Four’s video game appearance in Harmonix’s The Beatles: Rock Band, MTV Games has conceded that the title didn’t meet commercial expectations. This should come as no surprise. Last summer, as I was preparing to submit the [...]
Chapter 10: Game Development and the Rise of Casual Games
Posted in Book News, indie games, video game marketing, video games, tagged book excerpt, casual games, miyamoto on June 2, 2010 | 1 Comment »
With the official launch of Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap, I am pleased to offer Chapter 10: Game Development and the Rise of Casual Games as a free downloadable chapter. The following is a brief excerpt: Game Development and the Rise of Casual Games In recent years there [...]
Using Facial Recognition to Deliver Customized Advertising
Posted in Industry News, Innovation, Marketing, video game marketing, tagged advertising, facial recognition, privacy, project natal on April 29, 2010 | 3 Comments »
In early February, I posted a brief article about how Microsoft was using Project Natal to respond to the Nintendo Wii and its innovative controller (See Disrupting the Disruptor: Sony and Microsoft Respond to the Wii Remote). The idea of the article was that the technology behind Project Natal could prove far more important in the [...]
PC Gamer Says to Avoid Some Ubisoft Games Due to Restrictive DRM Policy
Posted in drm, Industry News, intellectual property, video game marketing, video games, tagged assassin's creed, ea, electronic arts, pc gamer, ubisoft on April 23, 2010 | 7 Comments »
In the book, we argued against copy protection schemes that restrict the ability of legitimate owners to fully enjoy the games they have purchased. One example is SecuRom, the DRM scheme behind EA’s Spore and Mirror’s Edge. In some cases, gamers have sought out pirated versions of games, not to steal content, but because the [...]
Electronic Arts Attempts to Lure Game Purchasers with Free Bonus Content
Posted in drm, Industry News, intellectual property, ps3, video game marketing, video games, tagged dragon age, ea, electronic arts, gamestop, nintendo, project ten dollar, xbox on April 6, 2010 | 2 Comments »
The last few years have been a challenge for Electronic Arts. According to EA, a big part of the problem is revenue lost from used game sales. Now, EA is trying to recapture that lost revenue through an effort known as “Project Ten Dollar.”
LittleBigPlanet, ModNation Racers, and Sony’s “Play, Create, Share” Initiative
Posted in book examples, Innovation, little big planet, Marketing, media molecule, user generated content, video game marketing, video games, tagged littlebigplanet, modnation racers, sony on March 2, 2010 | 3 Comments »
Media Molecule’s LittleBigPlanet was released in the fall of 2008 as the first title in Sony’s “Play, Create, Share” Initiative, an initiative that places creative control in the hands of users. According to Shuhei Yoshida, Sony senior vice president of product development, LittleBigPlanet was Sony’s best-selling title in 2009, with more than three million copies [...]
Complexity: The Classic Performance Trap
Posted in video game marketing, video games, tagged guitar hero, miracle piano, rhythm games, rock band on February 25, 2010 | 1 Comment »
Back in October, I wrote about the decline of music simulation games in a post titled, Too Much of a Good Thing: Explaining the decline of Guitar Hero and Rock Band. That article generated significant discussion on Wired.com and numerous other websites. One article by Joe Rybicki of Plastic Axe focused on this observation from [...]
How Nintendo Used Societal Marketing to Appeal to Non-Gamers
Posted in Handheld, Innovation, Marketing, mobile games, video game marketing, video games, tagged brain age, brain training, nintendo ds, pokemon, societal marketing on February 16, 2010 | 1 Comment »
Nintendo’s ability to expand the market for video games by reaching out to non-gamers with the Wii is well documented. However, even before the Wii was launched, Nintendo sought to break the mold of what it meant to be a gamer. In the early 1980s the company launched its Famicom (NES) console in Japan with [...]
The Role of Scarcity in Video Game Marketing
Posted in Marketing, video game marketing, video games, tagged demand, paradox of choice, scarcity on February 8, 2010 | Leave a Comment »
A few months ago, I posted an article titled, Too Much of a Good Thing: Explaining the Decline of Guitar Hero and Rock Band which stimulated discussion on various blogs that linked to the article. Some of the issues raised related to complexity, usability, product life cycle issues, etc. But a comment on Plastic Axe [...]

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