5 reasons to enter Russian market

Thursday, October 25th

À Room 1 Publishing By: Elena Egorova, Mail.ru Group

Russian market may seem challenging and risky for games marketers. However its potential is huge: after all, it’s Europe’s largest market in terms of app installs. With the right knowledge and approach your game will find millions of dedicated players, and we in Mail.ru, biggest Russian IT holding, are glad to share all the data […]

Future of Casual Music Game Publishing: Trends, Struggles & Hacks

Friday, October 26th

À Room 1 Categories: Publishing By: Vera Rabkina, Gismart

Description: Music Gaming industry has gradually moved from niche products to a large market, appealing to huge audiences. We will trace the trends of casual gaming in general and music gaming in particular, focus on the most promising tendencies that are awaiting us in the next 5 years as well as share some hacks on how […]

How to crack down The Great Wall of China

Thursday, October 25th

À Room 1 Categories: Publishing By: Cvetan Rusimov, Imperia Online

Description: Two years in a row, as Jury of IMGA China Awards, Cvetan played and analysed more than 300 of the top Chinese games. He founded that developers from both sides of the ocean, could learn from each other, but first they have to go deeper in the culture and psychology of the other side. […]

How to Find and Work with a Publisher

Wednesday, October 24th

À Room 1 Categories: Publishing By: Christina Seelye, Maximum Games

This presentation will include steps for finding a publisher, what to look for or avoid, and how to maximize a publisher relationship.

How to launch your mobile game

Thursday, October 25th

À Room 1 Categories: Publishing By: Elliot Hollander, Plarium

Description: thousands of apps are launched every year on the App Store and Play Store, but only very few mobile games are still promoted a year down the road. Millions of dollars are spent to reach a global audience, often on a flawed product. How can you avoid spending time and money on a flawed product […]

How to target a niche audience: short and long term strategies

Wednesday, October 24th

À Room 1 Categories: Publishing By: Marco Minoli, Slitherine LTD

In December 2017, in one month only, Steam published more than 800 games. How can you promote your new game hoping to be seen by gamers on a so crowded online platform? Marco Minoli, Marketing Director for Slitherine LTD, explains our strategy to approach Steam and other digital shops and give greater visibility to our […]

Make your way to the Korean market

Thursday, October 25th

À Room 1 Categories: Publishing By: Sean Lim, Kunlun Korea

What are the core factors for successful Kroean game maket entry – as a publisher or as a developer through partnership with Korean game market players ? The core success and considered factors are presented for overseas game developers or publishers considering Korean market entry as a publisher or publishing partnership with Korean publisher as […]

MENA Rising

Thursday, October 25th

À Room 1 Categories: Publishing By: Eyad AlBasheer, Tamatem Inc.

When you think of publishing a game in a foreign market, the MENA region may not be one of the more obvious options available to you. However, the Arab region is quickly becoming a big mover in the global market for mobile game developers. In recent years, the market has seen a huge amount of […]

Mobile Game Launch Failed: What Now?

Wednesday, October 24th

À Room 1 Categories: Publishing By: Samir El Agili, Tilting Point

In today’s mobile industry, 99% of game launches fail. Most developers will not dwell on their failures and move on to the next project, although there are alternative routes for a disappointing launch. Join Samir El Agili, President of Tilting Point, in his talk about the ways around a failed F2P launch through levers of […]

Player support: the first step in boosting player retention / User Acquisition Math: 101

Thursday, October 25th

À Room 1 Categories: Publishing By: Cvetan Rusimov, Imperia Online Stefan Abadzhiev, TELUS International

Description: attracting and retaining players: two sides of the same coin? Would the right blend of customer support consist of language proficiency, passionate gamers and customer service? The games industry is undergoing dramatic change as customer service becomes another battlefield for winning over players. And here comes the outsourcing advantage! Audience: Games companies Publishers Distributors Developers

Riding the explosive mobile growth in India

Thursday, October 25th

À Room 1 Categories: Publishing By: Scott Prather, JetSynthesys

India continues to explode with mobile usage. The chart-leading region sees 500M+ downloads every month and shows no sign in slowing.Players in India are hungry for gaming content and continue to dominate the download charts, but many developers need assistance learning about how to turn a download into a profitable opportunity in India. This session […]

Successfully Publish Premium Mobile Games in 2018

Wednesday, October 24th

À Room 1 Categories: Publishing By: Arthur Dosne, Asmodee Xavier Liard, Playdigious

Premium (Paid) games are hard to publish on mobile today and account for less that 1% of the market. However with the increasing difficulty to sell indie games on Steam and Switch, the mobile platform should not be underestimated especially for certains game categories. The goal of this presentation would be to illustrate how we […]

The Funding Mix – from crowd to public moneys

Wednesday, October 24th

À Room 1 Categories: Publishing By: Michael Liebe, Kickstarter / Booster Space Miryam Houali, Accidental Queens Thomas Bidaux, ICO Partners

Funding is one of the biggest challenges for game developers. I want to present some sources of funding, how they can be mixed and how crowdfunding (Kickstarter) can be a part of the funding puzzle. In a nutshell it is about smart combinations of different sources based on the stage of development.

The Rise of the Adult gaming Market

Wednesday, October 24th

À Room 1 Categories: Publishing By: Jeff Tremblay, Nutaku

Description: Developers are struggling to generate revenues from the traditional distribution channels. Emerging for the last few years is an untapped market addressing the Adult market. By “adultifying” great games who lacked exposure and sales, we provide the Developer with an extended game life as well as additional revenues. The Adult gaming market addresses all […]

The Three Pillars of Free-to-Play Monetization

Wednesday, October 24th

À Room 1 Categories: Monetization By: Antubel Moreda, Flaregames

“After marketing support, expertise on monetization is the most sought-after service that mobile game developers expect from a publishing partner like Flaregames. Developers want to know the key issues when evaluating a game’s monetization, and for this we often fall back on the Three Pillars of Monetization: our model which examines the critical factors underlying […]