GDC 2014: Mobile Models

by Jon on March 20, 2014

This is my presentation from GDC on Mobile Models for games: how to think about customer acquisition as R&D, how to think about your real customer lifetime value (LTV) — and a lot of data to help you understand costs and trends (especially the problem with depending on a paid-install model):

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Thank you for reading this article. Please follow me on Twitter to hear more from me on innovation, games and entrepreneurship. If you'd like to learn how games can transform your business, also check out my book, Game On: Energize Your Business with Social Media Games.

Is gaming always a hit-driven business?

by Jon on February 25, 2014

I often hear gaming described as a “hit-driven business,” and it certainly can be–but it is also a gross generalization. I just did another post over on medium.com discussing how sometimes Gaming is Not a Hit Driven Business. Enjoy.

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Thank you for reading this article. Please follow me on Twitter to hear more from me on innovation, games and entrepreneurship. If you'd like to learn how games can transform your business, also check out my book, Game On: Energize Your Business with Social Media Games.

Building a Better Game Company

February 11, 2014

I just wrote my first article on medium.com: The Future of Games and How to Stop It. I really like the visual aesthetic on Medium, as well as its social integration. Maybe I’ll post more on Medium in the future. Let me know what you think!

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The problem with LTV-CPI

February 6, 2014

(I originally posted this on the Disruptor Beam company blog but thought it would make sense to locate here. I don’t think my views have changed a lot since I made this post a few months back–but I do want to clarify that I’m not actually against paid customer acquisition–simply that one must do so [...]

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Biography of Jon Radoff (so far)

June 20, 2013

Nicholas Yanes at Gamesauce did a nice write up of some of my career highlights so far. It’s a bit amazing to me to look back at the couple decades I’ve been working in technology and software (or more, if you want to include the high school years he mentions! Here’s a link [...]

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Game of Thrones Ascent: Open Beta

February 21, 2013

So, here’s why I’ve been quiet for months. Been heads-down with an amazing team of writers, designers, engineers and artists working on Game of Thrones Ascent. This video tells the story of how we’ve attempted to take the Facebook gaming market in a new direction:

What do you think, is Facebook members are ready [...]

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Media Gamification: Game of Thrones

June 22, 2012

A brief video excerpt from me at Gamification Summit, talking about our approach to story and authenticity in Game of Thrones Ascent:

‘Game of Thrones Ascent’: The ‘Antisocial’ Social Game from on FORA.tv

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Story & Narrative in Gamified Experiences

June 21, 2012

Today I spoke at Gamification Summit about how important story and narrative are to what we call games. Most of the attendees were learning how to adapt the power of games as behavior-changers to their businesses; my goal here was to explain how entertainment brands (like Game of Thrones) are using the power and [...]

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Interview with VentureBeat

May 23, 2012

VentureBeat has just published an interview with me regarding our plans for Game of Thrones Ascent. If your hungry for a few more details, or interested in a bit of the business story about how this came to be check out this great article by Rob LeFebvre.

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Game of Thrones Ascent

May 21, 2012

Today is a big day at Disruptor Beam. We’re announcing that we’ve obtained the license from George R.R. Martin and HBO to produce a social game based on Game of Thrones.

When I started Disruptor Beam I had the vision of creating games that would use the social qualities of Web and mobile based environments to [...]

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