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4 Years, 300 Games: What We#039; ve Learned About Free - 2 - Play | Emily GREER
Kongregate launched virtual goods in 2008 with a firm belief that free to play games were the future and almost no understanding of how they worked. After four years in the trenches we#039; ve seen all kinds of successes and failures by developers big and small, and this talk will delve into stats, stories, and surprising factoids. What genres of games monetize best? Which works better, synchronous or asynchronous multiplayer? How do spending and retention differ by player demographics? What payment methods
