『Gaming Business with Fexingo: Studios, Publishers, and Interactive Entertainment Companies』のカバーアート

Gaming Business with Fexingo: Studios, Publishers, and Interactive Entertainment Companies

Gaming Business with Fexingo: Studios, Publishers, and Interactive Entertainment Companies

著者: Fexingo
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Lucas and Luna explore the business of gaming — not the latest releases, but the balance sheets, studio dynamics, and strategic decisions behind them. Each episode picks a company like Electronic Arts, Tencent, or Embracer Group and examines its recent earnings, studio acquisitions, or publishing deals. They talk about why Microsoft bought Activision Blizzard, what the Unity runtime fee means for indie developers, and how Netflix's gaming push fits its streaming strategy. Lucas brings the numbers and market context; Luna tests assumptions and considers the creative tension inside studios. Their conversations avoid hype and focus on real data: revenue per title, subscriber churn for Game Pass, or the profitability of free-to-play models. Listeners get a clear, specific view of how gaming companies actually make money, where the risks are, and what the next moves might be. This show is for people who follow the business press but want a deeper look at an industry where entertainment and technology collide. No hot takes, no previews — just the economics of interactive entertainment, one company at a time. #GamingBusiness #VideoGameIndustry #GameStudios #GamePublishing #InteractiveEntertainment #GameDevelopment #EarningsAnalysis #GamePass #MobileGaming #FreeToPlay #Esports #GameAcquisitions #EmbracerGroup #Tencent #ElectronicArts #Business #FexingoBusiness #BusinessPodcast Keep every episode free: buymeacoffee.com/fexingo© 2026 Fexingo. All rights reserved. 経済学
エピソード
  • How Free-to-Play Games Master the Metagame
    2026/06/08
    Free-to-play games are everywhere, but what separates hits like 'Genshin Impact' and 'Fortnite' from the thousands that fail? Lucas and Luna unpack the hidden design layer known as the metagame: the progression systems, daily quest loops, and social mechanics that convert casual players into long-term spenders. They dissect how miHoYo engineered a two-year content cadence that keeps whales active, how Epic's Battle Pass created FOMO without pay-to-win, and why Supercell kills games that don't hit a 30 percent day-30 retention target. Specific metrics, concrete studio decisions, and one uncomfortable truth about player psychology — all in twelve minutes. #FreeToPlay #Metagame #GenshinImpact #Fortnite #Supercell #miHoYo #EpicGames #BattlePass #PlayerRetention #GameDesign #LiveService #Whales #FOMO #MobileGaming #F2P #Business #FexingoBusiness #BusinessPodcast Keep every episode free: buymeacoffee.com/fexingo
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    10 分
  • How Game Studios Use Player Data to Cut Development Risk
    2026/06/08
    Episode 38 of Gaming Business with Fexingo dives into how studios like Riot Games and Supercell use live player data to shrink development cycles and avoid flops. Lucas and Luna explore the shift from gut-feel design to data-informed iteration, revealing how metrics like session length and retention curves shape everything from character abilities to monetization. They discuss the tension between creative vision and player feedback, and how small studios can apply these techniques without a billion-user base. A concrete look at the business of building what players actually want. #PlayerData #GameDevelopment #RiotGames #Supercell #DataDrivenDesign #IterativeDevelopment #GameMetrics #SessionLength #RetentionCurves #LiveService #Playtesting #GameDesign #Business #Technology #GameStudioEconomics #FexingoBusiness #BusinessPodcast #GamingBusiness Keep every episode free: buymeacoffee.com/fexingo
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    11 分
  • How Game User Research Saves Studios Millions
    2026/06/07
    Lucas and Luna dive into the economics of game user research, exploring how studios like Riot Games and Ubisoft use playtesting data to catch costly design mistakes before launch. They break down the cost of a single usability bug versus a pre-launch fix, and discuss why the biggest studios now run dedicated labs. A specific look at how data-driven iteration is reshaping game development budgets. #GameUserResearch #Playtesting #RiotGames #Ubisoft #GameDevelopment #GamingEconomics #UsabilityTesting #GameDesign #Business #Technology #FexingoBusiness #BusinessPodcast #LiveServiceGames #GameStudio #PlayerMetrics #GameIndustry #CostSaving #DataDrivenDesign Keep every episode free: buymeacoffee.com/fexingo
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    10 分
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