Tags » Digital Distribution

A tale of Steam, Australian gaming consumers, and a disillusioned girl

eJust when I thought I would have a blissful week, free to garrulously wax lyrical about another video game of yore, or rather, my idolatry of particular titles, Valve have stolen the wind out of my sails, and are using it to fart back in my face. 1,094 more words

Gaming

YouTube com novas regras!

A partir do passado dia 14/02, o YouTube tem novas regras em relação às etiquetas colocadas nos vídeos e que sejam consideradas como não relacionadas ou enganadoras. 170 more words

News

How Valve Saved Steam From Its Crisis of Confidence

Valve created Steam Greenlight as a way for developers to present their product to the world in the easiest way possible. Indie (independent) developers, with usually low budgets, would pay a $100 “hosting” fee and then can share screenshots, videos, and snippets of their game for people to vote on. 707 more words

Video Games

RE: The Death of Advertising

What do companies do when their primary revenue stream, advertising, is interrupted by users’ desire to use adblocking software?
Are we unintentionally bringing about the end of a free internet and if we are, what other revenue streams are likely to replace traditional ads? 753 more words

Marketing

Diversity and Digital Distribution

[Originally published May 5, 2016]

Both movies and video games are in the throes of a battle over diversity. In a wash of white everymen, minority protagonists struggle to find a voice. 914 more words

Game Crit

My Music Distribution Dilemma

I am almost done with my album. One more track to record and some finishing touches and the sound engineer can do what he does best and get the tracks mastered. 342 more words

Ghana

Disabusing digital distribution delusions: the industry's digital holy grail myth

October 2005

Digital distribution has long promised but consistently failed to revolutionise the traditional computer and video games supply and value chains. The disintermediation of retailers, distributors and even publishers which promised to allow content developers to sell directly to consumers was always seen as the inevitable consequence of the internet revolution. 609 more words

Games