Friday, April 18, 2008

Gamevil of mobile games



Gamevil established in 2000, as a company that has been through all of the phases of the Korean market. In around about 2002 there were a lot of popular brands from other entertainment industries swamping the market, but since then publishers have began to move away from that. because they, in conjunction with deck placement, were the major way which consumers made their initial purchase of mobile games. However repeat purchases tended to be powered by "external discoveries", rather than just downloads on deck .Gamers discovered new titles through searching online and word of mouth, where brands were not helpful and so original titles were able to thrive. An example of the power of marketing mobile games using other methods than simply relying on deck placement. Gamevil had used, and the "Nom" that they ran at schools: videos of which were uploaded to YouTube.



entry 06
20700401 Oh Baul

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