InternationalizationofSmallMobile GameDevelopers:TheObstaclesand ToolsforOvercomingThem NikoSaxlund Bachelor’sThesis November2016 Business DegreeProgrammeinInternationalBusiness Description Author(s) Saxlund,Niko Typeofpublication Date Bachelor’sthesis November2016 Languageofpublication: English Numberofpages 47 Permissionforwebpublication:x Titleofpublication InternationalizationofSmallMobileGameDevelopers:TheObstaclesandToolsforOvercoming Them DegreeProgramme InternationalBusiness Supervisor(s) SaukkonenJuha Assignedby Abstract Theobjectiveofthisstudywastofindoutwhattypeofobstaclessmallmobilegamedevelopersencounterduringtheirprocessofinternationalizationandthendeterminewhich toolsshouldbeutilizedtoovercomethoseobstacles.Mainsubjectsofthisstudy,thesmall mobilegamedevelopers,caneitherbethoughtofasindividualsorsmallcompanies. Commonwithbothofthemistheirneedtointernationalizewhichismoreofanormthan anoptioninmobilegameindustrynowadays. Thisstudywasconductedasaqualitativeresearchandtheapproachchosentosupportit, wasphenomenologicalapproach.Thetheoreticalsectionofthisstudycoversthesmall mobilegamedevelopers’experiencesofinternationalization.Additionally,itportraysaset ofgenericmarketingtools,conceptsandearlierresearchconducted.Primarydatasection handlestheresultscollectedthroughsemi-structuredthemeinterviewswithfourparticipantsstronglyconnectedtomobilegameindustry.Thepurposeoftheinterviewswasto gathertogetheramoreexplicitunderstandingofsmallmobilegamedevelopers’experiencesandknowledgeofinternationalization.Theinterviewswereanalyzedbycontent analysis. Thisstudyenabledtheobstaclesidentifiedintheinterviewstobeallocatedintofive groupswithdistinctcontents.Theparticipantsofferedseveraldifferenttoolsforovercomingtheseobstacles. Themainconclusionwasthattherearedifferencesbetweenthegamedevelopers.This affectstheirviewsoftheobstaclesaswellastheirdecisionsofchoosingwhichtoolsare suitableforovercomingtheobstacles. Keywords/tags(subjects) Mobilegaming,internationalization,marketing,gamingbusiness,gamedeveloper(s),obstaclesinmobilegamemarketing,toolsformobilegamemarketing Miscellaneous Kuvailulehti Tekijä(t) Saxlund,Niko Julkaisunlaji Päivämäärä Opinnäytetyö,AMK Marraskuu2016 Sivumäärä Julkaisunkieli 47 Englanti Verkkojulkaisulupa myönnetty:x Työnnimi Pientenmobiilipelikehittäjienkansainvälistyminen:Esteetjatyökalutniidenylitsepääsemiseen Tutkinto-ohjelma Internationalbusiness Työnohjaaja(t) JuhaSaukkonen Toimeksiantaja(t) Tiivistelmä Tämäntutkielmantavoiteolisaadaselvilleminkälaisiaesteitäpienetmobiilipelikehittäjät kohtaavatkansainvälistymisprosessinsaaikanasekämäärittääminkälaisiatyökalujakyseistenesteidenylitsepääsemiseenonkäytettävissä.Tutkielmanpääkohteenaolleetpienet mobiilipelikehittäjätvoidaankäsittääjokoyksilöinätaipieninäyrityksinä.Yhteistämolemmilleoliheidäntarpeensakansainvälistyä,jokaontämänpäivänmobiilipeliteollisuudessa lähesvälttämätöntä. Tämätutkielmasuoritettiinlaadullisenatutkimuksena,jonkatueksivalittulähestymistapa olifenomenologinenlähestyminen.Tutkielmanteoriakäsitteleepientenmobiilipelikehittäjienkokemuksiakansainvälistymisestä,sekäesitteleeyleisiämarkkinointityökaluja,konseptejajaaiempaatutkimusmateriaaliaaiheesta.Tutkimusaineistokoostuuneljästäteemahaastattelusta.Haastateltavillaolivahvayhteysmobiilipeliteollisuuteen.Haastatteluidentarkoitusolikartuttaatäsmällisempiymmärryspientenmobiilipelikehittäjienkokemuksistajatietämyksistäkansainvälistymistäkohtaan.Haastattelutanalysoitiinsisällönanalyysillä. Haastatteluistahavaitutesteetvoitiintämäntutkimuksenavullajakaaviiteensisällöllisesti erilaiseenryhmään.Haastateltavattarjosivatesteidenylitsepääsemiseenuseitaerityökaluja. Johtopäätöksenätodettakoon,ettäpelikehittäjienväliseterotvaikuttavatheidännäkemyksiinsäkansainvälistymisenesteistäsekävalintoihintyökalujenjaesteidenyhteensopivuudensuhteen. Avainsanat(asiasanat) Mobiilipeli(t),Pelinkehittäjä(t),kansainvälistyminen,markkinointi,esteetkansainvälistymisessä,työkalutkansainvälistymiseen,mobiilipeliteollisuus. Muuttiedot Contents 1 Introduction....................................................................................................1 2 TheoryandKnowledgeBase...........................................................................2 2.1 ObstaclesinEnteringtheMobileGameMarkets.......................................3 2.2 ToolsforOvercomingtheObstaclesinMarketEntry................................8 2.2.1 TheMarketingTools..............................................................................8 2.2.2 ToolsforMobileGameBusiness..........................................................13 3 ResearchApproach,MethodandImplementation.........................................18 3.1 ResearchMethod.....................................................................................18 3.2 ResearchApproach,DataAnalysisMethodandTheirJustification.........18 3.3 PracticalImplementationoftheResearch...............................................19 3.3.1 DataCollection.....................................................................................19 3.3.2 InterviewsastheSourceforPrimaryData..........................................21 3.3.3 EthicsofThisResearch........................................................................25 4 Results...........................................................................................................25 4.1 InformationontheInterviewees..............................................................25 4.2 TheObstaclesof,andtheToolsfor,Internationalization........................26 5 Discussion......................................................................................................33 5.1 Conclusion................................................................................................33 5.2 QualityAssessment..................................................................................36 5.3 FurtherResearchPossibilities...................................................................37 References............................................................................................................38 Appendices...........................................................................................................43 1 1 Introduction Theideaandmeaningofthisthesisistodiveintotheworldofmarketingaround mobilegaming.Whatismarketingactuallyandisitanydifferentinmobilegaming thananywhereelse? AccordingtoMcKenna“Marketingiseverything”(McKenna,1991).WhatMcKenna meantwiththatphrasewas,inshort,thateverythingonedoesandeveryactionvisibletotheoutsideaffectsthebusinessandthereforeactsasmeansofmarketing. Whetheritisthegeneralwayofgreetingpeople,answeringanemailortheoverall appearanceinpublic,itallhasaneffectonhowotherpeopleseeandformopinions ofthecompany,itsrepresentativesanditsproducts.(McKenna,1991.) Now,Agrawal(2016)arguesthatmarketingandespeciallythemarketingmethods themselveshavechangedtremendouslyovertheyears,however,healsomentions thatthebasicideaofbringingyourselfforwardandcreatinganimageofyourself hasn’t.Thesamevaluesstillexisttodate(Agrawal,2016),andthatispartlywhatthis thesisisabouttoshow. Sowhatisitthatissospecialaboutmobilegamesandtheirmarketing?Comparedto conventionalvideogamesmadeforPCorconsoles,thefirstdifferenceisusually seeninthegameitself.Mobilegames,asthegenrecalls,aremobile,meantfor smartphonesandtablets,deviceswhichareusuallynotmeantforgamingentirely andmaynotevenhavethecapacitytodoso.Thegamesthemselvesaresmallerin sizeandinprice,whichisthefirstbigchange.Thereisahugedifferencewhethera 0,95€mobilegameisdownloadedafewhundredtimescomparedtoa20€to30€PC orconsolegamehavingasmanydownloads.Theseconddifferencecomeswiththe audience.PCorconsolegamersaremorelikelytobeactivelylookingforanewgame toplay,whereasmobilegamersarenot.Thegamesneedtobebroughttothem. However,thethresholdforthemtopickupandtryoutagameismuchlower. (Chamrad,2016.) Thelastfactorwhichhasanimpactontheresultofthisthesisisdiscoveringwhatis differentingoingforinternationalmarketsinsteadofdomesticmarkets.Goingfor theinternationalmarketsbringsinabunchofnewbarriersandchallenges.Notonly 2 doesonehavetobeconcernedaboutthelanguageofanothercountrybutalsothe factthateverycountryandcontinenthasitsownculturewhichhasacertaineffect onthegame.(Gendrot,8leantipsfortakingyourmobilegameinternational) ToapproachthesubjectofmarketingI’mtakingtheperspectiveofsmallsizedmobilegamedevelopersormobilegamingcompanieswhomaynothavethesame enormousmarketingbudgetssomeofthebiggercorporationsdo.Thiswillshowhow itisforthemtotryandengagetheinternationalgamingmarkets,howtheymanage itandiftheydo,howdotheymaintaintheirposition.Inotherwords,tobeputinto researchquestions,theylookasfollows: 1. Whatsortofobstaclesdosmallmobilegamedevelopersrunintowhengoingfor theinternationalgamingmarkets? 2. Whattypeoftoolscouldasmallmobilegamedeveloperutilizewhileengaging internationalgamingmarkets? WiththehelpoftheseresearchquestionsI’mgoingtotacklethecoreproblemsand obstaclesonemightencounterwhengoingfortheinternationalgamingmarkets.At thesametime,I’mgoingtoworktowardsthesolutionsandtoolswhichhavealready beenofhelptosomeandcouldhelptherest,aswellasthetoolsnomobilegame developerhasyettried.Allinall,itisimperativethatsomeonelookintotheseproblemsandbringtolightthequirksandtricksbehindthebusinessofmobilegaming andmarketing. 2 TheoryandKnowledgeBase Thischapterisaboutthedifferentobstaclesasmallmobilegamedevelopermight encounterontheirjourneytowardstheinternationalgamingmarkets,andthetools knowntobehelpfulwhenmarketingthistypeofbusiness.Boththeobstaclesand toolsvaryextensivelydependingondifferentfactors,suchaslocation,thetypeof thegame,people,cultureetc.Therearetheobstaclescommontoeverymobile gamedeveloper,andthentherearetheonesadevelopergoingfortheinternational marketshastoface.Samegoesforthetoolsthathelp.Themorecommontools 3 couldbeappliedtomanytypesofbusinesses,whilethemorespecializedtoolsare involvedmoredirectlywithmobilegamebusinessitself. Internationalityinmobilegamebusinessisnotanythingextremeorspecialnowadays.It’ssomethingonehastogoforifonewantstobesuccessfulintoday’smo- bilegamebusiness.However,thesizeoftheglobalmobilegamemarketis$36.9billioninvalue(Newzoo,2016),whichmeansitisnotaneasytasktofindone’sown nicheinamarketthatvast.Manyoftodaysmobilegamesarebornglobal,andbeing inthemobileappmarketsofmanydifferentcountriesmayseemobvious,butit doesn’tcomethateasy.Therearevariousobstaclestoovercomeandacolossal amountofworktobedone. 2.1 ObstaclesinEnteringtheMobileGameMarkets Asstatedabove,theobstaclesamobilegamedeveloperencounterstryingtomarket theirgame,aremany.Therearethemorecommonobstaclesthatconcernevery developer,andthentheonesconcerningthedeveloperstryingtogoglobal.Going globalismoreanormthanamerepossibilitynowadays.Thesemorecommonobstaclesstartoutwithonewhichmightbeevenalittletooobvious. TheGameItself Makeagoodgame(Chamrad,2016).Easiersaidthandone,perhaps.Makingagood gamedoesn’tmeanitshouldbemadeaccordingtowhatpeople’stastesareingaming.Thegameitselfcouldbeanygenre,reallyanytypeofgame.Inotherwords,it doesn’thavetopleaseeveryone.SomepeoplemayloveCandyCrushandhateClash ofClansortheotherwayaround.Makingagoodgamehasadeepermeaningtoit. Thegamehastoworkandithastohavethecoremechanicsinorder,sothatitis playable(Chamrad,2016).Dependingonwhatgenreoneisgoingfor,oneoftheobstaclesinmakingagoodgameisdoingtheresearchonthe“must-haves”whichappearinthegamesofaparticulargenre.Thetrickythingistodifferentiatebetween the“must-haves”andthefactorswhichwouldmakethegamethesameaseveryone else’s.(Luke,2015.) FirstImpressions 4 Rightbehindmakingagoodgamefollowsthefirstimpression.Everybodyknowsit existsbutmostdon’tknowjusthowbiganobstacleitis.AccordingtoPitts(2013), whenmeetingsomeonenewyouhavesevensecondstomakeafirstimpression. Withmobilegamesitismostlikelylongerthansevenseconds,sinceduringthatsevensecondsonemightnotgetfartherthanthefirstloadingscreen.Worldgame01 statesthatthetimeonehastoimpressagamerwithamobilegameis“30seconds orless”(Worldgame01,2016).Thiscouldverywellbetruesinceittakesthosefew extrasecondstoactuallygetintothegame.Oneoftoday'sbiggesthitshasmadea lotofcontroversialfirstimpressions.TrainerTipschannelonYouTubeshareshisfirst impressionsofPokemonGo,anditisclearthatheismorethanhappywithhowthe gameansweredhisexpectationsbasedonwhathadbeenleakedbeforehand(TrainerTips,2016).OtherYouTubechannelSacredshareshisfirstimpressionofdisappointment.HisfirstimpressionwasruinedbyabuggyuserinterfaceandthegenerallyslowandinconsistentperformanceofthePokemonGo.(Sacred,2016.)Ascanbe inferred,thegamers’personalexpectationsandcommitmenttothegamehavea significantimpactontheirfirstimpressions. Discoverability Togiveafirstimpressiontoagamer,saidgamerhastohavetheproductontheir hands.Therefore,thenextobstacleofamobilegameisvisibilityanddiscoverability. Withdiscoverabilitycomesgreatvisibility.Improvingthediscoverabilityofamobile gameiseasierforgiganticmobilegamecorporationswithenormousmarketing budgetsandtheirownmarketingcrew.TheCodeFuelStaff,however,pointsoutthat forasmalltimemobilegamedeveloper,thosetypesofresourcesarenowheretobe found,andasaconsequencethisobstaclemightstarttoseembiggerandbigger. DiscoverabilityissomethingBhatti(2013)saysisexperiencedasoneofthebiggest obstaclesinmarketingamobilegame.Thelargermobilegamecorporationsare crushingthecompetition.Thisiswhereovercomingthebefore-mentioned“makinga goodgame”obstaclemightnotmattersomuchafterall.Alotofgoodgamesarenot found,whereasthesuccessfulonesare(Hagler,2013;Venturepact,2015). Competition 5 Competitionisthenextobstacle.Thesizeoftheglobalmobilegamemarketishumongous,whichmeansthereisalsoagreatdealofcompetition.Themobilegame marketsareflooded,providinggamesforeverypossiblegamerandaudience.The challengeistostandoutinacrowdofthousandsofgamesjustalike.(Julkunen, 2016.)Julkunen(2016)claimsitdoesn’treallymatterhowmucheffortisputinto makingagamedifferentthanthecompetition;there’salwaysgoingtobesomeone tryingtowintheheartsoftheexactsameaudience.Thisobstacleissuchagreat challengepartlybecauseofthesheeramountofmoneyandhoursathoroughresearchofthecompetitiontakes.Moneyandtimearetwothingsmostmobilegame developerslack(CodeFuelStaff,2014).Anothersideofthisobstacle,thecompetition,istheaudience–thegamersthemselves. TheGamersThemselves Mobilegamersarespecialinthattheyhaveashorterattentionspanthanmanyothergamersandthattheyarealwaysonthelookoutforanewtypeofgametofeed theiraddiction(Sukhyani,2015).Acquiringknowledgeofthegamersisequallyimportantasitisofthecompetitors,only,timeandmoneyandpossiblyeventheexpertisetorunsuchresearchmightbehardtocomebyamongmanymobilegame developers(CodeFuelStaff,2014).Seufert(2015)statesthatthosetypesofresourcesareofeasyaccesstobigmobilegamecorporations,whereasaccessingthem asasmallmobilegamedeveloperrequiresinnovation. Trends Again,anobstaclewhichrequirestimeandresources,mostlyjusttime.Amarketing teamnamedSubsplashputsitperfectly:“Don’tgetcomfortable”.Itmightfeeluncomfortableandtimeconsumingtostayup-to-datewiththelatesttrends(Subsplash,2015),butthisisanobstaclethatisimportanttoovercome.Thereisalmost nothingworsethantokeepthinkingthegameisup-totrends,whenthosetrendsare infactfromayearback,orintheworstcasefromadifferentdecade(Subsplash, 2015).Stayingontopofcurrentlyprevalenttrendsissomethingeverymobilegame developershoulddo. MetricsandAnalytics 6 Manydevelopersaremetwithanotherobstacle,whichismonitoringthegame.Metricsaresomethingthathelptracktheperformanceofdifferentvariables(Phillips, 2008).AccordingtoHan,inmobilegamebusinesstheycanprovideinformationfor exampleon“firstpurchasetrigger,tutorialcompletionpercentageoraverageplay session”(Han,2013).Thisgoesunderthesamecategoryastheothertimeconsumingobstacles.Bothmonitoringthegameandthemetricsitcreatestaketime.Monitoringandanalyzingtheresultsmayseemoverwhelming.(CodeFuelstaff,2014). Therearetonsofdifferentmetricstobefollowed,andchoosingtherightonesisn’t easy.Everyonehastheirownmethodofchoosingthemetricsmostsuitableforthem andtheirmobilegame.(Morrison,2013).Thesemethodsandpeople’sopinionson themosteffectiveonesvary.AccordingtoWilliams,thechallengeistoaccurately determinewhatitisonewantstofollowandkeeprecordof(Williams,2013).Anotherdeveloper'sexperienceisthatbeforefacingthechallengeoffindingtherightmetrics,onemightfacesomethingeverydeveloperknows,thatis,limitedmonetaryresources.Han(2013)ispositivethatthiswilldrivedeveloperstowardsinnovationand selfgeneratedmetrics. Localization Figure1.MobileGameLocalization.Source:Oneskyapp Nowadays,thisisprobablyoneofthebiggestobstaclesamobilegamedeveloper mightface.Localizationisathemewhichisquiteoftenoverlookedandmissed.This isduetonotunderstandingthetruevalueandmeaningofit.Lackofalocalization 7 strategycouldcutthejourneytowardsglobalsuccessveryshort.(Chan,2014.)What couldbeeasywiththisobstaclebutmanytimesbecomesdifficultandcostly,isstartingearly.Delayingthelocalizationprocessuntiltheverylaststageofmobilegame developmentandmarketingisanexpensivemistaketomake.Startingthelocalizationearlyon,alreadyatthebeginningofthedevelopmentofamobilegame,might feellikeanotherunneededpieceofapuzzle,butitcouldactuallybethethingthat savesthebusinessfromwastingresourcesandtakesthemtosuccess.(Chan,2014; Anja,2016.)Itstartsallthewaybackwithcoding.Includinglocalizationintothecodingofthegameisoneofthefirststepsinwinninglocalization.Theimportantfactor incodingistonotmakeitaninvincibleobstacle.(Anja,2016;Yip,2015.) Thenextpartoflocalization,translation,canbeaccessedthroughcoding.GreenbaumKasson(2013)predicatesthatwhilemanymobilegamedevelopersthinklocalizationisbasicallyjusttranslatingthecontentsoftheirgameintothetargetlanguage,itisnot.Translationofthemobilegamewillhaveamonumentaleffecton howitisperceivedbytheaudience(Anja,2016).Onechallengeingettinghelpfor translationisdeterminingwheretogetit.Professionalsprovidequalityservicebutit canbeexpensive.Onthecheaperendofthings,thereisnowadaysthepossibilityof crowdsourcing,providedbyfellowgamersanddevelopers.(CrowdinBlog,Overcomingthechallengesofmobilegamelocalization.)Inthecaseofcrowdsourcing,atime limitcannotreallybesetasthepeoplearevolunteers,anditcanrequiresomeextra efforttotryandmotivatethemintotranslatingthecontents.(CrowdinBlog,Overcomingthechallengesofmobilegamelocalization.)Managingthetimelinecanturn outtobequiteachallengeinthecaseofcrowdsourcing,mostlybecauseitisdifficult totellhowfastanon-professionalcantranslatethetext.Aprofessionaltranslates approximatelyatarateof2000wordsperday(Yip,2014;McKay,2011.) Conductingdiligentresearchofthetargetmarketsandtheaudiencedoesnotmean justfindingthetranslatorsandthelanguagesinwhichtotranslate,itshouldalso concerngainingdeeperknowledgeoftheculture,habitsandlifestyleofthelocal people.(GreenbaumKasson,2013;Anja,2016;Chan,2014.)Thisculturalizationisan importantpartoflocalization,oneofthefactorsChan(2014)mentionsisnotnecessarilyevenunderstoodaspartoflocalization.Ascanbeseeninthepictureabove, languagetranslationisonlythetipoftheiceberg,andtherestofthelocalization 8 processliesbeneaththesurface(Chan,2014).Thelastimportantobstacletoover- comeislocalizingthemonetizationstrategy.Peopleindifferentcountriesaroundthe worldhaveunequalincomelevelsanddistincthabitsofhandlingcurrency(Chan, 2014). 2.2 ToolsforOvercomingtheObstaclesinMarketEntry Thechapteraboveshowsthedifferentobstaclesmanysmallmobilegamedevelopersface.Thischapterisaboutthetoolswhichcouldbeusedwhenencountering mentionedobstacles.Thesetoolsvaryfromoneendtoanother.Theyrangefromthe moregeneraltoolsutilizedinanytypeofmarketing,totheonesmorespecificto mobilegamemarketingandtheimmediateworldaroundit. 2.2.1 TheMarketingTools Marketingtoolsprovidedinthischapterareinstrumentswhichhelpcreateabroader pictureofwhatabusinessanditsproductsactuallyare.AccordingtoVierula(2009, 31)marketingisthesinglebiggestfactorincreatingsuccess.Hecontinuesthatmarketingisn’tonlythejobofsalesandmarketingunitbutajointoperationoftheentire company(Vierula,2009,32).Vuokko(2003,151)specifiesthattheobjectiveofmarketingdetermineswhichtoolsshouldbeused.Selectingthesemarketingtoolscould beconductedbystudyingandmonitoringthebusinessandtheproductitself.Some ofthesetoolsarepresentedbelow.Usingthesetoolsmakesiteasiertomarketthe productastheyrendercrucialdata,suchastheuniquesellingpropositionsofthe product,asWigmore(2013)namesthem,andthesurroundingbusiness.Thesetools arepresentalmostnowhereinthemobilegamebusiness.Althoughtheymightnot beusualtools,theycouldbeofgreathelpinmarketingamobilegame. BusinessModelCanvas Asetofmarketingtoolstousewhenheadingtowardsthegamingmarketsincludesa fewtoolslinkedtoeachother.Agoodstartingpointcouldbethe“BusinessModel Canvas”.AccordingtoMartin(2015),theBMCisabasictooltodiscoverwhata businessconsistsof.Itisawaytofindoutwhatarethekeyfactorsaffectingthe businessandwhatisthevalueitbringstotheendcustomer(Martin,2015). TheBMCisbuiltupbyanalyzingninedifferentsegmentsofthebusiness(Martin, 9 2015).Notallofthesemightbethatcrucialforamobilegamecompanybutitcertainlyisausefultoolforanycompany. Figure2.BusinessModelCanvas.Source:Wordpress-innovatively.rhcloud.com Firstoff,thecustomersegments.Itisimportanttoknowwhoexactlytheproductis aimedtopleaseandtoprioritizethedifferentcustomersegments,sothatitiseasier tomakesuretheyareprovidedwiththerighttypeofcontent(Martin,2015;Cowan, 2013).AccordingtoVuokko(2003,142)targetingthecorrectsegmentsprovidesthe productthebestopportunity. Nextupisthevalueproposition.Thevalueproposition,asCowan(2013)explains, concernsthethingswhichbringvaluetotheproductintheeyesoftheconsumer.It couldbethebrilliantuserinterface,anewtypeofgameengineorsimplythesimplicityofagame.Thesefactorsthatmakeagamedifferentandinterestingarecalledthe uniquesellingpropositions(EntrepreneurStaff,UniqueSellingProposition(USP)). Thecustomerrelationshipssectioninthecanvasisreservedforexplainingtheways ofpreservingtherelationshiptothecustomers(Cowan,2013).Itcouldbeachieved throughadditionalpaidservicesinsidethegame,monthlypaymentsorbyblogging sothatthegamerswillvisittheblogregularlytogetmoreinformationonthegame. Martin(2015)saysthatthemarketingchannelsarearoutethroughwhichonecan markettheirproductandreachthecustomers.Thesechannelscouldbesocialmedia,websites,blogging,in-gamemarketingorevenadvertisingatsomepoint. 10 Thekeypartners,activitiesandresourcesshouldbestronglyconnectedtoeachoth- er.Thekeyresourcesshowwhatisavailableforusetoachievetheend-result.(Martin.2015.)Thiscouldbeone’sownoffice,equity,gamedesignersetc.Thekeyactivitiesshouldthenreflecttheresources.Forexample,gamedesignersasaresource equalscodinganddesigning,ownofficeequalsdomesticproduct.(Cowan,2013.) Thekeypartnerssectionshowswhichactivitiesarebetterleftforsomeoneelseto do,bettertooutsource(Cowan,2013).Partnerscouldbeusedforcreatingmarketing material,suchastrailers,ortocross-promoteagameinotherdeveloper’sgames. Coststructureshowswherethemoneyisgoinginrunningthebusiness.Wages/salaries,marketingcostsorlegalmattersareafewofthemultiplepossibilitiesthe costscouldconsistof.Revenuestreams,inturn,showwheretherevenueisgeneratedfrom.Apppurchases,monthlyfees,advertisingspaceorin-gamepurchasescould besomeofdifferentfactors generatingmoneytosupport thebusiness.(Cowan,2013; Martin,2015.) EmpathyMap Empathymapisatoolwhich supportsalltheothertoolsby bringingintheperspectiveof thepotentialcustomer.This Figure3.Empathymap.Source:Solutionsiq.com perspectiveiscreatedbysixdifferentfactors.(Bland,2016;Cao,ThePracticalGuide toEmpathyMaps:10-MinuteUserPersonas.) WhatdotheCustomers: - Think&Feel? - See? - Hear? - Say&Do? - Whataretheir: Pains àWhatdotheystrugglewith.Fearsetc. - Gains àWhatdotheyenjoy.NeedsandWants. (Bland,2016;Cao,ThePracticalGuidetoEmpathyMaps:10-MinuteUserPersonas.) 11 TheEmpathyMapisatoolwhich,ifutilizedcorrectly,hasthepowertoprovidegreat insightsonthetargetcustomersandthecustomersegment. ValuePropositionCanvas Figure4.TheValuePropositionCanvas.Source:Pinterest TheValuePropositionCanvasisanadditiontotheBMCwhichgoesdeeperintothe valuepropositionsoftheproductandcompany.Forthiscanvas,thevaluepropositionsandthecustomersegmentsaretakendirectlyfromtheBMC.Thenbyconsideringtheproductorcompanyasamedicineofsorts,onecanstartproducingthepain relieversandgaincreatorsforthepotentialpainsandgainsofthecustomers.(Osterwalder,2012.)Thosepainsandgainscouldbetakenfromtheempathymap.On theleftsideofthecanvasisspacefortheservicesandproductsprovided.Customer jobssectionshowsinformationonwhataretheproblemstheyarefacing(Osterwalder,2012). GoldenCircle Onewayforthebusinesstocommunicatewiththecustomerisamethodcalled “GoldenCircle”(Sinek,2009).Itconsistsofthreedifferentlayers,thewhat,thehow andthewhylayer.Thekeyistousetheminareverseorder,asopposedtowhat mostcompaniesdo.Soinsteadofthinkingwhatisoffered,howisitgoingtobeofferedandwhyisitoffered,itallstartswiththewhy.Why?Because,asSinekputsit, “Peopledon’tbuywhatyoudo,theybuywhyyoudoit”.Whyonedoessomething inspirespeoplemorethanwhatisdone.Thefollowingdemonstratesthiswithoneof Simon’sexamples. TheWhat: “Wemakegreatcomputers.” TheHow: “Theyarebeautifullydesigned,simpletouseanduserfriendly.” TheWhy: “Wanttobuyone?” 12 (Sinek,2009.) Notveryinspiring,partlybecausemanytimestheinnerlayer,thewhy,isnotunderstoodintherightway.However,whenflippedaround,itbecomeslikethis. TheWhy: “Everythingwedo,webelieveinchallengingthestatusquo.Webelieve inthinkingdifferently.” TheHow: “Thewaywechallengethestatusquo,isbymakingourproductsbeautifullydesigned,simpletouseanduserfriendly.” TheWhat: “Wejusthappentomakegreatcomputers.Wanttobuyone?” (Sinek,2009) Withthissimplechangethebusinesswilllookcompletelydifferent.Sinek(2009) clearlymentionsthegoalistodobusinesswithpeoplewhobelievewhatyoubelieve. DesignThinking Now,onewayofusingtheabovementionedtoolsisusingaprocesscalleddesign thinking.Designthinkingisconstructedoffourdifferentfactors - Definetheproblem - Thinkthroughallthepossibleoptions - Pickamorerefinedselection - Implement Themorepeoplethereareinvolvedinthedesignthinkingthebetter,evenmoreso, ifthepeoplearefromdifferentlayersofthebusiness.(FastCompanyStaff,2006) Everybodytakingpartintheprocessthinkofallthepossibleideastheycancomeup withconsideringthespecificfactororsectiontheyarelookingat(forexampleBMC, partvalueproposition.)Thethinkingisdoneseparately,nobodysharestheiropinion 13 orjudgestheopinionofanybodyelse.Theideasshouldbeshortandthereshouldbe plentyofthem.(FastCompanyStaff,2006.) Afterthefirstround,everybodygetstogethertodiscussandrefinethehugeselectionofideas.Someoftheideasaremostlikelyindouble,maybeeventripleormore, someideascanbecombined,andthensomeideasmaybringnewideas.Thisiswhy thefirststepcould/shouldberepeatedtogeteverynewideathereistoget.(Fast CompanyStaff,2006.)FastCompanyStaff(2006)explainsthatthelaststepistogo throughtherefinedselectionofideas,pickthemostpromisingonesandimplement themintothetools. 2.2.2 ToolsforMobileGameBusiness Nextarethetoolswhicharesuccessfullyusedbydifferentpeopleinthemobile gamebusiness.Theyaremoreobviousandbettersuitedtomarketingamobilegame andovercomingtheobstaclesamobilegamedevelopermightencounterduringinternationalizationprocess. ToolsforMakingaGoodGame (Seep.5)Makingagoodgameisoneofthemostcrucialpartsofamobilegame company’smarketingefforts.Ifthegameisnotgood,itdoesn’tmatterhowmuch moneyyouputintothemarketingcampaign–peoplewillnotbuyit.(Chamrad, 2016.)AccordingtoShestakova(2015)thereareafewkeyelementsagoodmobile gamehas.Amobilegameshouldbeeasytoapproach,offeringthegameraccessto playingthegamewithminimaleffort.(Newstead,2011;Shestakova,2015.)Theuser experienceandinterfaceofthegameshouldbepleasingtotheeyeofthegamer.To dothis,itisimportanttostayup-to-datewiththelatesttrendsonmobilegamedesignsandoutlooks.(Kang,2016;Shestakova,2015.)Partofmakingagoodgameis keepingitgoodafterthelaunch.Agoodmobilegamewillnotbegoodforlongifit’s notupdatedandmaintainedaccordingly.(Kang,2016;Shestakova,2015.) Forgettingtheeffortoftryingtomakethegameperfectandcompletebeforelaunchingcansometimesbeanadvantage.Shalel(2016)mentionsthatmakinganearly launchisalsocalledasoftlaunch.Bylaunchingthegameearly,onecangetasurprisingaccesstouserfeedbackandotherdatawhichwouldbeimpossibleotherwise. 14 Gainingaccesstothemwillgivevaluableinformationondevelopingthegamefurther.(Shalel,2016;Shestakova,2015) Firstimpressions(seep.6)gohand-in-handwiththebasicsofmakingagoodgame. Tomakeagoodfirstimpression,theexperienceduringthose“30secondsorless” Worldgame01(2016)mentionedhastobethoroughlyplannedandwelltakencare of.Expressingtheuniquesellingpropositionsasearlyaspossiblegoesalongway towardmakingagoodfirstimpression(Schab,2016) HowtoEnhancetheDiscoverabilityofaMobileGame (Seep.6)Therearesimplewaystomakethediscoverabilityofamobilegamebetter, andthentherearewayswhichrequireabitmoreeffort.Thesimplerwaysinclude makingthegameattractiveprice-wiseanddistributingittomanydifferentapp stores,insteadofoptingonlyforafewofthebiggest.Additionally,appstoreoptimizationconsistsofacarefulprocessofchoosingtherightnameforthegameandoptimizingthekeywordstodrivecustomerstowardsthegame(Nader,2015;Venturepact,2015).AccordingtoVenturepact(2015)thenameshouldbecatchyandatleast insomewayreflectthegameitself. Cross-promotionisanotherformofmarketingmobilegamedevelopersuse.Incrosspromotiontwoormoremobilegamedeveloperscollaboratebyadvertisingeach other’sgamesinsidetheinterfaceoftheirownmobilegame(Goldring,3waysto crosspromoteyourgame;Venturepact,2015).Anecessityforanyonetryingtoimprovetheirmobilegame’sdiscoverabilityisgoingonlineandcreatingsocialmedia accountsforthemobilegamecompanyitself(DellaFave,2014).Socialmediachannelsprovidearoutetothegamersbutalsotothemembersofthepress.Itismore fruitfultobepatientandnottryingtoapproacheverybodyyourself.Rather,beactiveandpostoften,preferablyduringpeakhoursfrom11amto11pmEST.Innovativeandintriguingpostshaveachanceofgaininginterestfromimportantsources. (DellaFave,2014.) Takingpartingamingconventions,beitasapresenteroronlyasavisitor,isanimportantpartofmakingoneselfvisible,easiertodiscover.Itisagreatopportunityto makenewconnectionswithotherdevelopers,butanevengreateropportunityto meetandconnectwiththegamers(DellaFave,2014).Gettingagamepresentedata conventioncanbebothcostlyandnot.Biggerconventionscostupto2000€and 15 more,whereasaccesstosmallerconventionscouldbegainedwithasmallerbudget ofonly500€.(DellaFave,2014;Wu,2014.) Discoverabilitycanalsobeimprovedbycontactingthepress.Contactingthepressis ataskthatshouldbeconsideredcarefully.Findingtherightpressiskeytocreating contacts.Contactingamagazinespecializinginconsolegamingwon’tdomuchfora mobilegamedeveloper.Itisessentialtostartwithsmallerandlessknowpress sources,astheyaremorelikelytowantmorereviews.Themorepopularpress shouldbeapproachedonlyaftergainingenoughcoveragefromsmallerpress sources.Contactingthepressshouldbedoneinanaturalway,nottooformallyor informally.Bringingforththeuniquesellingpropositionsofthegameisthewayto lurepressintomakinganarticle.(DellaFave,2014.) DefeatingtheCompetitionandCaptivatingtheTargetAudience (Seep.7)Togetovertheobstacleofcompetition,itisfundamentaltoknowwhat thecompetitionis.Tostandoutinacrowdofthousandsofothermobilegames,one hastobeacutelyawareoftheuniquesellingpropositionsofthecompetinggames. Thenextstepwouldbetostudythetargetgamers.Ifthegamersarenotofferedthe righttypeofcontent,manyhoursofhardworkwillhavegonetowaste.Julkunen (2016)mentionscategorizingasagatewaytoofferingthegamerscontentwhich matchestheirneeds.Categorizingmeansrecognizingthecategoryofthegameand emphasizingtheattributesofthatcategory.Acorrectlycategorizedgamehasabetterchanceofbeingwellreceivedbythegamers.(Julkunen,2016.) StayingUptoTrends (seep.7)Itmaysoundobvious,butitisvitaltostayup-to-datewiththelatesttrends inordertoattractandretaingamers(Subsplash,2015).Subsplash(2015)pointsout thatstayinguptotrendshasdifferentlayerstoit,oneofwhichisdoingcontinuous research.Hecontinuesbystatingthattheotherlayersincludeimplementingthe resultsoftheresearchintothegameandexperimentingwithwhatcouldbethenext trend. WhattoDowiththeMetrics 16 (Seep.8)Whentryingtodelvedeepintometricsandanalytics,smallmobilegame developersareoftenfacedwiththeconstraintsoftheirbudget(Williams,2013).Gettingmetricsofagamecanhappenviatwopossibleroutes,freeorpaid.Thismeans thatonecaneithergeneratethemetrics“home-made”orhavesomeoneprovide theiranalytictoolsatacost.(Moore,2015;Morrison,2013;Williams,2013.)Dueto budgetconcernssmallmobilegamedevelopersoftenchoosetogeneratethemetrics themselves(Han,2013;Williams,2013).Atthisstageadevelopermightruninto problemswithwhatmetricstochoose.Bycreatingaquestionnaireofwhatneedsto beknown,itiseasiertochoosewhatmetricstosurvey.(Williams,2013.) MakingLocalizationCorrectly (Seep.9)Tomakethelocalizationprocesseasierandtosavesignificantamountsof timeandwork,itiscrucialtomakethedecisionofinternationalizationearlyoninthe developmentandcreatealocalizationstrategy(Anja,2016;Chan,2014).Alocalizationstrategydeterminesdifferentfactors,suchaswhichmarketsaresuitableforthe mobilegameinquestion,isitpossibletofindlocalpartnersinthetargetmarket, howmanymarketsisitpossibletoaccessandwhichlanguagestotranslate(Chan, 2014;Yip,2015). Codingispartoflocalization,andwritingthecodeinawaythatallows,forexample, languagetranslationstobedonedirectlyintotextstrings,savesworkhoursinlater stages(Anja,2016).Bycodingthetexttoaseparateresourcefolderinsteadofthe sourcecodeitself,editingandprovidingittothelanguagetranslatorsrequiresless effort(Yip,2014;2015).Sandness(2015)setsoutthatideally,codingisdoneinaway thatenablesanautomaticlanguagedetection.Codingisstronglyconnectedtothe languagetranslation. Foramobilegametobetranslatedintoanotherlanguage,someoutsidehelpmaybe needed.Therearefourdifferentoptionsintranslatingthetextofamobilegame. Goingtoaprofessionaltranslatorguaranteeshighqualitybutthecostwillbehighas well.Evenifitmaybeexpensivetohireaprofessionaltranslatortodothetranslation,itcouldsavealotoftimeandeffort,whereasthecheaperoption,crowdsourcing,couldendupjusttheopposite.(CrowdinBlog,Overcomingthechallengesof 17 mobilegamelocalization.)Anotheroption,then,istosearchcrowdsourcedhelp.The localgamingcommunityofthetargetmarketisacheaperoption,iftheycanbemotivatedintherightway.Thedownsideistheunpredictabilityofthequality.Thelocal crowdsurelyknowsthelanguage,buttheymightnotbeverygoodtranslators. (Beens,2016;CrowdinBlog,Overcomingthechallengesofmobilegamelocalization.) Thirdoptionistocombineprofessionalandcrowdsourcedoptionstoachieveaqualityendproductatareasonableprice,downsidebeingtheamountoftimeneededfor theprocess(Yip,2014).Thefourthoptionis,iftheexpertiseexists,in-houseproduction(Yip,2015).Whichevertranslatorsarechosen,preppingallthenecessarymaterialsandprovidingthetranslatorswiththecontextofthetextiscrucialforkeeping thetranslationprocessinschedule(Yip,2014;Anja,2016;Wong,2014). Culturalizationisadifficulttask,andthekeytoolinmakingitmanageableisgaining accesstolocalhelp.Itcouldforexamplebethetranslatorsorthehelpofthegaming communitywhichmakesthisobstaclealotsmaller.(CrowdinBlog,Overcomingthe challengesofmobilegamelocalization;Chan,2014;FacebookBusiness,2015.)Culturalizationmeansgettingdeepintothetargetmarket’shistoryandculture,bringing themobilegameexperienceclosetoGreenbaumKasson'sstatement“foragameto successfullycrossbordersitsattributesmustdelvefullyintoauser’sethnicityand culture”(GreenbaumKasson,2013).Acorrectlyconductedculturalizationprocessis likelytoleadintomajorchangesinthecontentofthemobilegame(CrowdinBlog, Overcomingthechallengesofmobilegamelocalization;FacebookBusiness,2015).A greatexampleofthisisthesuccessstoryofPlantsvs.Zombieswhenplantedinto Chinesemarkets.Thewholecontentofthegamewaseditedtobetterreflectthe localculture(GreenbaumKasson,2013).Thedeveloperdidn'tonlyfiddlewiththe design,buttheyincorporatedlocalcultureintothegamebybringingtheGreatWall andotherlocalfeaturesintoit(Chan,2014;GreenbaumKasson,2013).Anotherpart ofculturalizationistomakethemonetizationofamobilegamereflecttheuseof currencyinthetargetmarket.Adjustingthemonetizationofamobilegameisdone bystudyingthelocalcultureandpeople’sexperiencesinthetargetlocation(Chan, 2014). 18 3 ResearchApproach,MethodandImplementation Thischapterintroducestheresearchapproachanditsjustification.Whatismore,it willgothroughthemethodswithwhichthedatawascollectedandanalyzed.The practicalimplementationsectionwilltietheformertwotogetherbyexplaininghow thetheywereputintopracticeonthisproject. 3.1 ResearchMethod Astudycaneitherbeconductedusingqualitativeorquantitativemethods(Hakala, 2004,113).Kustula(2015)goesevenfurtherbystatingthatthekeydifferenceto quantitativeresearchisthefactthatinsteadofhavingarandomsamplingindata collection,qualitativeresearchrequiresacarefulselectionofdatasources.Where qualitativeresearchhasanadvantageisinstudyingobjectiveswhicharemoreround andlackquantitativedata,aquantitativeresearchisfocusedonamorestatistical approachtothedataandobject(Alasuutari,2011,27;Vilpas,Kvantitatiivinentutkimus)andthenumericaldata(Hirsjärvi&Hurme,2001,24.) Thereisnoready-madeformulaforconductingaqualitativeresearchratheritisalwaysauniqueprocess(Patton,2002,433)andamethodoftenusedwhenthesubjectrequiresinterpretationandunderstanding(Eriksson&Kovalainen,2008,5: Hirsjärvi&Hurme,2001,22).Inaddition,aqualitativeresearchpursuesonstudying theobjectiveinaholisticmanner(Hirsjärvi,Remes&Sajavaara,2009,161).Because ofthereasonsindicatedabove,thisstudyisexecutedbytakingadvantageofqualitativeresearchmethod. 3.2 ResearchApproach,DataAnalysisMethodandTheirJustification Asthisstudyisfocusedoninvestigatingthesmallmobilegamedevelopers’experiencesamonginternationalizationanditsobstaclesandtoolsforovercomingtheobstacles,thephenomenologicalmethodwaschosenasitsresearchapproach.Phenomenologicalapproach’smainfocusisinpeople’sexperiences(Tuomi&Sarajärvi, 2009,34).Themeaningofthisapproachisfindanswersonhowpeopleunderstand andinterprettheirownexperiences(Patton,2002,104). 19 Thedataanalysismethodchosentobeutilizedinthisstudyiscontentanalysis.Itis oneofthebasicmethodsofqualitativeresearch(Tuomi&Sarajärvi,2009,91;Hsieh &Shannon,2005,1277).Contentanalysisismainlyaimedatcreatingasummative entitybymakingsureanykeyinformativepointsarenotmissed(Tuomi&Sarajärvi, 2009,108) Thecontentanalysisitselfcanbedividedintothreedifferentsubcategorieswhich areconventional,directedandsummativeapproaches(Hsieh&Shannon,2005, 1277).AccordingtoTuomiandSarajärvi(2009,95),theconventionalapproachdevelopsatheoreticunityoftheprimarydata.Indirectedapproachtheexistingtheory basecouldactapartinassistingtheanalysisofprimarydata,howevertheexisting theoryisnotthemainsourcefortheanalysis(Tuomi&Sarajärvi,2009,96).Tuomi andSarajärvi(2009)articulatethatinthesummativeapproach,theprimarydata analysisisdrivenbytheframeworkcreatedbytheexistingtheory. Ofthesethree,thedirectedapproachisthebestsuitableforthisstudy,becauseof itscharacteristicsincombiningtheconventionalandsummativemethods.Tuomiand Sarajärvi(2009,97)suggestthedirectedapproachconsistsofanalyzingtheprimary dataasitsownandthenlaterreflectingittotheexistingtheorybase.Thiscomplementstheinterviewsconductedandtheprimarydatacollectedtobeusedinthis study. 3.3 PracticalImplementationoftheResearch 3.3.1 DataCollection Thecollectionofdataforthisstudywasconductedbycarefullygatheringqualitative datafromdifferentsources.Primarydataissomethingwhichisgatheredbyperformingresearchandgettingfirst-handinformationonthesubjectbytheresearchers themselves(Eriksson&Kovalainen,2008,77;Moser,2015,2).BothMoser(2015,2) andErikssonandKovalainen(2008,77)thenexplainthatsecondarydataissomethingreadilyavailableandalreadygatheredbysomeotherresearcher. SecondaryData 20 Asalreadyestablishedabove,secondarydataisinformationthatalreadyexistsasit hasbeencollectedbysomeoneelse.White(2010,61)goesevenfurtherbypointing outthatsecondarydataissomethingthatwasoncecollectedtoservethepurposeof aspecificstudy,butissuitablelateronfortheuseofothersaswell.Oneobvious advantageMoser(2015,2)bringsupistheamountoftimeandotherresources savedwhenthedatafromanalreadycompletedresearchcanbeputtouse,instead ofhavingtodothesameresearchalloveragain.Secondarydata’sfunctionistoprovideastructuredbasebypresentingasummaryofthepreviouscoverageonthesubject(Saaranen-Kauppinen&Puusniekka,2006). Secondarydataisthefoundationwhichsupportstheprimarydata(Alasuutari,2011, 62).Secondarydatahastobestronglyconnectedtotheresearchproblem,andtogethertheyshouldformalogicalcontinuum(Saaranen-Kauppinen&Puusniekka, 2006).Alasuutari(2011,63)indicatesthatthetheoreticframework,createdasaresultofcollectingsecondarydata,hastoworkinunisonwiththeprimarydata.Italso affectsthedecisiontochoosetherighttypeofanalysismethodforanalyzingthe research. Thisstudyfocusesontheinternationalizationofsmallmobilegamedevelopersasa phenomenon.Moreprecisely,theobstaclestheymightfacewhengoinginternationalandthetoolstoutilizeinordertoovercometheobstacles.Sincethisisafairlyrecentphenomenon,theamountofliteratureonthesubjectisminimal.Also,thenatureofthisresearchdeterminesthatmostofthesecondarydataacquiredcomes fromdifferentelectronicsources.Therefore,electronicsourceshavetobewellutilizedandtakenadvantageof.Anothercharacteristicdrivingtheacquisitionoftheoreticalknowledgefromelectronicsourcesisthedemandforexperience-based knowledge.Thereisminimalamountofscientificresearchcollectionstoindicatethe obstaclesrelatedtothephenomenonorthetoolstohelpovercomingthoseobstacles.Thisdatahastobecollectedbysearchingandthengoingthroughthedifferent experiencessmallmobilegamedevelopersandpeoplerelatedtothebusinesshave hadduringtheirprocessofinternationalization.Someofthisdataisprovidedbydifferentagencies,suchasresearchinstitutes,butmostofthedatacomesfrompeople eitherworkingformobilegamecompaniesorworkingasindependentdevelopers. 21 Whenevaluatingthetrustworthinessofsecondarydatasources,ithastobetaken intoconsiderationthateveniftheyarenotbasedonscientificresearch,thesources areconfirmedtobesuitableforgatheringtheexperiencesfrom.Inotherwords,the dataisacquiredfrompractitionersofthesubjectstudiedandthusrelevanttothe enquiry. PrimaryData Primarydataissomethingthatcanbecollectedthroughvariousmethods,suchas interviewing,observingandexperimenting(Eriksson&Kovalainen,2008,77).Moser (2015,2)explainsthattheadvantageofprimarydataliesinthefactthatthequestionstheresearchershavepreparedaretailor-madefortheparticularstudy.Dueto primarydatabeingcollectedbytheresearchersthemselves,problemsregarding timeandaccessibilitymayarise(Eriksson&Kovalainen,2008,55).Tofindtheprimarydatavalid,theanalysishastobeimplementedcarefully(Puusa,2011,115). Theprimarydataofthisstudywascompiledbyarranginginterviewswithpeople eitherinthemobilegamedevelopingbusinessthemselvesorpeoplewhoarestronglyrelatedtothisparticularbusinessfield.Theseinterviewswereconductedinorder tocapturetheexperiences,opinionsandviewspeopleindifferentpositionsinthe mobilegamebusinesshaveregardingthephenomenoninquestion. 3.3.2 InterviewsastheSourceforPrimaryData Interview,asPuusa(2011,73)putsit,isamethodthroughwhichitispossibletocollectprimarydata.Thisprimarydatathenhelpstodrawreliableconclusionsofthe phenomenonbeingstudied(Puusa,2011,73).Toensurereliableconclusionsofthe phenomenon,anemotionalistinterviewresearchapproachisutilizedinthisstudy. AccordingtoErikssonandKovalainen(2008,79),anemotionalistinterviewresearch approachfocusesoncapturingtheauthenticexperiencesoftheinterviewees. Capturingtheseauthenticexperiences,oneofthreeinterviewstructureshastobe selected.Theoptionsareastructured,asemi-structuredandanunstructuredinterview.Aninterviewisconsideredstructuredwhenithasastrictplanwhichisfollowedcloselyfromoneinterviewtoanother.Astructuredinterviewisthemosteffectiveinsituationswherefactsareconsideredthemostvaluableinformation. 22 Whereasastructuredinterviewhasaverystrictplantogothroughintheinterview, asemi-structuredinterviewleavesabitmoreroomfortheinterview.Asemi- structuredinterviewisguidedbythetopicsorthemesbutleavestheinterviewerfree tomodifythequestionsandchangetheprogressoftheinterview.Italsorequiresa skilledinterviewertocomeupwithmorein-depthquestionstofollowuptheset topic.Anunstructuredinterviewgivesalmosttotalfreedomtotheintervieweeand theinterviewer.Unlikethetwoformermethods,anunstructuredinterviewisbased onsomecoreconceptbutmayfreelymovetowardsanyappearinginterests.(Eriksson&Kovalainen,2008,81-82.)Puusa(2011,83)evendescribesanunstructured interviewtohavethenatureofanopendiscussion. Tosupportthisstudy,asemi-structuredinterviewwaschosen.Asemi-structured interviewgoeswellwiththephenomenonunderresearchbecauseitrequiresgetting toknowtheexperiencespeoplehave.HirsjärviandHurme(2001,47)havenamed thesemi-structuredinterviewasathemeinterview.Puusa(2011,81)mentionedthat thecoreassumptioninathemeinterviewisthattheintervieweeshaveexperienceof thephenomenonunderresearch.Themeinterviewgivesthesemi-structuredinterviewacertaincharacteristicwhichisutilizedinthisstudy.Theinterviewsconducted wherebuildaroundatheme.Thethemeofthisstudyistheobstaclessmallmobile gamedevelopersfaceduringtheirinternationalizationprocess.Thethemeinterviewsareperfectforthisstudyastheymakeitpossibletobeginwithavaguetheme andthengetdeepintothedifferentsubjectstheintervieweesthemselvesbringup. HirsjärviandHurme(2001,48)setoutthatathemeinterviewmightnothavethe strictwordingandorderastructuredinterviewhas,butitisnotasfreeeitherasthe unstructuredinterviewmightbe. PlanningtheInterviews Reviewingthisstudyanditsnaturerevealedthatathemeinterviewwouldbeasuitablesolutionforacquiringtherighttypeofdatatosupportandverifytheresearch, whilesimultaneouslybringingpossiblenewinsightsintothesubject.Afteranalyzing theresearchproblemandthephenomenoninquestionitwasclearwhatthetheme fortheinterviewswouldbe.Totestandprovetheconceptofthethemeinterview, theinterviewstructurewasputtotestasapreliminaryinterview.Accordingto HirsjärviandHurme(2001,72)thesignificanceofthepreliminaryinterviewcomes 23 upinreviewingthestructure,orderandtimelineoftheinterview.Onceconducted, thepreliminaryinterviewdisclosedsomeshortcomingsandproblemsintheinter- viewstructure.Thesecouldthenbecorrectedandreworkedintothestructureofthe realinterview. Theinterviewstructureisdesignedtolettheintervieweehaveanopendiscussionon thestartingtheme,theobstacles.Tocarrytheinterviewforwardanddeeper,the subjectsbroughtupbytheintervieweeweretakendownasnotes.Aftertheinitial discussiononthethemewasconcluded,theinterviewwouldcontinuebyhavingindepthquestionsseekingananswertowhatcouldbethetoolsandanswersforovercomingtheobstaclesmentionedbytheinterviewee. Theparticipantsoftheinterviewsareindividuals,asitdrivesthepurposeofthis studybetter.Previousrelationshipshadapartinmakingthosecontactsandorganizingthefirstinterview.Ontopofpreviousrelations,awhiffofluckbroughtinthe nextparticipant.Thisparticipantactedasagatewaytotherestoftheparticipantsas hewasabletoprovideconnectionsandadviceonwhomightbeagoodaddition. Aftergainingcontactandintroducingthereasonandcontentsoftheinterviewsto theparticipants,theintervieweesweremorethanhappytohelpandbringintheir ownshareofexperiences.Allexceptoneinterviewwereconductedinaface-to-face manner.OneparticipantwasinterviewedviaSkypeduetothebusytimetableand inabilitytofindaconvenientmomentforameeting.Thecontentsoftheinterviews weredocumentedbymakinganaudiorecordingsincenotalltheintervieweeswould havebeencomfortableinfrontofacamera.Pointingacameraatthemcouldalso havehadanaffectontheinterviewsandmadethemlessconversationlike.Theaudiorecordsweretranscribedtoprovidedetailedinformationforthelatercodingof contents.Thetranscribedinterviewsandthecodedtranscriptionsareavailableat request.Audiorecordingprovidesagreatwaytoreviewthesubjectmatter,however,whatitmaylackincomparisontoavideorecordingiscapturingthefacialexpressionsoftheinterviewees.Capturingthefacialexpressionsthroughanaudiorecordingisentirelyuptotheinterviewer’smemory. 24 AnalysisoftheInterviews Aftertheinterviewsweretranscribedtheywereputthroughananalysiswhichwas conductedaccordingtotheinstructionsofTuomiandSarajärvi(2009).Tuomiand Sarajärvi(2009,92)believethatcodingconstruesthekeyelementsoftheprimary dataandthatitwillhelpinterpretthedatabetter.ErikssonandKovalainen(2008, 128)simplifythatcodingmeanslabellingthedata,givingeachinstanceitsowncode. Theanalysiswasconductedinadirectedmanner(seep.21).Thedirectedanalysis resultedincodingthecontentsoftheinterviewstogroupsofdifferentthemes.Thesethemeswereallthedifferentobstaclestheintervieweeshadexperiencedintheir internationalizationprocessassmallmobilegamedevelopers.Amoremeticulous examinationthroughcodingshowedthatparticularobstacleswereexperiencedas greaterormoresignificantthanothers. Original Expression Code “InChinayouare usuallyina collaborationwitha publisherandthey providetheirhelpwith differentthingssuchas translations.” “ForexampleinChina itmaybenecessaryto changethecharacters oreventhestructureof thegame.” “Aimingforbroader marketsyouhaveto understandthatsimply translatingthelanguage isn’tenough” Subclass Class Resources Discoverability Utilizing aPublisher BusinessPartners ObstaclesandTools Culturalization Localization Language Translation MarketStudy Figure5.AnExampleofaCodingProcess 25 3.3.3 EthicsofThisResearch Ethicsissomethingwhichisonboardeverystepoftheresearchandithasanotable impactonthewaytheresearchisconducted(Hirsjärvi&Hurme,2001,19).Hirsijärvi andHurme(2001,19)indicatethatethicsconcernboththetheoreticalphaseand theprimarydatacollectionphaseoftheresearch.TuomiandSarajärvi(2009,127) describedethicsinresearchbysaying,“Agoodresearchisdirectedbytheethical commitment.”(Freetranslation).Supportingthegoodresearchethicsisthereliabilityoftheresearchitself.Thereliabilityisbasedonthetermsofgoodscientificpractice.Partofthosetermsistoberesponsibleandwell-behavedwhenconductinga research.(Tuomi&Sarajärvi,2009,132.) Duringthetheoreticalphasetheethicsaremostlyassociatedwithdatacollection methodsandrespectingyourfellowresearchers.Thedatacollectedfromotherresearchers’materialsshouldbecitedandquotedproperly.Itshouldalsobeclearly acknowledgedifthedataiscreatedbysomeoneelse,furthermeaningthatitshould notbepresentedasone’sownifitisnot.Thisisalsoreferredtoasplagiarism.(Eriksson&Kovalainen,2008,73-75.) Collectingprimarydataisasensitiveareafromtheethicalpointofview.Firstofall, HirsjärviandHurme(2001,20)explainthattheacquisitionofparticipantsforexampleforinterviewshastobedoneingoodfaith.Theparticipantsshouldbebothwell briefedonthepurposeofthestudyandalsotreatedwell.Preservingtheconfidentialityandtrustoftheparticipantsisparamount.(Hirsjärvi&Hurme,2001,20.) 4 Results Thischapteroffersabriefreviewoftheintervieweesandthecontentoftheinterviews.Theobstaclesthatarosefromtheinterviewsarepresentedfirstandtheaccordingtoolsafterthat. 4.1 InformationontheInterviewees Theintervieweeswereallcloselytiedtomobilegamedeveloping.Theirpositionsin themobilegamebusinessvariedsomewhat,whichgavethisstudyanopportunityto 26 acquiredatafromdifferentaspects.Altogetherfourpeoplewereinterviewed.Itwas clearlyshownthattheprimarydataacquiredfromthemreacheditssaturationpoint, i.e.apointwheretheinformationstartedtorepeatitselffromoneinterviewtoanother. Next,ashortintroductiontothedifferentintervieweeswhotookpartinthisstudy. Allparticipantsarereferredtoashewhethertheywereawomanoraman. IntervieweeA Let’scallhimA.AWorksastheCEOofasmallgamecompanywhichnotonlydevelopsmobilegamesbutalsoprovidesothercompanieswithservicessuchasgamificationorgamedevelopment. IntervieweeB Bisnotadeveloperhimselfbuthashisownmarketingcompanywhichprovides marketingservicestosmallandmediumsizedgamingcompanies.TheservicesB providesrangefromsalesthroughmanagementtomarketingofgamingcompanies. B’sspecialtyisknowledgeofAsiangamingmarkets. IntervieweeC Chasexpertiseinmanydifferentfields.Ontopofhavinghisownmobilegamecompany,Cworksasamarketingcoordinator,hasasignificantroleinagamebusiness co-operativeandisamemberoftheboardinaprofessionalsocietycommittedto advancingthecareersofgamedevelopers. IntervieweeD Dhashishandsonmanydifferentfieldsofgamebusinessbutultimatelydescribes himselfasagameindustrystart-upentrepreneurfromJyväskylä. 4.2 TheObstaclesof,andtheToolsfor,Internationalization Resources Somethingbroughtupineveryinterviewwastheresources.Accordingtotheinterviewees,aconsiderableconcernandoneofmostcommonobstaclesforasmallmo 27 bilegamedeveloperissimplythelackofresources.Moneyisaresourcesmalldevelopersmostcommonlylack.However,Belaboratesthatmoneyisnottheonlyre- sourcethatmightbemissing.Alsomanpowerandtimeareusuallyinshortsupplyfor asmallmobilegamedeveloper. “Themarketingbudgetisalmostnonexistent.”–A “Forsmallteamsthebiggestobstacleisthattheydon’thave enoughresources,thatmeansthattheydon’thavealotoftime andmoneyandmanpower.”–B Theabsenceofresources,especiallymoney,isaconsiderablefactorincreatingmore obstacles.Apointsoutthatnothavingamarketingbudgetmeansitisnotpossibleto goandbuydiscoverabilityorcoverage.Amutualopinioncameupasthedifferent intervieweesexplainedthatthereisreallynoeasywayofacquiringmoreresources. “Toavoidtheneedforabigbudget,you’dhavetoberidiculously innovative.”-D “Certainsmallallowancescouldbeappliedfor,butforexample whenestablishingafirmthereisstart-upmoney,however,itisonly aonceinalifetimeeffect.”–C Csharedthatasmalldevelopershouldbareinmindthatthedevelopingitself doesn’tnecessaryrequiremonetaryresources,asforexamplethegameenginesare freetouse.AandCbothbringupthatthecureforthelackofresourcesisfinding methodswhicheitherletyouuselessresourcesornoresourcesatall.Forthis,A suggestsfindingamarketnichewherecompetitionislessfierce,whereasCproposes automatizingdifferentactivities,suchasapartofsocialmediaactivities. Discoverability Theinformationgatheredfromtheinterviewsclearlyshowsthatanotherphenomenonexperiencedasanoverwhelmingobstacleisdiscoverability.Dstatesthatitis importanttoremainpatientfromthestartandunderstandthatitisverydifficultto gainvisibilitywhentherearehundredsifnotthousandsofnewmobilegames launchedeveryday.Cgoesevenfurtherbyarticulatingthatasmalldeveloper 28 shouldn’tevenaimatthetoptenintheAppstore,sincereachingthetop100isstill goodbusiness.Twooftheintervieweessaidthatbecomingglobaliseasybutgetting thegamenoticedismuchmoredifficult. “Easy,youcanjustputyourgameintoAppstoreandGooglePlay andit’sinternational.However,thataloneisnotenoughbecause thediscoverabilityisthebiggestobstacle.”–A Theroleofsocialmediaasatoolforbetterdiscoverabilitydividedopinionssomewhat.Thecommonthoughtwasthatsocialmediaisoneoftheeasiestandcheapest waysofmakinganameforthegameandreachingnewlevelsofvisibility.Inthebest scenario,thegamegoesviral,whichinturncreatesmuchneededtalkofthegame. “Word-of-mouthisoneofthebesttoolsforanindiedev.Meaning, getaholdofsocialmediarightfromthestart.”–C However,accordingtoDsocialmedia’sroleformarketingmobilegamesmightnot bethatsignificant.Heexplicatesthatthishastodowithmobilegamersbeingless activeinbuildingcommunitiesthanforexamplePCorconsolegamers.Also,thishas todowiththeaddictivemindsetofamobilegamer.Afterwardshementionsthat thereareexceptionstothisrule,thebiggerandmorecomplicatedmobilegames. “Theyarelookingforquickpleasure.Ithastobeaquickandeasy satisfaction.”–D ItisbroughtupbyCthatusingsocialmediaisnotonlyaboutreachingouttothe gamersbutothersaswell,suchaspeopleworkinginthemobilegameindustry.The intervieweesmadeitveryclearthateventhoughwe’relivinginadigitalera,going onlineisnotenoughinitself;onehastogoonthespot.Conventionsandtradefairs couldalsoactasatoolforimprovingvisibility.Itwillcostsomemoneytoputupa standbutitisguaranteedtobringvisitorsandpeopletoseewhatthegameisabout. Anothercurefordiscoverabilityproblemsbroughtupbytheintervieweesisfindinga reliablepublisher.InsomecountriessuchasChinaitisnecessarytohaveapublisher duetobothlegalandculturalreasons. 29 “Agoodpublishercouldtakeyouundertheirwing.Theycoulddeal withmarketing,discoverabilityproblemsandpossiblyevenprovide acompletecustomerbase.”–C Businesspartners Whenitcomestopartners,utilizingtheirhelpiscrucialforasmalldeveloper.There aredifferentpartnerstocollaboratewith.Apublisherissomethingeveryinterviewee broughtup.Utilizingthehelpofapublisherreceivedaunanimousvotefromallthe interviewees.However,AandCbothtellthatfindingareliablepublishermightnot besuchaneasyjob. “Thethingaboutusingapublisherisfindingtherightone,areliable publisher.”–C “Anidealsituationwouldbewhenyouhavejustthetypeofgame thepublisherislookingfor.”–A AccordingtoC,timeshavechangedandsinceusingapublisherisnottheonlyoption anymore,thepublishershavehadtomoldtheirbusinessinawaythatfavorsdevelopersabitmorethaninthepast.Bpointsoutthatusingapublishercouldfreea developercompletelyfromhavingtododifferentactivitieslikepromotionandmarketing.Thiswouldbeahugefinancialadvantage.Bexplainsthatthisisdonebysharingtherevenue,soitwillrequireagood,profitablegame.Asmentionedabove,findingthepublishersisnotsoeasy.Forthisproblemtheintervieweesprovidedtools suchasactuallygoingandmeetingthem.Takingpartintradefairsandgamingconventionswasanoptionpraisedbytheinterviewees. “Theeasiestwaytofindapublisherisgoingtoagamingtrade fair.”–A “Youmightnotluckoutonyourfirst,secondoreventhethirdtry, butatsomepointitispossibleforyoutogainthatconnectiontoa publisher.”–D Dbringsintothetableadifferentmedicine.Heexplainsthatoneextremelyimportantfactoringettingapublisherforamobilegameishavingitsanalyticsinorder. 30 Analyticsgivecrucialdataoftheperformanceofagameandtheyareanincredibly importantfeatureofmobilegamesnowadays. Ontopofutilizingthehelpofapublisher,Atalkedaboutcross-promotion.Thatisa formofpartnershipwheresomeoneelsepromotesthegameandgetsashareofthe revenueinreturn.Itcouldforexamplebeanotherdeveloper,butstartingapartnershipwiththemrequiresthegametobeperfectlyalignedwiththeirmindset.These businesspartnerscouldbereachedthroughthegamingtradefairsandsuch,justas thepublishers. Localization Localizationasanobstacleappearedintheinterviewsindifferentforms.Theseforms werelanguagetranslation,culturalizationandutilizingapublisher. Theintervieweeshadclearopinionsaboutlocalizationanditsrelationtolanguage translations. “Aimingforbroadermarketsyouhavetounderstandthatsimply translatingthelanguageisn’tenough”–C Ittranspiredthatevenifadevelopercannottranslatethelanguageofthegameto thatoneofanothercountry,itmaynotbethatbigofanobstacleafterall.Someintervieweessuggestedgettinghelpfromthetargetmarket’slocalcommunity,others suggestedtakingadvantageofprofessionalhelp.However,itcameupthatbothhave theirprosandcons. “Thefactisthatprofessionallanguagetranslationisverycheap, althoughthetypeofthegamehasaneffectontheprice.”–D Dalsoexpressesthepossibilityofhavingsomeonefromthecommunitytranslatethe contentsbutthenemphasizestheguaranteedqualityofaprofessionaltranslator. Furthermore,bothDandAhighlightthatthebestsolutionforlanguagetranslations mightinfactbeacombinationofthetwooptions.Thisisduetothelackofthe game'scontextonthetranslator'spart,andthepossiblelackofprofessionaltranslatingskillsonacommunitymember'spart. 31 “Translatingagamerequiresthetranslatortotrulyunderstandthe context,meaningthatinanidealsituationthetranslatorisplaying thegame.”–A Anothertoolforovercomingtheprocessoflanguagetranslations,whichappeared duringtheinterviews,wastohavenotexttotranslate.Ifthereisalmostnothingto translate,onecanavoidtheobstaclealmostentirely. “Asmalldevelopercouldgoaroundthetranslationprocessbymakinguseoficonsandavoidingtheuseoftextaslongaspossible.”–C Dbroughtupthatforsomecountriesandinsomecases,withmorecasualmobile games,itmightbeenoughtodojustthetranslation. “ForexamplewhenlocalizinginGermany,theUSAandRussia,just translatingthelanguagecouldbeenoughbecausethecountries' generalcharacterisquitesimilar.”–D Asmentionedbefore,translationisnottheonlypartoflocalization,thustranslating agametoanothercountry’slanguageisnotenoughforbroaderlocalization.Another partoflocalizationappearedintheinterviewsasculturalization.Oneafteranother, theintervieweesmentionedthatthelocalizationprocessofsomecountriesorcontinentsrequiremuchmoreeffort. “ForexampleinChinaitmaybenecessarytochangethecharacters oreventhestructureofthegame.”–C Asthenameculturalizationsuggests,itmeansmodifyingthegametobetterreflect thelocalculture.Animportantpartofacultureistheuseofmoney.Someintervieweesexplainedthatactivatingpeopletousemoneyforamobilegameorinsideit variesconsiderablydependingontheculture.Thisiscalledmonetization,andCsimplifieditbymakingaroughsplitofthesituation. “Occidentalpeoplefeellikeitismorerewardingtogrindagamein ordertoreceiveatrophy,whereasorientalpeoplearemorewilling topayfortrophiesandskiptryingtoearnthem.”–C 32 Theinterviewsmadeitclearthatinthecaseofasmalldevelopertheprocessoflo- calizationshouldnotberushed.Itshouldalsobecarefullyconsideredwhichmarkets areworthofengaging,asthecomplexityoflocalizationvariestremendously. “Itmaynotevenbeworthwhileforasmalldevelopertogofora marketthatrequireslocalization,suchaschangingthecontent.”-C Ccontinuesbyrecommendingsmalldeveloperstowaituntiltheyhaveafootholdin themarketsandonlythenthinkaboutbroadermarketsandmoreextensivelocalization. Aswithsomanyotherproblemsfacedbysmallmobilegamedevelopers,theintervieweesseepublishersasatoolforconqueringlocalization.Publishersareableto providetheirhelpinthedifferentsectorsoflocalization. “InChinayouareusuallyincollaborationwithapublisherandthey providetheirhelpwithdifferentthingssuchastranslations.” –A “Myexpertisemaynotbethatcomprehensiveinculturalizationbut I’dhopethatforexampleinChina,thepublisherwouldtakepart andgiveinstructionsonculturalization.”–D MarketStudy Thelastobstacleconsistsoftherightmarketsandthebusinessculture.Someofthe intervieweesexperiencewasthatitisdifficultforasmalldevelopertostudythe marketswhiletryingtodevelopagameatthesametime. “Atsomepointyouhavetospendsomemoneytoknowthemarket.”–B Pickingtherightmarketsemergedasasubjectinsomeoftheinterviews.Itwasmentionedthatitiscrucialtobringamobilegametotherightmarkets,butitwilltake timeandresources.Luckilytheintervieweeshadtheirtoolsforthis. “Youjusthavetofindtherightchannelandtherightmarkets. Segmentationisimportantinhelpingyoutofindoutwhoyouare reallymakingthegamefor.”–C 33 Segmentationmeansdividingtheprospectivecustomersinsegmentswithsimilar needsandwants.Ontopofsegmentation,CandDbroughtupthatasoftlaunch, wherethegameisputthroughatesttoshowhowitwouldperformintherealmarkets,isanothergoodtoolforchoosingtherightmarkets.AccordingtoDsoftlaunch tellsifthegameactuallyworksandifitwouldbeprofitablewhenputintothemarkets.Cgoesfurtherbystatingthatitwillalsoprovideguidancetowardstheright markets. “IfyouwanttogototheUSA,thesoftlaunchisdoneinCanada, meaningthatthesoftlaunchshouldbedonerelativelyclosetothe marketsyou’regoingfor.”–C Itwasmentionedintheinterviewsthatanotherchallengeinbeingactiveintheinternationalmarketsisdoingtheactualbusiness.Theculturaldifferencesinconductingbusinesscouldresultinunwantedorunpleasantsurprisesifnotstudiedproperly. “InFinlandwediscusstheprofitdistributionfirstandthendecideif weshouldcontinuediscussions,butinChinaeverydetailandevery possiblethingisdiscussedfirstandthen,afterthedecisionhasbeen made,theprofitdistributionisdiscussed.”–A Bstatesthatstudyingthemarketstakestimeandeffort,buttheoutcomewillbe worthit. 5 Discussion Thepurposeofthisstudywastoexaminetheinternationalizationofsmallmobile developersasaphenomenon,aswellastheobstaclestheyfaceduringtheprocess andthetoolstheyhaveutilizedtoovercometheobstacles.Thischapterwillfirstaddresstheresults,thenexaminethereliabilityandqualityofthisstudyandendwith thoughtsonfurtherresearchonthesubject. 5.1 Conclusion Conductingtheinterviewsdefinitelygaveabroaderunderstandingofthephenomenonbutalsooftheoverallsituation.Born-globalisatermusedbyoneoftheinter viewees.Eventhoughitispossibleforagamedevelopertotargetonlydomestic 34 markets,theprevailingthoughtintoday’sworldisthatifamobilegameisdeveloped,itisgoingtohavetogoglobal.Thismeansthatinternationalizationismorea rulethananexceptionnowadays.Italsoseemsthatgamedevelopershavearather tightnetworkandmeetcollectivelyalmosteverymonth. Thefirstresearchquestionisaimedatinvestigatingthedifferenttypesofobstacles smallmobilegamedevelopersencounterduringinternationalization.Theresults indicatethatthemostsignificantobstaclesareresources,discoverability,finding businesspartners,localizationandconductingmarketstudies. Thesecondquestioncoversthetoolsdevelopershaveusedtoovercometheobstacles.Theresultscollectedshowthatthedevelopershavevarioustoolstoovercome eachobstacle.Forexample,lackofresourcescanbeovercomebyfindingawayto avoidtheneedforresources.Anotherexample,localizationprocesscouldbemade easierbytargetingmarketswhoonlyneedlanguagetranslation,furthermore,languagetranslationcostscouldbecutdownbyutilizingiconsinsteadoftext.Thedata fromtheinterviewsbroughtouttheanswersquiteclearly. Heretheresultsarepresentedonebyone.Resourcesaredefinitelythemostnotable obstaclesmalldevelopershave.Withoutthelackofresourceseveryotherobstacle wouldbeeasiertoovercome.Betterdiscoverabilitycouldbepaidfor,findingpartnerswouldbeeasier,localizationcouldbeoutsourcedandmarketstudiescouldbe boughtfromsomeoneelse.Ofcourse,moneyisn’ttheonlyresourcethesmalldeveloperslack,butitcouldhelpinbringingtogetherrestoftheresourcesbyhiring moremanpowerandsavingsomeextratimebyforexamplebuyingamarketstudy. Thereisnoeasyaccesstobetterresources,thusthesecrettosuccessliesinavoiding situationswheresignificantresourcesareneeded. Theresultsofthisstudyindicatethatiftherearenoconsiderableresourcesavailable,thereisusuallyawaytoworkaroundtheproblem.Oftenthisotherwaymeans utilizingthehelpofapartnershipbysharingtherevenuewiththem.Allinall,partnerships,especiallyacollaborationwithapublisher,seemstobeoneofsmallmobile gamedevelopers’besttoolsforinternationalization.Dependingonhowbigashareis negotiated,inthebestcasescenariothepublisherdoeseverythingfrompromotion togainingvisibilityandtosales.Ifwilling,thepublisherscanhelpbysharing 35 knowledgeoflocalmarketsandgivingadviceonlocalization.Theyarealsolikelyto haveanexistingcustomerbasetheycouldmarketthegamefor.Theroleofapublisherseemstobethekeytosuccess.Theonlyproblemisfindingagood,bigand reliablepublisher.Thebestpracticeforthisisgoingtomeetings,conventionsand tradefaresandmeetthepublishersface-to-face.Oncethere,talktothem,create connectionsandmakeanimpression.Itisatremendoushelpifthepublisherand developerseeeyetoeyeaboutthefutureandifthegamefitsthepublisher'sagenda. Otherobstaclesfacedbysmallmobilegamedevelopersarediscoverability,localizationandmarketstudy.Alltheobstaclesandthetoolstoovercomethemseemtobe closelyrelated.Oneobstacleleadstoanother,whereasthetoolsworkinharmonyto overcometheobstacles.Fordiscoverabilitythereseemstobenosimpletool.One intervieweeevenmentionedthatiftherewas,he’dbeamillionaire.Socialmedia activityanditsinnovativeusecouldresultinpeopleseeingthegame,whichcouldin turncreateword-of-mouthforthegame.Anothercureisthemuchlovedutilization ofthehelpofapublisher. Localizationissomethingthatcanbeputintoparts.Onetypeoflocalizationistargetedatareasthataremoreneutralandsharesimilarculturalaspects.Theseareas donotnecessarilyneedanythingmorethanalanguagetranslationortakingadvantageofsophisticatediconusesothatonlysomeornotextisneeded.Another typeislocalizinginsituationswheretheculturewhichthegamehasbeendesigned forissignificantlydifferentfromthetargetmarket.Itwasarguedthatsituationslike thesemightnotevenbeworththeeffortuntiltheconceptofthegamehasbeen proven. Marketstudyisaproblemamongsmalldevelopers.Ononehanditisnotunderstood howimportantathoroughmarketstudyis.Ontheother,conductingathorough marketstudyrequiresthemanpowerandtimenotthatmanysmalldevelopers have. 36 5.2 QualityAssessment AccordingtoTuomiandSarajärvi(2009,136)validityofaresearchmeansthatit studieswhathasbeensaiditstudies,whereasreliabilityconcernstherepeatabilityof thestudy’sresults.Thevalidityofthisstudyiswellmaintainedasitfollowsastrict structure,thecontentiscoherentthroughoutthestudyandtheresultsandoutcome correspondtothepurposeofthisstudy.Thereliabilityofthisstudymightbeaffectedduetodatabeingexperienceandopinionbased.Evenso,ithastoberememberedthatthepurposeofthisstudyisspecificallyexamininghowtheobstaclesand toolsofinternationalizationappeartothedevelopersthemselves.Also,thereliability ofthisstudywillprobablydeteriorateintimeduetothesubjectbeingsostrongly linkedtoit.Inotherwords,gamingindustryisinsuchahecticphasethatitisconstantlydeveloping,whichcausesthewholeinternationalizationasaphenomenonto changecontinuously. Everydeveloper’sknowledgeandexperiencesdifferfromtherest,andanobstacle someoneconsidersimpossiblemightnotevenbeanobstacleforanother,inaddition towhichonedeveloper'stoolmightnotbefitfortheobstacleofothers.Thosedifferencesinexperiencesmightaffectthequalityoftheprimarydata.However,even thoughtheamountofparticipantswasn’thigh,theintervieweeswereindifferent positions,whichbroughtdatafromdifferentaspects.Also,comparedtosecondary dataacquisition,theinterviewmethodgaveanopportunitytoexaminetheparticipants'experiencesandopinionsmorethoroughly.Asforthesecondarydata,itwas moredifficulttodeterminewhatwastheaspectthesourceshad.Becausethesecondarydataonobstaclesandtoolswasgatheredwithaneyeontheexperiencesof thedevelopers,theabovementioneddifferencesinexperiencesmighthaveaffected theoutcome.However,theamountofsecondarydatasourcesissolargethatitwill mostlikelyruleoutasituationwhereinformationontheobstaclesandtoolsisleft uncoveredbecausenoneofthechosensecondarydatasourcesfeltitwasanobstacleorafittingtool. Thisstudyisagoodeyeopenerforsmallmobilegamedevelopers.Thismightgive themideasonwhichtoolscouldbeusedandwhatobstaclestheyarelikelytoen- counterduringinternationalization,butthestudyalsoactsasagatewaytoother 37 developers’experiencesduringtheirjourney. 5.3 FurtherResearchPossibilities Eventhoughgamingandit'smarketingrepresentanewageandeventhoughit mightseemthatitrequiresentirelynewmethods,traditionalmarketingtoolsand methodsmightcomeinhandytoo.Thereisdefinitelyapossibilityforfurtherresearchinstudyingwhetherthetraditionalmarketingmethodsdeserveaplaceinthe fastdevelopingworldofmobilegamedevelopingandinternationalization. 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AlexanderOsterwalder.Accessedon11.10.2016.https://wordpressinnovately.rhcloud.com/business-model-canvas/ FIGURE3. Bland,D.21.4.2016.AgileCoachingTip:WhatIsanEmpathyMap?Accessedon 11.10.2016.http://www.solutionsiq.com/what-is-an-empathy-map/ FIGURE4. Wegerer,S.ValuePropositionCanvas.Accessedon11.10.2016. https://www.pinterest.com/pin/112519690666790057/ FIGURE5. AnExampleofacodingprocess. 43 Appendices Appendix1.Interviewquestions Firstquestionhandlesthegeneralinformationoftheintervieweeandtheirposition. Whoareyouandwhatisitthatyoudo? Whatisyourrelationtomobilegamedeveloping? Introductiontothetheme. Whatisyourviewontheobstaclesinternationalizationofsmallmobile gamedevelopers’? Possibleadditionalquestionstosteertheintervieweebackintothetheme“obstacles”. Arethereanyotherobstaclesyouhaveencountered? In-depthquestionstofindoutthetoolsfortheobstaclestheintervieweesbrought up?(Examplesoffewofthequestions). Youmentionedlocalization,whatareyourtoolstoovercomethatissue? Isthereanytoolsforgainingthebetterdiscoverabilityyoumentioned? Whatwasityoudidtogethelpfromapublisher? Wordingandstructureofthequestionsvaryalittleinsemi-structuredinterviews.
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