<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:psc="http://podlove.org/simple-chapters" xmlns:podcast="https://podcastindex.org/namespace/1.0"><channel><title><![CDATA[Smart & Wright : The Business of Gaming]]></title><description><![CDATA[<p>Smart &amp; Wright is a gaming industry podcast with Adam Smart and John Wright, talking about the business behind games, where the money is going, what’s changing, and what everyone else is talking about.</p><p></p><p>From UA, monetisation and measurement to PC &amp; console, mobile, D2C, AI, launches, M&amp;A and whatever else is shaking up the industry.</p><p></p><p>No scripts. No corporate answers. Just two people who’ve spent far too long in the games industry trying to work out what’s actually going on.</p><p></p><p>Sometimes we talk about the news. Sometimes we disagree with it. And occasionally, we might just create it.</p>]]></description><link>https://riverside.com</link><generator>Riverside.fm (https://riverside.com)</generator><lastBuildDate>Fri, 18 Sep 2026 02:21:33 GMT</lastBuildDate><atom:link href="https://api.riverside.com/hosting/MDiyUFDj.rss" rel="self" type="application/rss+xml"/><author><![CDATA[Adam Smart]]></author><pubDate>Fri, 11 Sep 2026 14:19:23 GMT</pubDate><copyright><![CDATA[2026 Adam Smart]]></copyright><language><![CDATA[en]]></language><ttl>60</ttl><category><![CDATA[Marketing]]></category><category><![CDATA[Games]]></category><itunes:author>Adam Smart</itunes:author><itunes:summary>&lt;p&gt;Smart &amp;amp; Wright is a gaming industry podcast with Adam Smart and John Wright, talking about the business behind games, where the money is going, what’s changing, and what everyone else is talking about.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;From UA, monetisation and measurement to PC &amp;amp; console, mobile, D2C, AI, launches, M&amp;amp;A and whatever else is shaking up the industry.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;No scripts. No corporate answers. Just two people who’ve spent far too long in the games industry trying to work out what’s actually going on.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;Sometimes we talk about the news. Sometimes we disagree with it. And occasionally, we might just create it.&lt;/p&gt;</itunes:summary><itunes:type>episodic</itunes:type><itunes:owner><itunes:name>Adam Smart</itunes:name><itunes:email>david.llewellyn@appsflyer.com</itunes:email></itunes:owner><itunes:explicit>no</itunes:explicit><itunes:category text="Business"><itunes:category text="Marketing"/></itunes:category><itunes:category text="Leisure"><itunes:category text="Games"/></itunes:category><itunes:image href="https://hosting-media.riverside.com/media/podcasts/67a3f99d-ba80-4e3b-b6a6-e2c787e241a9/logos/ba132297-7d80-49fe-80f7-30ca5843f4dd.jpeg"/><item><title><![CDATA[Mobile vs Steam, the rise of DTC, and why market forecasts may be missing the real story]]></title><description><![CDATA[<p></p><p>Adam and John Wright compare the current realities of mobile and Steam game publishing, with a focus on why the two markets demand very different strategies. They also dig into the biggest blind spot in current industry forecasts: direct-to-consumer revenue, which may be reshaping how investors and analysts read the gaming market.<b>Speakers covered</b></p><ul><li><b>John Wright</b> — Explains how mobile publishing used to be more predictable, why that changed after ATT, and why Steam is not an easier substitute</li><li><b>Adam</b> — Pushes on the market-size comparison, questions the shift from mobile to Steam, and raises concerns about missing revenue in industry forecasts</li></ul><p>Key topics</p><ul><li>Mobile and Steam are not interchangeable markets, even if they can look similar from the outside</li><li>Mobile publishing used to be driven by clearer KPIs, organic lift, and more calculable UA unit economics</li><li>Post-ATT mobile became harder to forecast, with fewer new breakout games and larger drop-off points in the funnel</li><li>Older games now make up a larger share of mobile revenue</li><li>More of the new game pipeline appears to be coming from APAC rather than the West</li><li>Steam is a different business, with premium pricing, heavier reliance on influencers, and far less visibility into its algorithm</li><li>Hoping for a Steam breakout is not a strategy because success there is less predictable and depends heavily on community momentum</li><li>Direct-to-consumer revenue may be missing from current market models and forecasts</li><li>Negative industry sentiment may partly result from data tools failing to capture DTC performance</li></ul><p>• • Analysts and investors may be making decisions without full visibility into where gaming revenue comes from</p>]]></description><guid isPermaLink="false">b0809528-51fc-4b72-8db0-f91eeaf53079</guid><dc:creator><![CDATA[Adam Smart]]></dc:creator><pubDate>Tue, 15 Sep 2026 07:00:00 GMT</pubDate><enclosure url="https://api.riverside.com/hosting-analytics/media/1d6abbae14a157b540f77376ad6a539df48b008b0213ca889a32eefcac14d410/eyJlcGlzb2RlSWQiOiJiMDgwOTUyOC01MWZjLTRiNzItOGRiMC1mOTFlZWFmNTMwNzkiLCJwb2RjYXN0SWQiOiI2N2EzZjk5ZC1iYTgwLTRlM2ItYjZhNi1lMmM3ODdlMjQxYTkiLCJhY2NvdW50SWQiOiI2MDg5MTNjMjBlNmNlMTAwMDM3MzU2ZGIiLCJwYXRoIjoibWVkaWEvY2xpcHMvNmFhN2VmMzAyNmZjYWU5ZGY4ZjAwYmNlL2NvbGxhYi1wb2RjYXN0LTIwMjYtOS0xNF9fMTItNTctMjIubXAzIn0=.mp3" length="35126796" type="audio/mpeg"/><podcast:transcript url="https://hosting-media.riverside.com/media/podcasts/67a3f99d-ba80-4e3b-b6a6-e2c787e241a9/episodes/b0809528-51fc-4b72-8db0-f91eeaf53079/transcripts.txt" type="text/plain"/><itunes:summary>&lt;p&gt;&lt;/p&gt;&lt;p&gt;Adam and John Wright compare the current realities of mobile and Steam game publishing, with a focus on why the two markets demand very different strategies. They also dig into the biggest blind spot in current industry forecasts: direct-to-consumer revenue, which may be reshaping how investors and analysts read the gaming market.&lt;b&gt;Speakers covered&lt;/b&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;John Wright&lt;/b&gt; — Explains how mobile publishing used to be more predictable, why that changed after ATT, and why Steam is not an easier substitute&lt;/li&gt;&lt;li&gt;&lt;b&gt;Adam&lt;/b&gt; — Pushes on the market-size comparison, questions the shift from mobile to Steam, and raises concerns about missing revenue in industry forecasts&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Key topics&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Mobile and Steam are not interchangeable markets, even if they can look similar from the outside&lt;/li&gt;&lt;li&gt;Mobile publishing used to be driven by clearer KPIs, organic lift, and more calculable UA unit economics&lt;/li&gt;&lt;li&gt;Post-ATT mobile became harder to forecast, with fewer new breakout games and larger drop-off points in the funnel&lt;/li&gt;&lt;li&gt;Older games now make up a larger share of mobile revenue&lt;/li&gt;&lt;li&gt;More of the new game pipeline appears to be coming from APAC rather than the West&lt;/li&gt;&lt;li&gt;Steam is a different business, with premium pricing, heavier reliance on influencers, and far less visibility into its algorithm&lt;/li&gt;&lt;li&gt;Hoping for a Steam breakout is not a strategy because success there is less predictable and depends heavily on community momentum&lt;/li&gt;&lt;li&gt;Direct-to-consumer revenue may be missing from current market models and forecasts&lt;/li&gt;&lt;li&gt;Negative industry sentiment may partly result from data tools failing to capture DTC performance&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;• • Analysts and investors may be making decisions without full visibility into where gaming revenue comes from&lt;/p&gt;</itunes:summary><itunes:explicit>no</itunes:explicit><itunes:duration>00:24:23</itunes:duration><itunes:image href="https://hosting-media.riverside.com/media/podcasts/67a3f99d-ba80-4e3b-b6a6-e2c787e241a9/logos/ba132297-7d80-49fe-80f7-30ca5843f4dd.jpeg"/><itunes:title>Mobile vs Steam, the rise of DTC, and why market forecasts may be missing the real story</itunes:title><itunes:episodeType>full</itunes:episodeType></item><item><title><![CDATA[
Gamescom 2026 Recap: AI's Real Cost, Rising CPIs & the Death of the Game Disc ]]></title><description><![CDATA[<p>Welcome to episode 1 of Smart and Right,  a weekly, no-nonsense catch-up on everything happening in mobile and console gaming, hosted by Adam Smart (AppsFlyer) and John Wright (Turborilla).<br />In this launch episode, we break down our biggest conversational takeaways from Gamescom 2026:<br /><br />AI adoption has exploded, from supporting single departments a year ago to running across entire game studios today. But it's not all upside: we talk real stories of runaway token costs (one employee burned $30k in a month) and why "head of AI operations" might be gaming's next big hire.<br /><br />Rising mobile CPIs are pushing studios toward web-to-app strategies to cut user acquisition costs, is it actually working?<br /><br />AI is collapsing prototyping timelines from months down to weeks, letting studios take more shots on goal with less spend.<br /><br />The slow death of physical media,  PlayStation dropping discs, Switch 2's move to cartridge codes, and what the industry loses as a generation raised on Roblox and in-app purchases takes over as gaming's biggest spenders.<br /><br />China's growing footprint at Gamescom, with major studios like miHoYo targeting female and casual audiences while Western studios stay risk-averse.<br /><br />If you work in gaming, mobile marketing, or just want an honest, unfiltered take on where the industry is heading, subscribe new episodes every week.</p>]]></description><guid isPermaLink="false">b433de82-4c60-4ade-ad5e-1828eb7dc8f3</guid><dc:creator><![CDATA[Adam Smart]]></dc:creator><pubDate>Fri, 11 Sep 2026 14:35:07 GMT</pubDate><enclosure url="https://api.riverside.com/hosting-analytics/media/673627558eb96761f633659a79068358570658498a6d0dc92f691ba23aa7a1bb/eyJlcGlzb2RlSWQiOiJiNDMzZGU4Mi00YzYwLTRhZGUtYWQ1ZS0xODI4ZWI3ZGM4ZjMiLCJwb2RjYXN0SWQiOiI2N2EzZjk5ZC1iYTgwLTRlM2ItYjZhNi1lMmM3ODdlMjQxYTkiLCJhY2NvdW50SWQiOiI2MDg5MTNjMjBlNmNlMTAwMDM3MzU2ZGIiLCJwYXRoIjoibWVkaWEvY2xpcHMvNmFhNDExOWJhOTQ3MmE0ODYzOTc4YmZjL2NvbGxhYi1wb2RjYXN0LTIwMjYtOS0xMV9fMTQtMzUtOS5tcDMifQ==.mp3" length="41992403" type="audio/mpeg"/><podcast:transcript url="https://hosting-media.riverside.com/media/podcasts/67a3f99d-ba80-4e3b-b6a6-e2c787e241a9/episodes/b433de82-4c60-4ade-ad5e-1828eb7dc8f3/transcripts.txt" type="text/plain"/><itunes:summary>&lt;p&gt;Welcome to episode 1 of Smart and Right,  a weekly, no-nonsense catch-up on everything happening in mobile and console gaming, hosted by Adam Smart (AppsFlyer) and John Wright (Turborilla).&lt;br /&gt;In this launch episode, we break down our biggest conversational takeaways from Gamescom 2026:&lt;br /&gt;&lt;br /&gt;AI adoption has exploded, from supporting single departments a year ago to running across entire game studios today. But it&apos;s not all upside: we talk real stories of runaway token costs (one employee burned $30k in a month) and why &quot;head of AI operations&quot; might be gaming&apos;s next big hire.&lt;br /&gt;&lt;br /&gt;Rising mobile CPIs are pushing studios toward web-to-app strategies to cut user acquisition costs, is it actually working?&lt;br /&gt;&lt;br /&gt;AI is collapsing prototyping timelines from months down to weeks, letting studios take more shots on goal with less spend.&lt;br /&gt;&lt;br /&gt;The slow death of physical media,  PlayStation dropping discs, Switch 2&apos;s move to cartridge codes, and what the industry loses as a generation raised on Roblox and in-app purchases takes over as gaming&apos;s biggest spenders.&lt;br /&gt;&lt;br /&gt;China&apos;s growing footprint at Gamescom, with major studios like miHoYo targeting female and casual audiences while Western studios stay risk-averse.&lt;br /&gt;&lt;br /&gt;If you work in gaming, mobile marketing, or just want an honest, unfiltered take on where the industry is heading, subscribe new episodes every week.&lt;/p&gt;</itunes:summary><itunes:explicit>no</itunes:explicit><itunes:duration>00:29:10</itunes:duration><itunes:image href="https://hosting-media.riverside.com/media/podcasts/67a3f99d-ba80-4e3b-b6a6-e2c787e241a9/logos/ba132297-7d80-49fe-80f7-30ca5843f4dd.jpeg"/><itunes:episode>1</itunes:episode><itunes:title>
Gamescom 2026 Recap: AI&apos;s Real Cost, Rising CPIs &amp; the Death of the Game Disc </itunes:title><itunes:episodeType>full</itunes:episodeType></item></channel></rss>