Winners & nominees

10th IMGA

The 10TH IMGA took place in 2014.

Here are all the games awarded that year. 

Winners and nominees

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Grand Prix

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Badland

People's Choice Award

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Tiny Thief

Jury's Honorable Mention

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Luxuria Superbia

Excellence in Innovation

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Blek

Best Quickplay Game

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Colossatron: Massive World Threat

Excellence in Gameplay

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Rymdkapsel

Excellence in Storytelling

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Republique

Best Technical Achievement

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Clumsy Ninja

Best Upcoming Game

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Framed

Best Serious Game

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Artistico: the game for art lovers

Best Shared Experience in A Game

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Heads Up!

Excellence in Sound Design

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Papa Sangre II

Excellence in Art Design

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Year Walk

NOMINEES

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Sine Mora

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Dots: a game about connecting

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Mr. Crab

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Fish Out Of Water!

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Temple Run 2

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Cut the Rope 2

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Pivvot

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Joe Danger Infinity

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Strata

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Zorbie

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Cosmic Reactor Math

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Type: Rider

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Sushi Scramble

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Toca Builders

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Fates Forever

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QuizUp

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Haunted Hollow

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Gentlemen!

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Royal Revolt II

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First Strike

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Robonauts

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Roll Back Home

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Find the Line

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Tako’s Japanese

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The Wolf Among Us

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Icycle: On Thin Ice

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Incredipede

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Ridiculous Fishing

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XCOM: Enemy Unknown

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Plants vs. Zombies 2

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Oceanhorn

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Device 6

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Blackbar

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Crabitron: Giant Space Crab Simulator

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Detective Grimoire

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The Room Two

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Dropchord

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Poker Night 2

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Call of Duty: Strike Team

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Dead Trigger 2

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Deus Ex: The Fall

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Infinity Blade III

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Real Racing 3

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Walking Dead: The Game

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YOU DON’T KNOW JACK

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Prismatica

Behind the Scenes of the 10th IMGA

Our 10th anniversary IMGA in 2014 saw an accelerated growth of free-to-play games. This has obviously had impact on the IMGA and will continue to do so in the future! Free-to-play games are incredibly difficult to judge, particularly if they are run as a service. They’re in constant evolution, and the developer can make changes constantly to improve the virality, monetization and retention of the game. With constantly evolving games, which version are we supposed to judge?

 

Of course, not all developers are happy to create free-to-play games, and prefer to make premium games at a cost to the player. With so many free games out there, it’s a dwindling market, so the publishers and developers are under pressure. They have to finance more marketing and make more effort to acquire audiences, and those who do use free-to-play need a team to constantly monitor their analytics and make updates accordingly. It’s a changing world for the production and publishing of mobile games.

 

The free-to-play craze has everybody talking about distribution raising user acquisition costs, how to increase the average revenue per player and reach life-time value milestones, but they’re not talking about what actually makes a game fun to play.

Making games is one of the most challenging jobs in the entertainment industry. It’s about images, sound, animations, interactions, and technology, and there are still so many games to make, so many experiments to embark on.

 

From a pessimistic point of view, the coming years could be dominated by more and more Clash of Clans and Candy Crush clones and less and less experimental games like Badland, Space Team, Contre Jour. We could see a lot of the fun, risk-taking innovations disappear from the platform completely, such as Papa Sangre, Device 6, Taiso. But our love for these innovative, exciting experiments in gaming keeps our hopes high.