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Mobile Games Monetization - the Bejeweled way
1. Mobile Monetization โ The Bejeweled Way
Giordano Bruno Contestabile, PopCap Games
June 20th, 2012
Twitter: @giordanobc
2. My job: managing the businessโฆ
โฆeven though I suck at it!
๏ซ My excuse: half of those people work at PopCap
โข But so do I
3. Some quick facts
๏ซ Launched in late 2000
๏ซ History: Bejeweled, Bejeweled 2,
Bejeweled Twist, Bejeweled Blitz,
Bejeweled 3
๏ซ Key platforms: PC/Mac, Facebook,
iPhone, XBox360, DS
๏ซ Units: > 55 million
๏ซ Installs: > 200 million
๏ซ MAUs: > 25 million
๏ซ Users: 500 million+
4. One Very Long Minute
History of Bejeweled Blitz on Facebook & iOS
๏ซ Bejeweled Blitz launched on Facebook in December 2008
๏ซ Blitz mode and FB Connect added to Bejeweled 2 iOS client (April 2010)
๏ซ One of the first games to be fully integrated FB and iOS
๏ซ 3+ years from launch, still consistently popular:
โข Facebook: top 10 games by DAU (3M+)
โข iPhone: top 10 top grossing games
๏ซ Bejeweled Blitz iOS launched as freemium game in December 2011
7. Premium Vs. Freemium: Downloads
Freemium client has 9x as many downloads per day vs. premium
Bejeweled Blitz
Bejeweled
8. Many Play For Freeโฆ
๏ซ As expected, ARPPU declined when switching from paid to free
โข Higher percentage of free players
๏ซ ARPPU still higher, but closer, to Facebook
9. โฆBut Enough of Them Pay!
๏ซ Increased user base driving much higher revenues
10. Facebook Connect: A High Barrier
Approximately 25% of Blitz iOS
downloads have activated
Facebook Connect, unlocking
full game content
๏ซ FB Connect was required to unlock full features
๏ซ Launched โUniversal Modeโ in June 2012
๏ซ FB-connected users tend to spend more
12. Comparing iOS to Facebook
Key Metrics iOS (FB = 100)
Daily Active Users Weekly Average 33%
ARPU DARPU 196%
Engagement Games played / day 208% (52!)
Retention 7-day retention 200%
Monetization % of paying users 205%
13. Learnings โ behavior iOS vs FB
๏ซ On most metrics, iOS users are 2x higher than Facebook users
๏ซ Contributing factors:
โข โAlways on, always with meโ nature of mobile
โข Bejeweled Blitz strongly suited to bite-sized gaming
โข Efficient Apple ecosystem, in particular for billing
๏ซ We see significant FB / iOS cross-over in user base
โข New FB users discovering the game through iOS first
15. Boosts
๏ซ Low-priced in-game effects meant to be used regularly
๏ซ Balanced not to grant excessive advantages
โข The better player will still score higher on average
16. Rare Gems
๏ซ Higher-impact bonuses
๏ซ Can be activated every few games, appearing randomly
๏ซ Require skill to be fully taken advantage of
๏ซ Entertainment value as important as effect
17. Daily Spins
๏ซ Slot machine mechanic granting in-game currency
๏ซ 1 free โdaily spinโ every day
๏ซ Additional โdaily spinโ can be purchased
18. Key tenets
๏ซ โPlay foreverโ: no pay walls or limitations for non-paying users
๏ซ Game is fun and balanced also without paying
๏ซ Pay to have fun, not because the games forces or punishes you
๏ซ Server-side code to tweak economy in real time
๏ซ Events really important: busy marketing calendar
19. Our secret? Science!
mF =โeng + โret + โmon
โฆthat I just made up!
More fun = more engagement, retention and monetization
A simple equationโฆ
If players are having fun they will play, stay and pay