In Mobile there are reams written about how app developers achieve success with amazing apps and stories that inspire us to aim high. While these “how-to” posts are full of helpful tips, I miss having a clear focus on the tools you need to use to power the user acquisition efforts that can help make sure your app reaches and retains a significant level of success. Here are a few examples for you to start you thinking about what is best approach in finding "the one" for you.
Note: pay attention to speaker's notes which I have written for those of you looking through the deck at your own time.
5. Proprietary & Confidential
Important User Acquisition Components
● Product & Business goals alignment
● Tools to support UA activities
○ Tracking & Analytics
○ Vet & select the best for you
● Test → Learn → Apply
● More ways to support product growth
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Bring Players → Grow DAU & Revenue
*The slide is for demonstration purposes only. All sensitive data was removed and/or replaced with dummy data.
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In game post-install events
Tutorial complete
Day 1 retention
Joined alliance
Created alliance
Game level 2
Game level 3 Game level 8 Battle 2
Game level 4
Game level 5
Game level 6
Game level 7
First payment
Repeat payment
Watched a video
First battle
Battle 3
Battle 4
Rating given
Chat feature used
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In App Events as Optimisation Indicators
Tutorial complete
PVP mode
Game level
Number of battles
Rating given
Payment initiated
First payment
Engaged user
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Optimisation
Indicators
● Tutorial complete
● Game level
● Payment initiated
● Entered PVP mode
● Rating given
Best Predictors of LTV
● Day 1 retention
● Number of battles
● First purchase
● In App Purchase Revenue
● Custom events (i.e. viral
actions)
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In game events per channel
*The slide is for demonstration purposes only. All sensitive data was removed and/or replaced with dummy data.
In App
Events →
Ad
Spend
Installs Tutorial
complete
Level X Day 1
retention
Spenders % Net IAP
Revenue
Net
ROAS
Admob $500 100 90% 75% 45% 10% $100 20%
Social
channel
$1,000 100 85% 50 % 55% 12% $100 10%
Unity ads $500 100 80% 85% 75% 5% $50 10%
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In game events per country
*The slide is for demonstration purposes only. All sensitive data was removed and/or replaced with dummy data.
In App
Events →
Ad
Spend
Installs Tutorial
complete
Level X Day 1
retention
Spenders % Net IAP
Revenue
Net
ROAS
US $500 100 90% 75% 45% 10% $100 20%
FI $1,000 100 85% 50 % 55% 12% $100 10%
UK $500 100 80% 85% 75% 5% $50 10%
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Key Takeaways
1. Use Tools to support UA efforts → there is a science
2. Test → Learn → Apply → Repeat the Loop
3. Aim high & be ambitious, but have a contingency plan
“We can’t predict the future exactly, but we can increase our chances of
winning if we are better prepared”.
S.S, 2015
A bit about my background ….
GDE program member - Marketing Expert with above strengths that help me also share knowledge
My day job is with Space Ape Games, high quality game developers studio in London with 20M+ downloads and all …. :) these are our live games with Transformers in soft launch now.
I have been in gaming industry for 4 years, launching my career with Social Casino games at Plumbee, followed by Casual Mobile Gameswith Miniclip and now I am in the Strategy Games vertical at Space Ape Games.
Those are a few things I like to work on and today I am pleased with a chance to practise one of those “Sharing Knowledge” with you all.
So let’s talk UA …
Now you know about one of the way to help you fund, reinvest and grow your millions faster …
There are plenty of different mobile networks you can use to advertise your game apps and you can always spend all of your money on trusted Google advertising channels as well.
But before that let’s talk about …
Today I would like to cover Important UA Components to consider.
From 3 main ways to monetise your mobile gaming apps:
In App Purchases in F2P when you offer to buy in game currencies
In App Advertising in F2P → for example, you can offer a longer game play or free in-game currencies, in exchange for viewing video ads
Paid apps → you pay once and play forever type of gaming apps (this is to mention the variety, however my expertise is in F2P)
Let’s say you’ve decided what type of game you’d like to offer to the audience …..
You are now in a position to acquire players to help your Daily Active Users (DAU) with its revenue grow.
How to do it effectively?
This is when tools come in handy to support your paid marketing.
Mobile tracking systems help you collect your user data, attribute and use for analysis.
There are plenty of paid tracking providers out there and here are a handful I know a bit about.
NOTE: there is no best solution for all, but you can find the best solution for your business. More info on how to here → http://goo.gl/Pp3CiS & https://goo.gl/j7HhWk
Here are also some FREE tracking solutions, but bare in mind those have bigger limitations:
Google SDK → only works for Adwords
Facebook SDK → only works well for Facebook, Instagram and it has Audience Network (no source visibility)
Branch.io SDK → is ok with a somewhat fiddly tracking links tool, but it’s ok at a smaller scale. The big one here is for a free tracking tool you would agree to share data with Branch.io It is your decision if your business is ok with it.
We had a new game in development and were not sure which events we may need, so we integrated a large of selection of classic indicators
You would then implement a set of tracking that is relevant to your product. These events are a standard set of a few that are more relevant to gaming apps, where you can choose to have a custom selection when you need.
life-time value (LTV) is a prediction of the net profit attributed to the entire future relationship with a customer. The prediction model can have varying levels of sophistication and accuracy, ranging from a crude heuristic to the use of complex predictive analytics techniques. Gaming is known for the use of more complex models.
We use Best Predictors of LTV to measure effectiveness of our targeting
Optimisation Indicators are used to give campaign managers earlier indicators on optimisation steps
In this example you can look at the performance of your ad spend per channel within the given time.
You would check number of installs
Spenders converted
Return on Ad Spend
In this example we can similarly see the performance of your ad spend per country within the given time.
You would need to use a tracking system to help you collect user data → analyse → learn → apply your learning's
You want to invest cash in advertising in hope to multiply your investment by getting new players into your game to then monetise your user base.
Now question is how to make this investment profitably?
You are one of the advertisers and you get approached by many different networks, trying to sell you the moon. Asking you to bid high because current market is competitive and telling you their inventory is worth it because they know they will deliver high quality traffic.
In reality the pressure is just as much on the product performance as it is on UA performance. If product’s monetisation mechanics are good, then UA will have a better chance delivering well.
Let’s look at a few ways to help UA function better.
We all want to invest profitably, which will result testing various channels to find what works for your business.
Testing can be done carefully, because you wouldn’t want to spend too big of an ad spend portion on testing and close your month/quarter with low profit margin stats
From experience I have learnt it is important to work out Statistically Relevant Sample Size for User Acquisition. This Sample Size is a sufficient number of users UA would buy (through advertising) to then be able to analyse and have a confident conclusion if this New Channel have worked out for the business and worth investing into going forward.
This is an example how it could look. The key metrics to look at in this example would be:
Same number of installs
Different ad spend
Click to install percentage shows the relevance of the audience, devices and possibly internet connection
IAP revenue is the main indicator here, because now you would be able to see
ROAS and clearly see which network works better for you, IF your target is ROAS
Of course this kind of testing requires cash and people to manage it ….. so
Here are some main LTV calculation components you may want to use.
*K-factor →
*this is not the formula to use, but more of the generic demonstration of components. These components can be used to build your ultimate formula that is relevant to your business.
You invest money in advertising in hope to multiply your investment by getting new players into your game to then monetise your user base.
Now question is how to make this investment profitably?
LTV - 7 days window we take retention curve + activity in the app + revenue and number of payments. From this data, we create 6 different buckets with different thresholds. Where each bucket has a different retention curve. All by country and by channel.
You can use tracking systems to help you collect user data
There was a question earlier about best ad networks to work with. It is always a case by case scenario, so you would need to do some searching, evaluating findings, vetting, etc.
As a starting point, a positive indicator can be ad networks listed on one of the tracking vendors’ index pages.
Alternatively, check integrated networks with App Annie.
This is assuming App Annie has already done their groundwork who to partner with. It also indicates network tech strength and sufficient resources to implement the integration in full.
Don’t want to invest in advertising
You could consider a rev share model with one of many publishers out there, but it will cost you your revenue …
I would like to highlight the importance of your Conversion Ratio from Click to Install (Impressions to install in other cases)
Store page assets contribute to improving CTI
Above table demonstrates measured impact of store assets on CTI
We had a few variations and couldn’t decide which app icon was the best fit for our target audience.
We used Google Experiments FREE tool and have ran a test with the App Icons for Samurai Siege.
A few days later data showed that our gut feel was wrong :), two heads work better than one.
Space Ape team performed a test with one of the apps during the soft launch, making an app above and below stores file size limit. After some paid UA as well organic downloads, test results demonstrated 40% uplift in Click to Install Conversion ratio with “below the limit” file size.
It is important to flag this point early in the game development stages, to do everything possible to make your game smaller, for example …
When streaming art assets after the first App Launch, download just enough for the first session which would make the download time a lot faster
Use technology to make your high quality JPGs smaller
Smaller chunks of streaming, one of our teams went as far as implementing only 1 background soundtrack for the new user download, just enough for the first session.
Use professional tools, there is a science in UA
Test anything new - learn - see what worked - & - do it again
Have a contingency plan or a few, that will help you move and adapt quickly to natural changes along the way, so you can still keep going towards your optimum goal.
We can’t predict the future, but we can increase our chances of winning if we are better prepared.