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A live game operations company
Live Game Ops Academy: Monetization
Thom Robbins (@trobbins)
thomas@playfab.com
@playfabnetwork
Welcome to the Live Game Ops Academy
Attend all three introductory sessions and receive the PlayFab Live
Game Ops 101 Certificate by email
10/21/2015 1
http://bit.ly/playfabue
Live Game Ops Academy: Monetization
Monetization is
one the toughest
challenges facing
any new game.
There are a lot of
moving parts to
think through.
Let’s get started…
10/21/2015 2
Customer Lifetime Value
Basics
• App value = Number of users * LTV of
each user
LTV of each user
• Lifetime value
• LTV = value* engagement
Value Levers
• Monetization
• Virality
• Loyalty
• Community
• Feedback
• Marketplace (downloads, rating and
comments)
10/21/2015 3
In order to focus on monetization, it is important to loop beyond just
monetization
Economy Design
• Premium
• Pay up front, get all content
• Freemium
• Small sample for free, then premium purchase to unlock full game
• Free-to-Play
• Full game is free
• May use in-app purchases for items, content, currency to enhance or expedite experience
• May use mandatory or optional ad views to generate revenue
• Subscription
• Pay a recurring fee for regular content additions/upgrades, or items/currency to enhance gameplay
10/21/2015 4
Choose the Model that Works for You!
10/21/2015 5
Build your Plan
• Model time it takes to consume content
• Aim for 60 days min for non-payers
• Model earning per session
• Currency
• XP
• Model spend per session
• Price just outside of earnings to avoid inflation
• Design early pinch points carefully (don’t
kick users out of the game)
• Start tight and loosen if necessary
• Find ‘cost to complete’ (most F2P games target
$1,000+)
• If using ‘Premium-Only’ items, target 30-50% of
items in each category
• Create enough premium content to sustain whales
at launch
• Premium should be superior to grind items (but be
careful of pay-to-win perception)
• Cater post-launch premium items to top spending
players
• Deep (80%+) discounts on expensive premium items can
prompt conversion from reluctant spenders
10/21/2015 6
Monetization Metrics in the ‘ARM’ Cycle
Audience
• Daily Active Users (DAU) & Monthly
Active Users (MAU)
• Demography
Acquisition
• Cost per acquisition (CPA)
• ROI on campaigns (Value – CPA)
Retention
• Stickiness (DAU/MAU)
• Retention Rate
Monetization
• Conversion rate
• ARPU & ARPPU
10/21/2015 7
Selling Virtual Currency Theory
• Flow Theory
• Intermediate Currency
• Dynamic Pricing
10/21/2015 8
Store Design Best Practice
Layout
• Simple navigation & visual appeal
• Full-screen
• Items
• Images
• Promo space
• Server-side control
• Encourage scrolling (emphasizes depth of content)
• Mix premium and grind items
• Sort/prioritize by perceived value
• Include Promo/Special/New section to drive payers to new items
• Use merchandising callouts
• NEW, Best Value, Most Popular, 30% Free, 20% Off, etc.
10/21/2015 9
Store Design Best Practice
Minimize Friction
• Deep link directly to relevant item
• Enable purchase of consumables
(currency, energy, etc.) directly from
HUD
• Actively prompt when low
• Provide relevant price points for
instant purchase, and store
link for other options
10/21/2015 10
Store Design Best Practice
Transaction Pages
• List highest priced items first
• Pre-select mid-level package to
encourage higher spend
• Discount higher-priced
packages and clearly message
discount/value
• Test removing lowest-priced
SKUs (or hiding below fold) to
check price elasticity (especially
after 1st purchase)
10/21/2015 11
Purchases Best Practices
Real Money
• Use Real Money transactions sparingly (high friction)
• Real money purchases may include:
• Premium currency
• Content/feature unlocks
• Bundles or packages of items that create
added value
10/21/2015 12
Purchases Best Practices
Virtual Currency
• Premium Currency
• Forces payment
• Allows granular pricing (esp. on iOS)
• Easily discounted
• Removes payment friction at moment of purchase
• Earned/Grind Currency
• Sell for Premium Currency to manage economy balance
• Scale exchange rate based on user segments
• Be careful of inflation if sold for real money
10/21/2015 13
Purchases Best Practice
Impulse Buys
• Surface one-touch purchase option at pinch points
• Use prominent splash screens/dialogs to surface impulse opportunity
• Identify moments of urgency for impulse/upsell
• Threat of losing something
• Auto-complete difficult level/task
• Time extensions
10/21/2015 14
Purchases Best Practices
Offers
• Segments allow targeting to different users
• Promos may include cash discounts, limited offers, time/event based items, bundles, etc.
• Surfacing is key: use push notes, interstitials, and HUD
• Create urgency by emphasizing limited time or scarcity
• Deeply discounted bundles are good for 1st time
conversions
• Sales should be 40% or more to be effective, but
always match with a strong sink to avoid inflation
and hangovers
• Vary timing and style of sales to avoid sale fatigue
10/21/2015 15
Purchases Best Practice
10/21/2015 16
Speed-Ups (for appointment mechanics)
• Make acceleration easy with clear surfacing
• Test event durations to optimize
engagement and conversion
• Don’t do linear pricing for
acceleration (x minutes=
x gold), tune and test
• Increase value for long
appointment speed-ups
to optimize revenue
Purchases Best Practices
Energy
• Slows content consumption but creates powerful spend motivator
• Must identify:
• Regeneration time
• Max energy allowed
• Permanent increase to max energy (paid or earned?)
• Auto-refill moments (e.g. quest complete)
• Actively prompt energy purchase when empty
• Ability to gift/receive energy from friends can drive
social
• Push notes for energy refill are effective for
engagement
10/21/2015 17
Purchases Best Practices
Durables
• In-game items that users retain
permanently
• Overpowering can remove
incentives for future spend
• Allow for repeat purchases (level-
ups, tier-gated, progressively
stronger versions)
• Allow yourself to make durables
more valuable in new content
• Avoid purely decorative
items…should have some
gameplay impact
10/21/2015 18
Purchases Best Practice
Consumables
• Items with a finite life (number of uses, limited duration, etc.)
• Give new users samples so they can learn impact on game
• Allow stacking/upgrading of consumables
• Have multiple tiers of consumables for players at different levels/play styles
• Rotate boosts/items/power-ups to improve exposure and revenue
10/21/2015 19
Purchases Best Practices
Unlocks
• Purchase unlocks for key items in your game
• Quests/Tasks
• Level-gated items
• Map progress
• Content packs
• Make sure there is always a non-purchase way through (no hard stop)
• Must have enough content to support locking some behind purchase
• Price to make skipping the whole game prohibitively expensive
10/21/2015 20
Purchases Best Practices
Chance Mechanics
• Use random chance delivery to drive repeat purchases
and disguise rare item pricing
• Ensure payout probabilities can be tuned
• Consider offering different prices; higher-price=better odds
• Receiving chance reward should include strong visual delight
• Model odds for best items at a significant spend
• Free daily ‘spin’ can help build habit
• Should include premium-only options that contain or guarantee
exclusive items
10/21/2015 21
Alternate Monetization
10/21/2015 22
Mini Games
• Fun, repeatable, easy to find, and short (slots, card play, tap-tap, etc.)
• Add upsells for additional tries, better prizes, etc.
• Free play at gambling-type games increases exposure and value prop
• Do not have to be integrated into core loop
Offerwall/Ads
• Allows players to earn in-game currency by completing
offers or watching videos
• Can add 10-15% to topline revenue
• Entice through prominent ‘Earn Free Currency’ links
• Actively prompt non-spenders or cart abandons
Tools
Server Driven Store
• Offer discounts & promos
• Re-order and re-price items
Promo Management
• Deploy discounts in real-time
• Tourney management, discount events, promote top sellers, etc.
Entitlement delivery
• Give free items/content to users for customer support
• Message users about game issues
Interface
• Need simple GUI so you can make changes without
engineering time
10/21/2015 23
Next up!
Attend all three introductory sessions and receive the PlayFab Live
Game Ops 101 Certificate by email
10/21/2015 24
http://bit.ly/playfabue
Additional Resources
Getting started with Live game
operations E-book
http://bit.ly/playfabebook
Live Game Operations Resource
Center
http://bit.ly/playfabresources
10/21/2015 25
Live Game Ops Academy: Monetization
For more information: http://www.playfab.com
Twitter: @playfabnetwork
Facebook: https://www.facebook.com/playfabnetwork
10/21/2015 26

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Live game ops academy: Monetization

  • 1. A live game operations company Live Game Ops Academy: Monetization Thom Robbins (@trobbins) thomas@playfab.com @playfabnetwork
  • 2. Welcome to the Live Game Ops Academy Attend all three introductory sessions and receive the PlayFab Live Game Ops 101 Certificate by email 10/21/2015 1 http://bit.ly/playfabue
  • 3. Live Game Ops Academy: Monetization Monetization is one the toughest challenges facing any new game. There are a lot of moving parts to think through. Let’s get started… 10/21/2015 2
  • 4. Customer Lifetime Value Basics • App value = Number of users * LTV of each user LTV of each user • Lifetime value • LTV = value* engagement Value Levers • Monetization • Virality • Loyalty • Community • Feedback • Marketplace (downloads, rating and comments) 10/21/2015 3 In order to focus on monetization, it is important to loop beyond just monetization
  • 5. Economy Design • Premium • Pay up front, get all content • Freemium • Small sample for free, then premium purchase to unlock full game • Free-to-Play • Full game is free • May use in-app purchases for items, content, currency to enhance or expedite experience • May use mandatory or optional ad views to generate revenue • Subscription • Pay a recurring fee for regular content additions/upgrades, or items/currency to enhance gameplay 10/21/2015 4
  • 6. Choose the Model that Works for You! 10/21/2015 5
  • 7. Build your Plan • Model time it takes to consume content • Aim for 60 days min for non-payers • Model earning per session • Currency • XP • Model spend per session • Price just outside of earnings to avoid inflation • Design early pinch points carefully (don’t kick users out of the game) • Start tight and loosen if necessary • Find ‘cost to complete’ (most F2P games target $1,000+) • If using ‘Premium-Only’ items, target 30-50% of items in each category • Create enough premium content to sustain whales at launch • Premium should be superior to grind items (but be careful of pay-to-win perception) • Cater post-launch premium items to top spending players • Deep (80%+) discounts on expensive premium items can prompt conversion from reluctant spenders 10/21/2015 6
  • 8. Monetization Metrics in the ‘ARM’ Cycle Audience • Daily Active Users (DAU) & Monthly Active Users (MAU) • Demography Acquisition • Cost per acquisition (CPA) • ROI on campaigns (Value – CPA) Retention • Stickiness (DAU/MAU) • Retention Rate Monetization • Conversion rate • ARPU & ARPPU 10/21/2015 7
  • 9. Selling Virtual Currency Theory • Flow Theory • Intermediate Currency • Dynamic Pricing 10/21/2015 8
  • 10. Store Design Best Practice Layout • Simple navigation & visual appeal • Full-screen • Items • Images • Promo space • Server-side control • Encourage scrolling (emphasizes depth of content) • Mix premium and grind items • Sort/prioritize by perceived value • Include Promo/Special/New section to drive payers to new items • Use merchandising callouts • NEW, Best Value, Most Popular, 30% Free, 20% Off, etc. 10/21/2015 9
  • 11. Store Design Best Practice Minimize Friction • Deep link directly to relevant item • Enable purchase of consumables (currency, energy, etc.) directly from HUD • Actively prompt when low • Provide relevant price points for instant purchase, and store link for other options 10/21/2015 10
  • 12. Store Design Best Practice Transaction Pages • List highest priced items first • Pre-select mid-level package to encourage higher spend • Discount higher-priced packages and clearly message discount/value • Test removing lowest-priced SKUs (or hiding below fold) to check price elasticity (especially after 1st purchase) 10/21/2015 11
  • 13. Purchases Best Practices Real Money • Use Real Money transactions sparingly (high friction) • Real money purchases may include: • Premium currency • Content/feature unlocks • Bundles or packages of items that create added value 10/21/2015 12
  • 14. Purchases Best Practices Virtual Currency • Premium Currency • Forces payment • Allows granular pricing (esp. on iOS) • Easily discounted • Removes payment friction at moment of purchase • Earned/Grind Currency • Sell for Premium Currency to manage economy balance • Scale exchange rate based on user segments • Be careful of inflation if sold for real money 10/21/2015 13
  • 15. Purchases Best Practice Impulse Buys • Surface one-touch purchase option at pinch points • Use prominent splash screens/dialogs to surface impulse opportunity • Identify moments of urgency for impulse/upsell • Threat of losing something • Auto-complete difficult level/task • Time extensions 10/21/2015 14
  • 16. Purchases Best Practices Offers • Segments allow targeting to different users • Promos may include cash discounts, limited offers, time/event based items, bundles, etc. • Surfacing is key: use push notes, interstitials, and HUD • Create urgency by emphasizing limited time or scarcity • Deeply discounted bundles are good for 1st time conversions • Sales should be 40% or more to be effective, but always match with a strong sink to avoid inflation and hangovers • Vary timing and style of sales to avoid sale fatigue 10/21/2015 15
  • 17. Purchases Best Practice 10/21/2015 16 Speed-Ups (for appointment mechanics) • Make acceleration easy with clear surfacing • Test event durations to optimize engagement and conversion • Don’t do linear pricing for acceleration (x minutes= x gold), tune and test • Increase value for long appointment speed-ups to optimize revenue
  • 18. Purchases Best Practices Energy • Slows content consumption but creates powerful spend motivator • Must identify: • Regeneration time • Max energy allowed • Permanent increase to max energy (paid or earned?) • Auto-refill moments (e.g. quest complete) • Actively prompt energy purchase when empty • Ability to gift/receive energy from friends can drive social • Push notes for energy refill are effective for engagement 10/21/2015 17
  • 19. Purchases Best Practices Durables • In-game items that users retain permanently • Overpowering can remove incentives for future spend • Allow for repeat purchases (level- ups, tier-gated, progressively stronger versions) • Allow yourself to make durables more valuable in new content • Avoid purely decorative items…should have some gameplay impact 10/21/2015 18
  • 20. Purchases Best Practice Consumables • Items with a finite life (number of uses, limited duration, etc.) • Give new users samples so they can learn impact on game • Allow stacking/upgrading of consumables • Have multiple tiers of consumables for players at different levels/play styles • Rotate boosts/items/power-ups to improve exposure and revenue 10/21/2015 19
  • 21. Purchases Best Practices Unlocks • Purchase unlocks for key items in your game • Quests/Tasks • Level-gated items • Map progress • Content packs • Make sure there is always a non-purchase way through (no hard stop) • Must have enough content to support locking some behind purchase • Price to make skipping the whole game prohibitively expensive 10/21/2015 20
  • 22. Purchases Best Practices Chance Mechanics • Use random chance delivery to drive repeat purchases and disguise rare item pricing • Ensure payout probabilities can be tuned • Consider offering different prices; higher-price=better odds • Receiving chance reward should include strong visual delight • Model odds for best items at a significant spend • Free daily ‘spin’ can help build habit • Should include premium-only options that contain or guarantee exclusive items 10/21/2015 21
  • 23. Alternate Monetization 10/21/2015 22 Mini Games • Fun, repeatable, easy to find, and short (slots, card play, tap-tap, etc.) • Add upsells for additional tries, better prizes, etc. • Free play at gambling-type games increases exposure and value prop • Do not have to be integrated into core loop Offerwall/Ads • Allows players to earn in-game currency by completing offers or watching videos • Can add 10-15% to topline revenue • Entice through prominent ‘Earn Free Currency’ links • Actively prompt non-spenders or cart abandons
  • 24. Tools Server Driven Store • Offer discounts & promos • Re-order and re-price items Promo Management • Deploy discounts in real-time • Tourney management, discount events, promote top sellers, etc. Entitlement delivery • Give free items/content to users for customer support • Message users about game issues Interface • Need simple GUI so you can make changes without engineering time 10/21/2015 23
  • 25. Next up! Attend all three introductory sessions and receive the PlayFab Live Game Ops 101 Certificate by email 10/21/2015 24 http://bit.ly/playfabue
  • 26. Additional Resources Getting started with Live game operations E-book http://bit.ly/playfabebook Live Game Operations Resource Center http://bit.ly/playfabresources 10/21/2015 25
  • 27. Live Game Ops Academy: Monetization For more information: http://www.playfab.com Twitter: @playfabnetwork Facebook: https://www.facebook.com/playfabnetwork 10/21/2015 26

Editor's Notes

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