Game Design - Monetization

2,053 views
1,947 views

Published on

Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization

0 Comments
8 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
2,053
On SlideShare
0
From Embeds
0
Number of Embeds
8
Actions
Shares
0
Downloads
69
Comments
0
Likes
8
Embeds 0
No embeds

No notes for slide

Game Design - Monetization

  1. 1. Game Basics: Monetization
  2. 2. MONETIZATIONThe means in which a game produces revenue,by applying game mechanics that make players pay with actual money ARPU / ARPPU kDAU LIFE TIME VALUEAverage Revenue Per The revenue generated The Revenue generated by Player (monthly) by every 1,000 daily a player during his life time active users in the game
  3. 3. CURRENCY Digital games use a variety of virtual resources, used by players to purchase in-game goods, trade and nurture their game play SOFT CASH HARD CASH JUST CASH!Game world currency. Currency used to Direct cash payment is Acquired by purchase premium goods becoming a popular performing actions and services. Acquired by choice in virtual games within the game spending real money
  4. 4. VIRTUAL GOODSIn-Game items/assets that have a unique visual or functional value within the game world. Purchased by conducting Micro Transactions VANITY UTILITY CONSUMABLESGoods with a visual Virtual Items that have a Utility goods consumedaspect only; Capes, game-altering effect: upon usage, having a time-Clothware, Tattoos, Boots that grant speed, limited effect on the game emblems, etc Weapon, etc (potions, boosters, etc)
  5. 5. PREMIUM CONTENT Top Quality game content, deprived from Freemium users. Offering a unique visual or utility incentive EYE-CANDIES GAME LEVELS CONTENT! Portraits, symbols, Unique game areas or Actual premium contentemblems, backgrounds and levels that can only be such as music tracks, video visual assets accessed by premium clips and inside stories users
  6. 6. RULE OF CONVERSION When dealing with Micro-Transactions, Only a small amount of players will actually convert to become paying users90 9 non paying paying users 1 power users‫‫‬‫‫‫‬ $0 $5-$60 $100-$1000
  7. 7. CONSUMABLES Limited quantity goods, used by players to affect gameplay and bend the rules Can be limited by time-frame or Quantity BUFFS HEX REGENERATOR Buffs are positive Hex are negative effect A consumable thateffects applied on the applied on opponents regenerates a lost attributeplayer or his comrades (slowing or weakening (health, energy, etc) them)
  8. 8. RESOURCES A gameplay unit, used to measure/limit theamount of activity a player can conduct in every game session PLAY MORE QUICKENING Usually used in skill games, Play- A quickener enables a player to bypass More resource enables a player to “grinding” and access game content conduct more game sessions upon instant gratification (Energy, Coins, Tokens, etc)
  9. 9. PETS & AVATARS Virtual beings controlled by the player, offering Vanity and Utility game-value DRESS UP NURTURING PROGREESSIONMany pets enable precise Pets may require feeding, Advanced systems maycustomization: clothware, grooming or other means offer a complete hair/fur, color scheme, of nurturing requiring leveling, XP and accessories, etc consumable goods evolution paths for pets
  10. 10. SUBSCRIPTIONA monthly fee paid by a player, entitling access and free usage of the game BUNDLES PRICE POINTS Subscription is usually purchased in Reduced Price points are assigned to bundles of 1,3,6 and 12 months, each bundle, offering a major each offering a reduced price point incentive for long-time offerings
  11. 11. ADVERTISEMENT Advertisement is a common monetization engine for numerous games, enabling developers to monetize returning traffic CPM / CPC CPV / CPA / CPI OFFER WALLMonetize each 1000 Monetize specific actions Reward players withimpressions or every conducted by players, virtual resources by individual click such as watching a video requiring them to fulfill or installing an application real-world tasks
  12. 12. FEE MODEL Fee-Based games enable players to purchasethe game for a one time fee, ranging between $0.99-$19.99 TRY BEFORE U BUY MICRO TRANSACTION A sale technique, enabling A technique in which “layers” players to test the game for a of the game (levels, worlds, limited period prior to purchase etc) are sold for minimal fees
  13. 13. ‫‫‬

×