DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games (Brazil Independent Games Festival 2014)
Presentation from the Brazil Independent Games (BIG) Festival 2014 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
R2 Games F2P Monetization Presentation and Clicker Heroes Case Study: Best Pr...David Piao Chiu
A F2P Monetization Presentation and Clicker Heroes Case Study given by David P. Chiu at Game Connection Europe 2015. This presentation includes best practices, stats and learnings for F2P mobile and browser games targeted at a midcore gamer audience.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Tokyo Game Show 2013 JETRO presentation:
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Presentation on F2P game monetization for browser and mobile games for midcore and hardcore players with stats, best practices and common mistakes to avoid
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.
R2 Games F2P Monetization Presentation and Clicker Heroes Case Study: Best Pr...David Piao Chiu
A F2P Monetization Presentation and Clicker Heroes Case Study given by David P. Chiu at Game Connection Europe 2015. This presentation includes best practices, stats and learnings for F2P mobile and browser games targeted at a midcore gamer audience.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Tokyo Game Show 2013 JETRO presentation:
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Presentation on F2P game monetization for browser and mobile games for midcore and hardcore players with stats, best practices and common mistakes to avoid
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.
Upsight's Monetization Playbook for Mobile GamesUpsight
As the free-to-play space has become increasingly sophisticated, players’ expectations have evolved as a result. In order to succeed in the new game economy, you need to have the right tools and the right strategic playbook tailored specifically for your game. You have to deliver the right offer, to the right player, at the right time in order to maximize revenue. Upsight is sharing this knowledge with our free Monetization Playbook for Mobile Games. The playbook explains monetization strategies at four crucial game stages and how to take action by leveraging the right tools in order to drive revenue. With 25 pages of tips, best practices, and sample plays, the playbook will help you drive measurable results in no time.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
Josh Larson’s Talk at White Nights Prague '18Kongregate
During a special Valentine’s Day session at White Nights Prague ‘18, Josh presented “Mining the Web for Cross-Platform Gems." The talk explored how Kongregate has used its web platform to discover games that have potential for cross-platform success on mobile, PC and console. By looking at hits like AdVenture Capitalist, Realm Grinder and Bit Heroes, the presentation extracts the characteristics and KPIs for cross-platform potential.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
Best Practices for Maximizing Revenue in Free-to-Play Games - Josh Burns from...Betable
Josh Burns, Associate Director of Product at 6waves, presented at our SF Game Monetization event on May 9th, 2012. Check out the SF Game Monetization meetup: http://www.meetup.com/SFGameMonetization/
In this presentation, Josh shares his learnings from working on hit Facebook games such as Kingdoms of Camelot and Ravenwood Faire.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
How to Succeed in the F2P Market: Stats, Best Practices and Common Mistakes |...Jessica Tams
Delivered at Casual Connect Asia 2016
Free-to-play games dominate the PC browser and mobile markets. But with ever-increasing UA costs and fierce competition from existing and new games, how can you compete in this crowded space? It is necessary to have a solid understanding of F2P to know what drives strong long term retention and monetization. This session will share real-world stats, best practices and common mistakes to avoid in order to maximize your chances of success.
Core Games, Real Numbers: Asian & Western Gamesemily_greer
Kongregate is a distributor of more than 200 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will focus on similarities and differences in performance between Asian & Western games, look at site-wide trends and dig into specific game metrics and mechanics to understand what makes games succeed & fail with Western audiences. This talk was given at GDC China 2012
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Upsight's Monetization Playbook for Mobile GamesUpsight
As the free-to-play space has become increasingly sophisticated, players’ expectations have evolved as a result. In order to succeed in the new game economy, you need to have the right tools and the right strategic playbook tailored specifically for your game. You have to deliver the right offer, to the right player, at the right time in order to maximize revenue. Upsight is sharing this knowledge with our free Monetization Playbook for Mobile Games. The playbook explains monetization strategies at four crucial game stages and how to take action by leveraging the right tools in order to drive revenue. With 25 pages of tips, best practices, and sample plays, the playbook will help you drive measurable results in no time.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
Josh Larson’s Talk at White Nights Prague '18Kongregate
During a special Valentine’s Day session at White Nights Prague ‘18, Josh presented “Mining the Web for Cross-Platform Gems." The talk explored how Kongregate has used its web platform to discover games that have potential for cross-platform success on mobile, PC and console. By looking at hits like AdVenture Capitalist, Realm Grinder and Bit Heroes, the presentation extracts the characteristics and KPIs for cross-platform potential.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
Best Practices for Maximizing Revenue in Free-to-Play Games - Josh Burns from...Betable
Josh Burns, Associate Director of Product at 6waves, presented at our SF Game Monetization event on May 9th, 2012. Check out the SF Game Monetization meetup: http://www.meetup.com/SFGameMonetization/
In this presentation, Josh shares his learnings from working on hit Facebook games such as Kingdoms of Camelot and Ravenwood Faire.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
How to Succeed in the F2P Market: Stats, Best Practices and Common Mistakes |...Jessica Tams
Delivered at Casual Connect Asia 2016
Free-to-play games dominate the PC browser and mobile markets. But with ever-increasing UA costs and fierce competition from existing and new games, how can you compete in this crowded space? It is necessary to have a solid understanding of F2P to know what drives strong long term retention and monetization. This session will share real-world stats, best practices and common mistakes to avoid in order to maximize your chances of success.
Core Games, Real Numbers: Asian & Western Gamesemily_greer
Kongregate is a distributor of more than 200 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will focus on similarities and differences in performance between Asian & Western games, look at site-wide trends and dig into specific game metrics and mechanics to understand what makes games succeed & fail with Western audiences. This talk was given at GDC China 2012
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
Idle Clicker Games Presentation (Casual Connect USA 2017)
Similar to DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games (Brazil Independent Games Festival 2014)
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
This presentation was given at the first London Game Developer Meet-up (http://www.meetup.com/London-Game-Developers/) at the Innovation Warehouse on 27/01/12
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Monetization, growth and how to make your game from zero to hero / Vasil Gosp...DevGAMM Conference
Vasil Gospodinov, Marketing & Business Development Manager at Imperia Online, provides general knowledge of how monetization works and how to best practice it (main focus on F2P titles). You will hear about the standard practices as well as how we at Imperia Online use them to incentivise the players to become payers, and payers to continue to pay.
Work at Play's Franchise Hub Model for GamesDavid Gratton
Work at Play's Franchise Hub Model for video games.
A Franchise Hub will:
1. Increase frequency of game play.
2. Entice gamers to spend more money.
3. Give you greater understanding of your gamer and their motivations.
4. Empower advocates for your game.
5. Encourage new gamers to try your game.
This model was developed by our team over many years working with some of the biggest brands in video games. We have used it with great success in guiding the concept, design, and development of franchise hubs and companion apps.
Work at Play's Franchise Hub Model for Video GamesWork at Play
Work at Play's Franchise Hub Model for video games.
A Franchise Hub will:
1. Increase frequency of game play.
2. Entice gamers to spend more money.
3. Give you greater understanding of your gamer and their motivations.
4. Empower advocates for your game.
5. Encourage new gamers to try your game.
This model was developed by our team over many years working with some of the biggest brands in video games. We have used it with great success in guiding the concept, design, and development of franchise hubs and companion apps.
Not only eSports - How To Design Games That Are Fun To WatchOhad Barzilay
The slides for a 20 min talk I gave in Casual Connect Tel Aviv in 2015. It introduces the Game-Watching trend and gives some quick tips for game developers & designers on how to make games fun to watch, not only fun to play.
You can watch the full talk from the conference here: http://civax.net/2015/11/not-only-esports-how-to-design-games-that-are-fun-to-watch/
Octalysis Level 1 Certificate - Gabriel Goh - 'Number Eight' Board Game CafeYu-kai Chou
This submission covers the user experience of visiting the local 'Number Eight' Board Game Cafe. The cafe is run by tabletop game enthusiasts and is a place where people not only buy games, but come together to play games while enjoying snacks and drinks.
One of the main challenges they face is attracting customers during weekdays that currently can be very quiet compared to the weekends.
Leveraging eSports as a critical part of your development toolkitDevGAMM Conference
Al Yang, Bigpoint Games
eSports are commonly seen as an afterthought that should only be pursued after a competitive game reaches massive success. However, we believe that having the game played at the highest level during development would not only bolster our development but also viral outreach. This talk focuses on the development of Shards of War as a competitive game and how eSports was integrated as a critical part of the process. It will cover things like when it makes sense to start competitive play, at which level, how to jump start it, and what kind of data to look for.
Similar to DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games (Brazil Independent Games Festival 2014) (20)
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
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As a business owner in Delaware, staying on top of your tax obligations is paramount, especially with the annual deadline for Delaware Franchise Tax looming on March 1. One such obligation is the annual Delaware Franchise Tax, which serves as a crucial requirement for maintaining your company’s legal standing within the state. While the prospect of handling tax matters may seem daunting, rest assured that the process can be straightforward with the right guidance. In this comprehensive guide, we’ll walk you through the steps of filing your Delaware Franchise Tax and provide insights to help you navigate the process effectively.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Meaningful Technology for Humans: How Strategy Helps to Deliver Real Value fo...Björn Rohles
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This article provides a comprehensive guide on how to
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Explore our most comprehensive guide on lookback analysis at SafePaaS, covering access governance and how it can transform modern ERP audits. Browse now!
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Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
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DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games (Brazil Independent Games Festival 2014)
1. Maximizing Player Retention and
Monetization in Free-to-Play Games:
Data, Best Practices and Case Studies
David P Chiu
Senior Director of Developer Relations &
Business Development
Kongregate, A GameStop Company
2. What is Kongregate?
• Open platform for browser-based games
– Flash, Unity, HTML5, Java, etc.
– 96%+ of users already have Unity installed
• 21M+ monthly unique visitors worldwide
• Core gamers – 85% male, average age of 22
• MMOs, RPGs, CCGs/TCGs, TD, shooters, etc.
• Platform level virtual currency “Kreds” for F2P games
• Acquired by GameStop July 2010
5. Stats both reflect & shape mind-set
So what statistics does F2P focus on?
Daily Active Users, DAU
$/DAU
1- & 7-Day Retention
To a lesser extent MAU & 30-Day
30-Day Retention is a good stat, but 30 days is
not “long-term” retention, it’s the start.
6. A little background
• All stats are lifetime, min 6 weeks on platform
• ARPU: average revenue per user
• ARPPU: average revenue per paying user
• Player: a Kongregate registered user who loaded
the game page at least once
• Plays = Sessions: our preferred method to measure
retention
17. 2D vs 3D
• 3D games tend to have lower monetization
compared to 2D games
– Lower ARPU, ARPPU & % Buyers
– Initial retention has similar range vs 2D games
– But long term retention is much lower
• Does this mean a 3D F2P game can’t succeed?
– No, remember correlation does not equal causation!
18. 2D vs 3D
• Confounding factors that may help explain difference
in monetization and retention #s
• Developers of 3D games tend to:
– Be console developers with limited F2P experience
– Focus on gfx, may shifts resources away from improving
retention and monetization funnels
– Not accept pay-for-convenience & pay-to-win
– Make games in genres with low monetization (FPS, MOBA)
– May still design games as a shippable product instead of
designing for long term retention, games-as-a-service
21. ARPU & ARPPU
• ARPPUs for single-player games cluster around $5-$10
• Multiplayer games range $20-$350
• Average ARPPU for a multiplayer game from Asia: $181
• Average for Western multiplayer game: $51
• Only 9 Western games have an ARPPU above $100
• ARPPU is the main factor in high ARPU for Asian
games, important factor for all games
25. Asian vs Western Style
• Asian games: High ARPPU, tight player funnel
– Monetization caters well to big spenders
• Western games: Lower ARPPU, wide player
funnel
– Monetization focuses more on initial retention and
broad conversion to paid at lower prices
– Pay 2 Win is not as accepted by Western devs
• Mixed games: can combine the best of both
– High conversion, wide funnel, still create big spenders
29. Daily Play Bonuses
• Daily play bonuses are good to get users coming back regular
• But improve on the typical 5-7 day daily bonuses
• Reward playing game regularly
in longer term
• Doesn’t reset after 5-7 days
• Doesn’t “punish” players for
missing a day
30. Daily Play Bonuses
• Add an element of chance
- make it exciting!
• Repeat logins opens up
bigger potential rewards
31. Don’t punish people for taking a break
• Psychologically, punishments or the possibility of punishment deters
unwanted behavior
• Base/castle raided, loot stolen, crops withered, troops dead, account
de-activated, etc. deter players from being away too long
• But it can be a two-edged sword
• Players sometimes need to take a break (exams, vacation, illness)
• Punishment may drive re-activated users away again
“I just got back from vacation/work
conference/being sick but my base is
completely destroyed, my resources are gone,
troops are dead. No point in getting back in the
game since I lost everything already.”
32. Don’t punish people for taking a break
• It can sting but it shouldn’t handicap
you permanently
• Limit amount of resources that can
be looted or # times you can be
attacked while gone
• Enable shield or protection time if
you lose a significant amount
• Mix positive reinforcement with
punishment
• Quick one-button rebuild
• Resources still available for harvest
• Gain XP or gold while away
33. Keep players busy!
More things to do = more players staying
• Solo and team PvE
• Solo and team PvP
• Asynch raids
• Guild battles
• World boss raids
• Farming
• Town Building
• Weapon/Gear
Synthesizing & Upgrading
• Astral Collecting and
Combining
• Etc.
It is important to pace the introduction of new features/gameplay modes to not
overwhelm players with a long and intimidating tutorial.
34. Without progress you have nothing
• The foundations of a F2P game are a strong RPG elements and a
sense of progress over time
• Building up account, leveling up, adding/improves skills and stats, etc
• Surprisingly it’s more important than multiplayer
Type % 50+ Plays % Buyers ARPPU ARPU
Multiplayer RPG 2.6% 0.75% $69 $0.51
Multiplayer Non-RPG 1.0% 0.45% $9 $0.05
Single-player RPG 1.8% 1.29% $12 $0.10
Single-Player Non-RPG 0.2% 0.53% $4 $0.02
Deep RPG mechanics and multiplayer matter:
• 25x ARPU for Multiplayer RPG vs Single Player non-RPG!
35. Asynchronous > Synchronous
Type % 50 Plays % Buyers ARPPU ARPU
Synchronous 1.4% 0.54% $43 $0.25
Asynchronous 3.6% 0.80% $88 $0.66
Both 2.9% 1.07% $51 $0.55
Single-Player 0.8% 0.85% $7 $0.05
• Multiplayer keeps players engaged and busy in the long run
• But not all types of multiplayer are created equal
• Top games have both synchronous and asynchronous multiplayer
(more is better)
• Asynchronous is better than synchronous because it allows players to
play at their own pace and convenience
36. Best Practices for Optimizing Monetization:
A happy customer is a paying customer
37. Shopping should be easy and frictionless
• Location, location, location – make the store easy to find!
• Make it easy to find the right item
– Meaningful categories and item descriptions
– No massive scroll bars
• Mix soft currency and hard currency items
• BUT – don’t try to sell too hard, too fast. First few sessions should
focus on fun & giving players reasons to come back to play and get
hooked.
38. Buy Screen
• Bonuses % or/and items provide incentives for buying larger hard currency packages
• Clearly call out bonuses of larger packages!
• Make all packages visible in one page
• Hide $100+ packages until after first purchase
39. Making the shopping experience interesting
• First time buyer/ Starter packages
• Seed players with some paid/hard currency and guide “intro purchase”
• Deals/events to get people into the habit of spending regularly
• Offer items that enhance the gameplay experience (not just speedups)
• Intro the right items at the right time
– Lvl 1 players should not be shown the lvl 100+ holy sword that’s on sale for $100)
• Keep them coming back – keep store fresh by adding new items, unlocking items as
players level up and featuring seasonal and time-limited items
40. Make sure players can spend
as much as they want
• The longer someone plays your game the more likely they are to buy and
the less price sensitive they become
• Give committed players the ability to spend at $1,000+ if they want
• Have lots of items that are appealing and useful to a committed player
and price them higher (if possible) than items meant for early/mid-game
play. [Higher means $30-100, not $1000]
• If you make a fun game, someone may want to spend an infinite amount.
• Don’t create a situation where spending is capped by availability or utility.
• Again, remember to make it easy for players to buy!
42. Make it easy for community to build
Chat, forums, player-to-player
messages are all great
Real relationships build when
people interact. The more ways
they can do it, the better.
43. Guilds are awesome
• 100% of our top games have guilds
• Guild members spend 10-20x more than non-guild members
• Strong correlation as guilds improve retention and monetization
with late stage players
Some reasons they make a difference
• Social incentives to return I want to see my friends
• Social pressures to return I don’t want to disappoint them
• Improves the psychology of purchases I’m doing it for the
team, not me
• Upends the dynamics of pay-to-win can set up a symbiotic
relationship between buyers and non-buyers where both add
value to the same group
44. Community Management and
Customer Service
If a player invests many hours into
a game they begin to feel some
ownership. It may be YOUR game,
but it’s THEIR experience
1. Be visible – forums, chat, email
2. Listen to their concerns and acknowledge their emotions
3. Be transparent, honest, and accurate
4. Give advance notice of changes and downtimes
5. Don’t feed the trolls
45. Opportunity Complains
Customer service is a chance to surprise and delight
• Handle things quickly
• Be generous with compensation
• But don’t do something unless you’re willing to do it
for everybody
46. Surprise and delight
• IGG rewards its players with some resources after each of its
weekly 30-minute maintenance
48. The Value of Developer Activity
Keep feeding your players
• Regular updates, new features, and events yield greater
engagement and reduced fatigue.
• Sales and specials can offer significant jumps in revenue.
49. The Value of Developer Activity
Hot New Games
Badges added
Custom User Items
New zone, XL, etc.
Equips, Guild bonuses
Halloween, sale
Christmas event
Guild wars
FantasyOnlineRevenue
50. The Value of Developer Activity
Front Page
Badges
Item promotion
New Version
Revenue
Fantasy Online
Asian MMO
51. The Value of Developer Activity
Front page
Badges added
Expansion
Labor day event
Expansion
Christmas update
Expansion
Easter event
Expansion
Expansion
New Server
Revenue
Fantasy Online
Dream World
Asian MMO
52. THANK YOU
For a copy of the presentation or questions, email
davidchiu@gamestop.com
For more talks & data visit developers.kongregate.com
For web games contact us at apps@kongregate.com
If you’re interested in mobile publishing it’s mobile@kongregate.com
Follow us on Twitter: @EmilyG & @KongregateDevs