Delivered at Casual Connect Europe 2016
The session will be about the f2p contracts and deals, different scenarios and different regions, what developers will expect from publishers, and what publishers expect from developers.
Four Weddings and a Funeral: Five Real(ish) Video Game Deal War StoriesJas Purewal
Video game lawyer and business advisor Jas Purewal takes you through five real(ish) war stories of video game deals, what did/didn't work, what we can learn from them and how to do better deals in the video games industry.
How To Find The Best Publishing Deal For Your Video Game | Louis Rene AuclairJessica Tams
The document provides advice on evaluating a game project and finding the best publishing deal. It examines the mobile games market and challenges for independent developers. Different publishing models like traditional, break-even, burn rate and financing are outlined with their advantages and disadvantages. The key is to understand one's strengths and leverage in negotiations while keeping focus on the game.
Developers commonly make mistakes in publisher relationships that negatively impact the deal terms. Some of the top mistakes include not being properly organized before signing a deal, failing to specify game features and milestones upfront, misunderstanding intellectual property ownership, and not planning for various termination scenarios. It is important for developers to get their business in order with the right legal and financial advisors, clearly outline the game's scope and development roadmap, retain rights to underlying technology where possible, and negotiate protections like kill fees in the event the publisher ends the relationship. Properly addressing these issues upfront can help developers avoid being taken advantage of in publisher agreements and set themselves up for success long-term.
Top Mistakes Developers Make BEFORE Entering into a Publishing Agreement | Da...Jessica Tams
This document summarizes common mistakes that developer studios make in relationships with game publishers. It outlines four main mistakes: 1) Not having business affairs in order before negotiating a deal, such as forming an LLC and having necessary legal and financial advisors. 2) Not clearly defining the game's specifications and milestone deliverables upfront. 3) Failing to properly address intellectual property ownership of the game and any underlying technology. 4) Not planning for various termination scenarios and how to transition projects in those cases. The document provides suggestions on how to avoid these mistakes by being well-organized, specifying deliverables, retaining appropriate rights, and including protections in the contract.
LAFS Marketing and Monetization Lecture 2: Game PublishingDavid Mullich
The document discusses various paths for monetizing an inheritance, including saving it, investing it, or starting a business. It then focuses on starting a game business, covering topics like traditional vs. self-publishing, working with publishers, contract negotiations, and self-publishing considerations. The overall document provides guidance on strategically planning and executing different approaches to bringing a video game to market.
The digital marketing plan outlines Innervate's goals to attract video game companies to its community engagement platform and increase new subscribers. The plan details strategies for search engine optimization and paid search, content creation, social media engagement, measurement of tactic performance, retargeting of visitors, and budgeting to acquire new customers. The overarching goal is to get visitors to the website to spend time learning about Innervate and ultimately become paying subscribers to the service.
Presentation on F2P game monetization for browser and mobile games for midcore and hardcore players with stats, best practices and common mistakes to avoid
Four Weddings and a Funeral: Five Real(ish) Video Game Deal War StoriesJas Purewal
Video game lawyer and business advisor Jas Purewal takes you through five real(ish) war stories of video game deals, what did/didn't work, what we can learn from them and how to do better deals in the video games industry.
How To Find The Best Publishing Deal For Your Video Game | Louis Rene AuclairJessica Tams
The document provides advice on evaluating a game project and finding the best publishing deal. It examines the mobile games market and challenges for independent developers. Different publishing models like traditional, break-even, burn rate and financing are outlined with their advantages and disadvantages. The key is to understand one's strengths and leverage in negotiations while keeping focus on the game.
Developers commonly make mistakes in publisher relationships that negatively impact the deal terms. Some of the top mistakes include not being properly organized before signing a deal, failing to specify game features and milestones upfront, misunderstanding intellectual property ownership, and not planning for various termination scenarios. It is important for developers to get their business in order with the right legal and financial advisors, clearly outline the game's scope and development roadmap, retain rights to underlying technology where possible, and negotiate protections like kill fees in the event the publisher ends the relationship. Properly addressing these issues upfront can help developers avoid being taken advantage of in publisher agreements and set themselves up for success long-term.
Top Mistakes Developers Make BEFORE Entering into a Publishing Agreement | Da...Jessica Tams
This document summarizes common mistakes that developer studios make in relationships with game publishers. It outlines four main mistakes: 1) Not having business affairs in order before negotiating a deal, such as forming an LLC and having necessary legal and financial advisors. 2) Not clearly defining the game's specifications and milestone deliverables upfront. 3) Failing to properly address intellectual property ownership of the game and any underlying technology. 4) Not planning for various termination scenarios and how to transition projects in those cases. The document provides suggestions on how to avoid these mistakes by being well-organized, specifying deliverables, retaining appropriate rights, and including protections in the contract.
LAFS Marketing and Monetization Lecture 2: Game PublishingDavid Mullich
The document discusses various paths for monetizing an inheritance, including saving it, investing it, or starting a business. It then focuses on starting a game business, covering topics like traditional vs. self-publishing, working with publishers, contract negotiations, and self-publishing considerations. The overall document provides guidance on strategically planning and executing different approaches to bringing a video game to market.
The digital marketing plan outlines Innervate's goals to attract video game companies to its community engagement platform and increase new subscribers. The plan details strategies for search engine optimization and paid search, content creation, social media engagement, measurement of tactic performance, retargeting of visitors, and budgeting to acquire new customers. The overarching goal is to get visitors to the website to spend time learning about Innervate and ultimately become paying subscribers to the service.
Presentation on F2P game monetization for browser and mobile games for midcore and hardcore players with stats, best practices and common mistakes to avoid
This presentation is part of my talk at NASSCOM GDC where I was explaining if you actually need a publisher or is your pitch good enough to get a publisher. Once you have an answer to this question, you need to hunt a publisher and convince him to publish your stuff, this is quite a challenging and competitive task. Main topics covered were:
Why do you need a publisher?
Do you think publisher will publish your game?
How to approach publishers?
Treat them as your business partner
First impression is the last impression
Publisher submission is a project
Be a good listener
Communication is the key
lines and between the lines…decoding a contract
What if your project is rejected
Patrice Greene & Sally Duby: Account-Based Revenue: an Executive-Level Love S...Demandbase
This document discusses aligning marketing, sales, and account-based revenue (ABR) strategies. It outlines how to transition from account-centric to account-based approaches by focusing on alignment, choreography of activities, account insights, and playbooks. Metrics are also discussed for measuring business, sales, and marketing outcomes of ABR approaches. The document provides contact information for Sally Duby and Patrice Greene to discuss getting started with ABR strategies.
Dr. Volkan Ediz presented on incentivized ads and GREE's experience with them. He found that incentivized ads did not negatively impact retention or cannibalize direct revenue from in-app purchases (IAPs). In fact, players who viewed ads were more likely to make IAP purchases and had higher long-term retention and spending levels compared to non-viewers. Giving players a small amount of in-game currency for ad views may boost retention and monetization by decreasing barriers to spending currency. Overall, incentivized ads can help with player conversion when used appropriately.
Who Should I Pick: Publishers or Investors? | Kadri UgandJessica Tams
Delivered at Casual Connect Europe 2016
Publishers and investors are both put on this Earth to contribute to the game developers' success. Young game studios often see investors and publishers as the saviours, that will make their company profitable in some way. The ultimate goals are aligned, but there are a lot of differences in the deals, what they are looking for, what they provide and also how they work with game studios. So before choosing, come to this talk!
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.
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
R2Games is a leading publisher of free-to-play games for core gamers. Their most successful game, Wartune, has high long-term retention and monetization due to its variety of gameplay modes that keep players engaged over time, daily incentives to return, and opportunities for player progression and competition. The presentation outlines best practices from Wartune including pacing new features, daily bonuses, mini-games, strong RPG mechanics, and leaderboards to drive engagement and monetization. It also discusses strategies for the mobile landscape where free-to-play is dominant, user acquisition is expensive, and app store features are important but hard to obtain.
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.
Getting funded sometimes seems like a career itself (and indeed it is a big part of the CEO’s responsibilities). In order to succeed, need to understand both the rules of the game and the equipment – without these you may squander some of your most valuable resources - time and relationships. Two keys communication tools are the Executive Summary and the PowerPoint Presentation (Pitch Deck). This forum will help you understand how these tools are used to generate a face-to-face meeting, make a persuasive and memorable presentation, and then follow through with the details needed for investors to begin their due diligence process.
SF Game Dev Meetup (Oct 2019): To Self-Publish Or Not To Self-Publish, David ...David Piao Chiu
To self-publish or not to self-publish, that is the question. The mobile F2P space is more competitive than ever. Millions of existing apps already in the app stores, thousands of new games launching each week and the costs of user acquisition keeps increasing. Should developers partner with a publisher or launch the game on their own?
This presentation will explore the case of self-publishing versus working with a publisher. We will explore the pros and cons for each one, questions the developer should be asking themselves and their potential publishing partner. Moreover, it will cover best practices for self-publishing, common mistakes to avoid to maximize your success. This will include best practices for improving retention, IAP monetization, ad monetization and virality.
This webinar covered three steps to successful provider-agency partnerships: negotiating a contract, creating a marketing budget, and allocating marketing dollars. For negotiating a contract, the presenters advised deciding if the partnership is for a short or long term, asking questions about knowledge and process, planning negotiations by knowing needs and limits, and taking a step-by-step approach. When creating a marketing budget, they recommended doing research on costs and competitors, knowing key tactics, using data and capabilities, partnering wisely, and measuring results. Finally, allocating dollars was discussed as using an integrated approach based on goals and prospects at the top, middle, and bottom of the funnel, with examples provided.
10 post launch CRM strategies you need to know to maximize revenuesdeltaDNA
This document outlines 10 post-launch CRM strategies for mobile games based on data from the analytics platform deltaDNA. It finds that the best games focus on long-term player retention and engagement over months rather than short-term revenues. Specific strategies include sending timed offers on 2 out of 3 active days and weekends, targeting offers to player behaviors, A/B testing promotions, and using push notifications to drive re-engagement. Overall, the document advocates for ongoing live operations testing and optimization to build a long-lasting game with high player lifetime value.
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
Practical learnings from Huuuge Games' experience at Facebook creatives. What worked for us what did not. How Facebook creatives should be different than Google creatives? Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Influencers: The Opportunity and Responsibility | Saralyn SmithJessica Tams
Influencers have both opportunities and responsibilities. They can help promote games and grow audiences but must follow regulations on disclosures. A company's community program should focus on building authentic relationships, supporting influencers' success, and having open communication. Developing guiding principles around transparency, humility and mutual benefit can help manage influencer relationships over a community's lifecycle.
LTV prediction - How to save millions with MLViktor Gregor
This document discusses how machine learning can be used to predict customer lifetime value (LTV) for players in free-to-play games. It explains that accurate LTV prediction is challenging due to high variance between players and lack of long-term data, but can help optimize marketing budgets. The document outlines approaches for defining an ML prediction problem, training useful models, and communicating results to stakeholders in a way that demonstrates business value.
The document provides an overview of business development including the process, types of deals, partner profiles, negotiation types and tactics. It outlines the typical business development process which includes prospecting, engaging, committing, closing and analyzing deals. It also describes different negotiation tactics that can be used such as messenger, deadline, emotions, and back burner. Game theory is discussed in relation to negotiations and having cooperative versus competitive approaches. Key skills and resources for business development professionals are also listed.
At the Advertising Research Foundation’s (ARF) 2011 annual re:think convention, a key issues forum presentation was held entitled A Whole New Game The NFL Scores a Touchdown ith League-Sponsored ROI Measurement. The presentation gave a background and overview of the ROI model. It also discussed ways to show causality and how to project share gains to the market level. An example of a case study and it’s key learnings was shown. The presentation was given by Alicia Rankin, Head of Research & Fan Insights at the National Football League(NFL) & Darren Marshall, Executive Vice President of Consulting and Research at rEvolution.
YOU ARE?
VP Product, MPL
THE CHALLENGE IS?
Mobile Premier League is an online gaming platform. Founded in 2018 by Srinivas Kiran and Shubham Malhotra, the platform currently offers 60 games in categories such as fantasy sports, sports games, puzzle, casual and board games. MPL’s revenue from operations grew 28.9% to $65.6 million (Rs 497 crore) in FY22 - Income from online gaming formed 97% of the total collections which grew 25.7% to $63.87 million in FY22 and the sale of merchandise such as jerseys and advertisement income were other sources of income at $1.45 million and $310K respectively.
You have joined MPL as VP, Product.
Apart from competing with other online gaming platforms, MPL faces stiff competition from PC and console games. The user base is still high for such gamers and you have seen marketplaces cropping up all over social media selling pre-owned consoles. You feel this could be a new revenue vertical for you wherein users can sell pre-owned consoles. This could also attract new TAM for you and you feel you can experiment a new vertical on the current platform.
You have to come up with a detailed plan covering the following:-
Product features to be rolled out on the current platform (how big is the market for such use case, think how the new feature will look like on your current app, how can you nudge these new users to try your games on MPL, etc.)
Market sizing/business opportunity/Monetization strategy, if any?
Go-to-market plan/strategy to acquire new users
Balsamiq, Figma wireframe preferred
What are the success metrics?
Empowering Affiliates to Drive Incremental Revenue GrowthAffiliate Summit
This presentation is from Affiliate Summit West 2018 (January 7 - January 9, 2018 in Las Vegas).
Session description: Learn what tools and insights can help drive deeper strategy conversations and lead to incremental revenue growth for both the affiliate and retailer.
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
This presentation is part of my talk at NASSCOM GDC where I was explaining if you actually need a publisher or is your pitch good enough to get a publisher. Once you have an answer to this question, you need to hunt a publisher and convince him to publish your stuff, this is quite a challenging and competitive task. Main topics covered were:
Why do you need a publisher?
Do you think publisher will publish your game?
How to approach publishers?
Treat them as your business partner
First impression is the last impression
Publisher submission is a project
Be a good listener
Communication is the key
lines and between the lines…decoding a contract
What if your project is rejected
Patrice Greene & Sally Duby: Account-Based Revenue: an Executive-Level Love S...Demandbase
This document discusses aligning marketing, sales, and account-based revenue (ABR) strategies. It outlines how to transition from account-centric to account-based approaches by focusing on alignment, choreography of activities, account insights, and playbooks. Metrics are also discussed for measuring business, sales, and marketing outcomes of ABR approaches. The document provides contact information for Sally Duby and Patrice Greene to discuss getting started with ABR strategies.
Dr. Volkan Ediz presented on incentivized ads and GREE's experience with them. He found that incentivized ads did not negatively impact retention or cannibalize direct revenue from in-app purchases (IAPs). In fact, players who viewed ads were more likely to make IAP purchases and had higher long-term retention and spending levels compared to non-viewers. Giving players a small amount of in-game currency for ad views may boost retention and monetization by decreasing barriers to spending currency. Overall, incentivized ads can help with player conversion when used appropriately.
Who Should I Pick: Publishers or Investors? | Kadri UgandJessica Tams
Delivered at Casual Connect Europe 2016
Publishers and investors are both put on this Earth to contribute to the game developers' success. Young game studios often see investors and publishers as the saviours, that will make their company profitable in some way. The ultimate goals are aligned, but there are a lot of differences in the deals, what they are looking for, what they provide and also how they work with game studios. So before choosing, come to this talk!
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.
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
R2Games is a leading publisher of free-to-play games for core gamers. Their most successful game, Wartune, has high long-term retention and monetization due to its variety of gameplay modes that keep players engaged over time, daily incentives to return, and opportunities for player progression and competition. The presentation outlines best practices from Wartune including pacing new features, daily bonuses, mini-games, strong RPG mechanics, and leaderboards to drive engagement and monetization. It also discusses strategies for the mobile landscape where free-to-play is dominant, user acquisition is expensive, and app store features are important but hard to obtain.
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.
Getting funded sometimes seems like a career itself (and indeed it is a big part of the CEO’s responsibilities). In order to succeed, need to understand both the rules of the game and the equipment – without these you may squander some of your most valuable resources - time and relationships. Two keys communication tools are the Executive Summary and the PowerPoint Presentation (Pitch Deck). This forum will help you understand how these tools are used to generate a face-to-face meeting, make a persuasive and memorable presentation, and then follow through with the details needed for investors to begin their due diligence process.
SF Game Dev Meetup (Oct 2019): To Self-Publish Or Not To Self-Publish, David ...David Piao Chiu
To self-publish or not to self-publish, that is the question. The mobile F2P space is more competitive than ever. Millions of existing apps already in the app stores, thousands of new games launching each week and the costs of user acquisition keeps increasing. Should developers partner with a publisher or launch the game on their own?
This presentation will explore the case of self-publishing versus working with a publisher. We will explore the pros and cons for each one, questions the developer should be asking themselves and their potential publishing partner. Moreover, it will cover best practices for self-publishing, common mistakes to avoid to maximize your success. This will include best practices for improving retention, IAP monetization, ad monetization and virality.
This webinar covered three steps to successful provider-agency partnerships: negotiating a contract, creating a marketing budget, and allocating marketing dollars. For negotiating a contract, the presenters advised deciding if the partnership is for a short or long term, asking questions about knowledge and process, planning negotiations by knowing needs and limits, and taking a step-by-step approach. When creating a marketing budget, they recommended doing research on costs and competitors, knowing key tactics, using data and capabilities, partnering wisely, and measuring results. Finally, allocating dollars was discussed as using an integrated approach based on goals and prospects at the top, middle, and bottom of the funnel, with examples provided.
10 post launch CRM strategies you need to know to maximize revenuesdeltaDNA
This document outlines 10 post-launch CRM strategies for mobile games based on data from the analytics platform deltaDNA. It finds that the best games focus on long-term player retention and engagement over months rather than short-term revenues. Specific strategies include sending timed offers on 2 out of 3 active days and weekends, targeting offers to player behaviors, A/B testing promotions, and using push notifications to drive re-engagement. Overall, the document advocates for ongoing live operations testing and optimization to build a long-lasting game with high player lifetime value.
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
Practical learnings from Huuuge Games' experience at Facebook creatives. What worked for us what did not. How Facebook creatives should be different than Google creatives? Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Influencers: The Opportunity and Responsibility | Saralyn SmithJessica Tams
Influencers have both opportunities and responsibilities. They can help promote games and grow audiences but must follow regulations on disclosures. A company's community program should focus on building authentic relationships, supporting influencers' success, and having open communication. Developing guiding principles around transparency, humility and mutual benefit can help manage influencer relationships over a community's lifecycle.
LTV prediction - How to save millions with MLViktor Gregor
This document discusses how machine learning can be used to predict customer lifetime value (LTV) for players in free-to-play games. It explains that accurate LTV prediction is challenging due to high variance between players and lack of long-term data, but can help optimize marketing budgets. The document outlines approaches for defining an ML prediction problem, training useful models, and communicating results to stakeholders in a way that demonstrates business value.
The document provides an overview of business development including the process, types of deals, partner profiles, negotiation types and tactics. It outlines the typical business development process which includes prospecting, engaging, committing, closing and analyzing deals. It also describes different negotiation tactics that can be used such as messenger, deadline, emotions, and back burner. Game theory is discussed in relation to negotiations and having cooperative versus competitive approaches. Key skills and resources for business development professionals are also listed.
At the Advertising Research Foundation’s (ARF) 2011 annual re:think convention, a key issues forum presentation was held entitled A Whole New Game The NFL Scores a Touchdown ith League-Sponsored ROI Measurement. The presentation gave a background and overview of the ROI model. It also discussed ways to show causality and how to project share gains to the market level. An example of a case study and it’s key learnings was shown. The presentation was given by Alicia Rankin, Head of Research & Fan Insights at the National Football League(NFL) & Darren Marshall, Executive Vice President of Consulting and Research at rEvolution.
YOU ARE?
VP Product, MPL
THE CHALLENGE IS?
Mobile Premier League is an online gaming platform. Founded in 2018 by Srinivas Kiran and Shubham Malhotra, the platform currently offers 60 games in categories such as fantasy sports, sports games, puzzle, casual and board games. MPL’s revenue from operations grew 28.9% to $65.6 million (Rs 497 crore) in FY22 - Income from online gaming formed 97% of the total collections which grew 25.7% to $63.87 million in FY22 and the sale of merchandise such as jerseys and advertisement income were other sources of income at $1.45 million and $310K respectively.
You have joined MPL as VP, Product.
Apart from competing with other online gaming platforms, MPL faces stiff competition from PC and console games. The user base is still high for such gamers and you have seen marketplaces cropping up all over social media selling pre-owned consoles. You feel this could be a new revenue vertical for you wherein users can sell pre-owned consoles. This could also attract new TAM for you and you feel you can experiment a new vertical on the current platform.
You have to come up with a detailed plan covering the following:-
Product features to be rolled out on the current platform (how big is the market for such use case, think how the new feature will look like on your current app, how can you nudge these new users to try your games on MPL, etc.)
Market sizing/business opportunity/Monetization strategy, if any?
Go-to-market plan/strategy to acquire new users
Balsamiq, Figma wireframe preferred
What are the success metrics?
Empowering Affiliates to Drive Incremental Revenue GrowthAffiliate Summit
This presentation is from Affiliate Summit West 2018 (January 7 - January 9, 2018 in Las Vegas).
Session description: Learn what tools and insights can help drive deeper strategy conversations and lead to incremental revenue growth for both the affiliate and retailer.
Similar to F2P Contracts and Deals 101 | MJ Fahmi (20)
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Jessica Tams
The document discusses how FoxNext Games was built from nothing within two years as a games studio within a Hollywood media company. Some key lessons learned were that creative talent, not just IP or portfolio, must be the center of the business. Both a great talent and a great idea are needed for success, as IP, marketing and distribution cannot carry a game alone. They also learned to lean into their strengths while not avoiding risks, and to go all in when they knew something was great. Within two years, one of their games launched by FoxNext had over 22 million installs and $175 million in revenue, growing month over month with 60% of players returning daily.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
The document discusses trends in player conversion and monetization in mobile games. It summarizes analysis of hundreds of billions of player actions and tens of millions of in-app purchases over three months. Some key points made include:
- Half of players who make purchases ("convert") do so nearly 3 days after installing the game, with many converting later, so ongoing messaging is important to keep players engaged.
- The average time to first purchase is increasing, with some purchases happening over 68 hours after installing. Continued communication about value and incentives are needed.
- Revenue is concentrating in fewer players who make larger purchases. Developers need targeted communication strategies to keep high value players invested.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
This document discusses improving monetization in games through personalized live operations offers using the case study of Hill Climb Racing 2. It describes segmenting players based on both their purchasing behavior and gameplay interactions to create targeted offers. Machine learning models were used to predict player preferences and maximize revenue. This approach resulted in a 52% increase in lifetime value for Hill Climb Racing 2 players through more relevant offers.
The rise of the regulators | Paul GardnerJessica Tams
Regulators are becoming more significant in the gaming industry due to the growth and widespread reach of games, as well as their potential to negatively impact business and players. Regulators are focusing on issues like monetization techniques that exploit children, gambling elements, and games that encourage overengagement. The industry needs to proactively respond by not ignoring regulators, staying informed of policy developments, factoring regulations into product design, and considering regulations in strategic planning, as oversight is the new normal.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
10 Years of Angry Birds | Stephen PorterJessica Tams
This document outlines the history and evolution of Rovio, the developer of the Angry Birds franchise, from 2009 to the present. It discusses key milestones such as the launch of Angry Birds in 2009, revenue growth through licensing and new games between 2010-2015, the Angry Birds movie in 2016, and Rovio's current focus on strengthening the Angry Birds brand and supporting performance marketing. The document provides statistics on revenue sources, game downloads and licensing sales over the years. It outlines Rovio's marketing mission and investment, as well as the best performing games and licensing programs currently.
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
Three major business disruptions are upon the game industry: spectating, subscriptions, and connective communications channels like social media. Spectating involves watching games rather than playing and could account for 10-20% of game consumption. Subscriptions provide access to games for a monthly fee but have yet to succeed at scale in games. Connective channels like Facebook and Twitch influence player relationships and interactions more than individual game developers. To succeed, developers must prioritize managing player relationships across these channels rather than focusing solely on their own games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
Soft Launch Planning and Management | Dylan TredreaJessica Tams
1. Soft launches are different from regular live operations and require specific strategies to maximize learning.
2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
1 Million Years of Audience Watch Time | James BeavenJessica Tams
Keymailer is an influencer marketing platform that connects game publishers to influencers and helps track the results. It has over 680,000 influencer members who have promoted over 1 million game keys from 5000 publishers. Keymailer's data analysis found that properly setting up game details, timing promotions, measuring channel relevance, and scaling key distribution can improve content coverage and ROI for games. The presentation provided statistics on top influencers and lessons learned from analyzing over 1 billion views of influencer content.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
The document provides 5 tips for maximizing app monetization: 1) Respect user privacy and comply with GDPR by obtaining clear consent; 2) Better understand users through analytics to adapt strategies; 3) Leverage brand advertising in apps to raise awareness and drive installs; 4) Optimize monetization strategies efficiently through automated tools and regular reviews; 5) Continually challenge strategies and optimize through repetition. The document is from a presentation at Casual Connect London 2019 about these tips from Ogury, a company that provides mobile marketing and analytics.
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Jessica Tams
Venture capital firms like Bitkraft are looking for three main things in esports investments: strong leadership teams with esports passion and technical expertise; an ambitious vision and initial product that shows potential for market fit; and key performance indicators in data that prove product adoption, engagement, and monetization. Bitkraft evaluates these factors when considering investments that could deliver outstanding returns and change paradigms in the esports industry.
Commercial and Contractual Stability in Esports | Adam WhyteJessica Tams
This document discusses the need for contractual stability in esports through the use of smart contracts. It notes that esports currently lacks professionalism due to localized paper solutions being used in a global digital world, which can lead to problems with payments, data issues, and adversarial relationships. The document proposes that a smart contract platform could automate payments and obligations to align interests, source data directly from participants, and increase transparency through standardized contract terms. This would help address current problems and bring more professionalism to the esports industry.
Playtika's growth by change | Boaz LevinJessica Tams
Boaz Levin, GM of Playtika UK, discusses how Playtika has grown through change, including acquiring several game studios and launching new game labs. Playtika now has over 2,500 employees developing over 20 games across 16 offices worldwide, with over 27 million active monthly users. Levin invites the audience to join Playtika through rank-order and mean-level changes in traits and mindsets.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
2. Publisher – Developer
• Given the long-term nature of the relationship between the
developer and publisher in F2P scene, both parties need to ask
the right questions:
Publisher
Can I give this project the
resources it requires to be a
successful title?
Developer
Will I be able to support this
publisher equally? Or will I be
spread “too thin”?
3. Goal
• The goal of this session is to give you some information to better understand the business
between a publisher and a developer and how to reach successful cooperation.
• Generally speaking, developers tend to focus on how much money they can get
• Before reaching that point both sides have to consider many factors.
• Hint: $$$ should be last thing to consider
Developer Publisher
LF Will Get: XXXX$ USD LF Will Pay: XXXX$ USD
MG Will Get: XXXX$ USD MG Will Pay: XXXX$ USD
Rev Share: XX % Rev Share: XX %
4. Developer Concerns
• Are they a good publisher (reputation)
• What's their background (console, pc, mobile, f2p)
• When did they start
• Their successful titles
• How many titles
• How much they believe in our game
• What's their commitment for UA
• Their localization in house or outsourced
• More…..
5. Publisher Concerns
• Are they good developers (reputation)
• What's their technical expertise
• How much support can they provide (updates, features and bug fixing)
• Did they develop successful titles before
• How many publishers licensed this game or other games.
• What are the games KPIs
certain KPIs could be a great indicator of the game performance, and hence
its compatibility with other regions
Example: Three kingdoms game changed theme and introduced to
western market as fantasy.
6. REV Share 1
Rev share is related to the LF or MG in the deal.
0
200000
400000
600000
800000
1000000
1200000
25% 30% 35% 40% 45% 50% REV Share
Developer
Publisher
$USD
7. REV Share 2
As any agreement, there are many scenarios for cooperation in a
revenue share model:
Starting by 50:50
• 50:50 + LF or MG or both
• The % and amounts are based on allot of factors related to who is
the publisher and who is the developer and which game.
• Example would be a top grossing game in USA going to Asian
market, or a new team trying to secure a publisher.
8. Terms & Legality
• An example of terms in contracts is the period of contract
Between 3 to 5 years with possibility of renewal
• Payment from publisher to developer should not take more than
1 to 2 months after sending financial reports.
• Termination Clauses: if the publisher does not deliver XX of
installs in the first year.
• Intellectual Property clarification: who owns what, for example
the publisher will hold the copyright to the localized content.