Using In-App Purchases in Mobile Games (research by www.soom.la)
Tips for Virtual Economy Design + Case Study
Tips for In-App Purchase Store Design + Case Study
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.
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.
Casual Connect United In Action - Monetization Design for Free-To-Play GamesDave Rohrl
This document provides an overview of free-to-play monetization best practices from a design perspective. It discusses revenue streams like advertising, in-app purchases, and skill gaming. It explores purchase motivations like time/convenience, competitive edge, and vanity. It also covers monetization mechanics like one-time purchases, collectibles/gacha, consumables, events, VIP status, currency subscriptions, and bundles. The document emphasizes testing monetization strategies, delivering value to players, and understanding what drives player spending.
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
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
The document discusses the future of monetization in social games and gaming. It covers trends like freemium models with microtransactions and virtual goods becoming more popular. Hybrid models combining subscriptions, advertising, and microtransactions are also discussed. Maximizing lifetime user value through retention and monetization while keeping acquisition costs low is key to profitability. Understanding user demographics and testing various monetization strategies is important to find what works best. The social gaming industry is still growing and innovating with new models and markets emerging over time.
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.
Economic Approach to Social Game DesignRussell Ovans
The document discusses applying economic principles to the design of social games. It outlines three key premises: 1) Resources are limited in games, 2) Players act rationally to maximize utility, and 3) Control is decentralized as players interact. Successful games implement scarcity of virtual goods and a marketplace where players can trade. This approach can lead to high engagement and monetization, but games may not be inherently fun and can feel like a slog.
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.
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.
Casual Connect United In Action - Monetization Design for Free-To-Play GamesDave Rohrl
This document provides an overview of free-to-play monetization best practices from a design perspective. It discusses revenue streams like advertising, in-app purchases, and skill gaming. It explores purchase motivations like time/convenience, competitive edge, and vanity. It also covers monetization mechanics like one-time purchases, collectibles/gacha, consumables, events, VIP status, currency subscriptions, and bundles. The document emphasizes testing monetization strategies, delivering value to players, and understanding what drives player spending.
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
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
The document discusses the future of monetization in social games and gaming. It covers trends like freemium models with microtransactions and virtual goods becoming more popular. Hybrid models combining subscriptions, advertising, and microtransactions are also discussed. Maximizing lifetime user value through retention and monetization while keeping acquisition costs low is key to profitability. Understanding user demographics and testing various monetization strategies is important to find what works best. The social gaming industry is still growing and innovating with new models and markets emerging over time.
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.
Economic Approach to Social Game DesignRussell Ovans
The document discusses applying economic principles to the design of social games. It outlines three key premises: 1) Resources are limited in games, 2) Players act rationally to maximize utility, and 3) Control is decentralized as players interact. Successful games implement scarcity of virtual goods and a marketplace where players can trade. This approach can lead to high engagement and monetization, but games may not be inherently fun and can feel like a slog.
The document discusses strategies for creating the perfect in-game store to engage and monetize users. It recommends that stores should be a core part of the game, keep users engaged for long periods by giving them reasons to return. It also suggests including everyday shopping to complete the story, enhance gameplay and provide immediate return on investment. Stores should be located where users frequent like every level or after winning events. Mystery mechanics like unlocking hidden items and surprise boxes can also be used.
5 Mistakes with Virtual Economies in Mobile GamesYaniv Nizan
The SOOMLA Project's mission is to help mobile game developers build better economies more quickly. We have gathered 5 mistakes that most 1st time mobile game developers do. We are hoping to help people avoid them.
This document discusses trends in the mobile gaming market and strategies for successful mobile and social games. It notes that the mobile gaming market is large and growing, with over 120 million people playing social games on their phones. However, it is difficult for new games to gain traction due to competition and fragmentation across devices. The document provides recommendations around social features, monetization strategies like freemium pricing, understanding player motivations, and balancing game balance with revenue goals. It emphasizes the importance of metrics, iterative improvements, and focusing on player retention and lifetime value.
This document discusses Bitcoin and OneCoin, a proposed cryptocurrency. It provides background on Bitcoin's price increases over time and early adopters who profited greatly. For OneCoin, it outlines the company structure and leadership, describes OneCoin as a new type of cryptocurrency that can be mined through an educational program. It presents various OneCoin investment packages that provide tokens and coins, and explains a bonus plan for earning commissions from recruiting others.
Allods Online is a free-to-play MMORPG launched in 2009 with multiple currencies, markets, and item ownership models. It sees 20-30k currency exchange transactions daily. Runes help regulate the economy by removing excess currency. Promo currency is account-bound to prevent exploits. Customer behavior shows a path from demand to purchase. The document outlines monetization strategies like item shops, currency and item sales, gambling events, and individual offers, and stresses collecting feedback to analyze results and customer behavior. The goal is to generate demand and provide tools to satisfy it while covering all players.
Surviving the challenge of self publishing online games vincent vergonjeanneMary Chan
The digital revolution has deeply transformed the video game industry by allowing many studios to self-publish their games. But the reality and the difficulty of building a profitable "free-to-play" game is hitting a lot of studios. I will share with you some best practices that I learned while building Kobojo, one of the French leader in social gaming, and EVERYDAYiPLAY, a leading Mid-Core gaming company based in Krakow, Poland
Intended audience & prerequisites: Game Designers & Marketing team to understand how distribution & game design are tightly coupled in the world of Free 2 Play
Session takeaways: Practical insights to better prioritize the tasks to do before and after your launch and optimize the chance of success of your game
This document discusses trends in the mobile social gaming market. It notes that there are over 5 billion mobile subscribers, with hundreds of millions playing social games and spending on virtual goods. It emphasizes that mobile players have different behaviors than other platforms due to factors like context and device fragmentation. The document provides a case study on a successful mobile game and discusses challenges like discoverability and monetization strategies like freemium, premium, and advertising models. It stresses the importance of understanding player motivations and designing social and engagement mechanics to maximize lifetime value and revenue.
Offerpal Media - Ten Tips For Monetizing With Virtual Currency (Nick Talaric...nptca
This document provides a 10 step guide for monetizing social games through virtual currencies. The steps include defining currency sinks and sources, assigning currencies, balancing engagement and monetization, setting exchange rates, promoting currencies, maintaining demand and balance, testing and optimizing the system. The overall approach emphasizes making the game fun first, then introducing monetization elements like virtual currencies once users are engaged.
This document summarizes Anthony Pecorella's presentation on idle games. The presentation discusses why idle games have become popular, provides an overview of common idle game mechanics like constant progress without interaction and "prestiging," and highlights innovations in the genre in recent years like meta-prestiging and 2D spatial interactions. It also touches on monetization strategies for idle games and debates issues like the role of auto-clickers and balancing online vs offline play.
Nicholas Lovell presented on the importance of metrics for social game development. He discussed key metrics like MAUs, DAUs/MAUs, retention rates, conversion rates, and the importance of the power law distribution for user spending. Lovell provided example metrics for popular games and emphasized using metrics to prioritize game improvements rather than focusing on absolute numbers. He also introduced a spreadsheet tool to help analyze metrics and make informed decisions about acquisition, retention, and monetization.
Nicholas Lovell presented on the importance of metrics for social games. He discussed key metrics like MAUs, DAUs/MAUs, retention rates, conversion rates, and the importance of the power law distribution for user spending. He emphasized that metrics should be used to prioritize improvements to acquisition, retention, and monetization in order to build a successful free-to-play game business. He provided a sample spreadsheet to illustrate how to model these metrics and identify areas for improvement.
This document discusses strategies for pricing and monetization in social mobile games. It covers theories of consumer purchase behavior and how price elasticity affects revenue. The importance of balancing short-term consumable purchases with long-term durable purchases is discussed to maximize player lifetime value without discouraging new players. Player motivations and lifecycles are examined to understand how to reward recurring play. Virtual goods techniques like collections can encourage social sharing and repeat play. Working with a social SDK and game engine can help implement these strategies across platforms by facilitating social features, virtual currencies, and cloud hosting. Overall, the key is for pricing to enhance the core gameplay and social experiences.
A lecture I gave about montization approaches and KPI tracking for free-to-play games. /Long version - the final version I have has only condensed text./
This document discusses monetization strategies for games. It outlines 6 things that players are willing to pay for: 1) expressions of identity and status, 2) exclusivity, 3) convenience, 4) competitive advantages, 5) boosts and bonuses, and 6) story resolution. It then discusses mechanics that can be monetized, including gacha systems, boosts, consumables, and time savers. The document cautions against overdoing monetization and stresses the importance of reducing friction, selling characters, and using "pinching" to encourage spending through limited-time bonuses and rewards.
A prop firm's transition to building multi product, multi-market discretionar...smbcapital
The Trading Show Chicago is considered North America’s leading trading event where traders, quant investors and exchanges come together to explore new advances in trading strategy, quant models, and technology. The event consists of an exhibition, seminars, and a strategic conference.
This year Mike discussed “Relative Value Strategies: Tapping New Opportunities Beyond Speed.” and SMB’s transition to building multi-product, multi-market discretionary quant traders with The PlayBook.
A Game to help people understand what it takes to build high performance organizations. The presentation only works with the game materials: https://agilepainrelief.com/notesfromatooluser/2015/11/building-high-performing-organizations-game.html
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
1) The classic model of selling console or PC games at retail is being replaced by digital downloads and free-to-play mobile games.
2) Free-to-play games make money through in-app purchases rather than upfront costs, with popular options including cosmetic items, power-ups, and removing restrictions that encourage continued gameplay.
3) Highly successful games like Puzzle and Dragons and Clash of Clans generate millions in daily revenue through engaging core gameplay loops and social features that encourage in-app purchases without negatively impacting the gameplay experience.
Soomla Demo - Mobile Monetization Measurement PlatformYaniv Nizan
SOOMLA's Traceback platform delivers 2 solutions:
Mobile monetization measurement allowing monetization managers, vp advertising or chief revenue officers to increase their app revenues. At the same time, the ad revenue attribution solution allows marketing manaugers, user acquistion managers and media buyers to find their true ROI and LTV and make better campaign decisions.
Google Analytics is a popular choice among app developers. Getting LTV using GA is hard and this slideshare explains how to use retention and DAU data along side an online lifetime value calculator to get the result.
The document discusses strategies for creating the perfect in-game store to engage and monetize users. It recommends that stores should be a core part of the game, keep users engaged for long periods by giving them reasons to return. It also suggests including everyday shopping to complete the story, enhance gameplay and provide immediate return on investment. Stores should be located where users frequent like every level or after winning events. Mystery mechanics like unlocking hidden items and surprise boxes can also be used.
5 Mistakes with Virtual Economies in Mobile GamesYaniv Nizan
The SOOMLA Project's mission is to help mobile game developers build better economies more quickly. We have gathered 5 mistakes that most 1st time mobile game developers do. We are hoping to help people avoid them.
This document discusses trends in the mobile gaming market and strategies for successful mobile and social games. It notes that the mobile gaming market is large and growing, with over 120 million people playing social games on their phones. However, it is difficult for new games to gain traction due to competition and fragmentation across devices. The document provides recommendations around social features, monetization strategies like freemium pricing, understanding player motivations, and balancing game balance with revenue goals. It emphasizes the importance of metrics, iterative improvements, and focusing on player retention and lifetime value.
This document discusses Bitcoin and OneCoin, a proposed cryptocurrency. It provides background on Bitcoin's price increases over time and early adopters who profited greatly. For OneCoin, it outlines the company structure and leadership, describes OneCoin as a new type of cryptocurrency that can be mined through an educational program. It presents various OneCoin investment packages that provide tokens and coins, and explains a bonus plan for earning commissions from recruiting others.
Allods Online is a free-to-play MMORPG launched in 2009 with multiple currencies, markets, and item ownership models. It sees 20-30k currency exchange transactions daily. Runes help regulate the economy by removing excess currency. Promo currency is account-bound to prevent exploits. Customer behavior shows a path from demand to purchase. The document outlines monetization strategies like item shops, currency and item sales, gambling events, and individual offers, and stresses collecting feedback to analyze results and customer behavior. The goal is to generate demand and provide tools to satisfy it while covering all players.
Surviving the challenge of self publishing online games vincent vergonjeanneMary Chan
The digital revolution has deeply transformed the video game industry by allowing many studios to self-publish their games. But the reality and the difficulty of building a profitable "free-to-play" game is hitting a lot of studios. I will share with you some best practices that I learned while building Kobojo, one of the French leader in social gaming, and EVERYDAYiPLAY, a leading Mid-Core gaming company based in Krakow, Poland
Intended audience & prerequisites: Game Designers & Marketing team to understand how distribution & game design are tightly coupled in the world of Free 2 Play
Session takeaways: Practical insights to better prioritize the tasks to do before and after your launch and optimize the chance of success of your game
This document discusses trends in the mobile social gaming market. It notes that there are over 5 billion mobile subscribers, with hundreds of millions playing social games and spending on virtual goods. It emphasizes that mobile players have different behaviors than other platforms due to factors like context and device fragmentation. The document provides a case study on a successful mobile game and discusses challenges like discoverability and monetization strategies like freemium, premium, and advertising models. It stresses the importance of understanding player motivations and designing social and engagement mechanics to maximize lifetime value and revenue.
Offerpal Media - Ten Tips For Monetizing With Virtual Currency (Nick Talaric...nptca
This document provides a 10 step guide for monetizing social games through virtual currencies. The steps include defining currency sinks and sources, assigning currencies, balancing engagement and monetization, setting exchange rates, promoting currencies, maintaining demand and balance, testing and optimizing the system. The overall approach emphasizes making the game fun first, then introducing monetization elements like virtual currencies once users are engaged.
This document summarizes Anthony Pecorella's presentation on idle games. The presentation discusses why idle games have become popular, provides an overview of common idle game mechanics like constant progress without interaction and "prestiging," and highlights innovations in the genre in recent years like meta-prestiging and 2D spatial interactions. It also touches on monetization strategies for idle games and debates issues like the role of auto-clickers and balancing online vs offline play.
Nicholas Lovell presented on the importance of metrics for social game development. He discussed key metrics like MAUs, DAUs/MAUs, retention rates, conversion rates, and the importance of the power law distribution for user spending. Lovell provided example metrics for popular games and emphasized using metrics to prioritize game improvements rather than focusing on absolute numbers. He also introduced a spreadsheet tool to help analyze metrics and make informed decisions about acquisition, retention, and monetization.
Nicholas Lovell presented on the importance of metrics for social games. He discussed key metrics like MAUs, DAUs/MAUs, retention rates, conversion rates, and the importance of the power law distribution for user spending. He emphasized that metrics should be used to prioritize improvements to acquisition, retention, and monetization in order to build a successful free-to-play game business. He provided a sample spreadsheet to illustrate how to model these metrics and identify areas for improvement.
This document discusses strategies for pricing and monetization in social mobile games. It covers theories of consumer purchase behavior and how price elasticity affects revenue. The importance of balancing short-term consumable purchases with long-term durable purchases is discussed to maximize player lifetime value without discouraging new players. Player motivations and lifecycles are examined to understand how to reward recurring play. Virtual goods techniques like collections can encourage social sharing and repeat play. Working with a social SDK and game engine can help implement these strategies across platforms by facilitating social features, virtual currencies, and cloud hosting. Overall, the key is for pricing to enhance the core gameplay and social experiences.
A lecture I gave about montization approaches and KPI tracking for free-to-play games. /Long version - the final version I have has only condensed text./
This document discusses monetization strategies for games. It outlines 6 things that players are willing to pay for: 1) expressions of identity and status, 2) exclusivity, 3) convenience, 4) competitive advantages, 5) boosts and bonuses, and 6) story resolution. It then discusses mechanics that can be monetized, including gacha systems, boosts, consumables, and time savers. The document cautions against overdoing monetization and stresses the importance of reducing friction, selling characters, and using "pinching" to encourage spending through limited-time bonuses and rewards.
A prop firm's transition to building multi product, multi-market discretionar...smbcapital
The Trading Show Chicago is considered North America’s leading trading event where traders, quant investors and exchanges come together to explore new advances in trading strategy, quant models, and technology. The event consists of an exhibition, seminars, and a strategic conference.
This year Mike discussed “Relative Value Strategies: Tapping New Opportunities Beyond Speed.” and SMB’s transition to building multi-product, multi-market discretionary quant traders with The PlayBook.
A Game to help people understand what it takes to build high performance organizations. The presentation only works with the game materials: https://agilepainrelief.com/notesfromatooluser/2015/11/building-high-performing-organizations-game.html
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
1) The classic model of selling console or PC games at retail is being replaced by digital downloads and free-to-play mobile games.
2) Free-to-play games make money through in-app purchases rather than upfront costs, with popular options including cosmetic items, power-ups, and removing restrictions that encourage continued gameplay.
3) Highly successful games like Puzzle and Dragons and Clash of Clans generate millions in daily revenue through engaging core gameplay loops and social features that encourage in-app purchases without negatively impacting the gameplay experience.
Similar to From Virtual Economy to Actual Revenue (20)
Soomla Demo - Mobile Monetization Measurement PlatformYaniv Nizan
SOOMLA's Traceback platform delivers 2 solutions:
Mobile monetization measurement allowing monetization managers, vp advertising or chief revenue officers to increase their app revenues. At the same time, the ad revenue attribution solution allows marketing manaugers, user acquistion managers and media buyers to find their true ROI and LTV and make better campaign decisions.
Google Analytics is a popular choice among app developers. Getting LTV using GA is hard and this slideshare explains how to use retention and DAU data along side an online lifetime value calculator to get the result.
App developers needs to know the LTV - user lifetime value. This is mostly needed for financing and marketing purposes. This slideshare shows how to extract the needed data from Flurry analytics and leverage a free online calculator to get the result.
Viral Installs - getting your users to share and rate your gameYaniv Nizan
Why some games have what we call "the k factor" while others don't? What makes users want to share some games. Design a narrative that entice users to socially engage with the game, improve the ease of sharing game acheivements and identify the best timing to ask users to connect, share and rate.
Why Game Publishing is Broken and how We Can Fix It TogetherYaniv Nizan
Game publishing evolved long ago when they were a necessity. Digital publishers of today are offering game dev tools, insights and user profiling that are mainly based on their size. If small game developers would apply a "shared economy" approach to game publishing we have a chance of creating together, better tools, more insights and bigger success for anyone involved.
Blue print - framework for worlds, levels, missions and records in mobile gamesYaniv Nizan
New open source framework by SOOMLA. Building worlds, levels, quests, missions, challenges, gates, records, badges and rewards is now a lot easier for mobile game developers.
Apple iOS 7.1 new options for In-App Purchase RestrictionsYaniv Nizan
iOS 7.1 added new restrictions and warnings for in-app purchases. A warning now notifies users after 15 minutes of in-app purchase activity to remind them of ongoing charges. Users can now require a password for every in-app purchase by changing settings under "Restrictions" in "General." Settings also allow blocking in-app purchases completely.
Why is a player willing to spend 30 minutes collecting virtual coins with no real value in the real world? Because they see genuine, tangible value the virtual goods and benefits in your game! Creating demand for your virtual goods, and engaging players with your virtual money translates to retention, conversion, and…yes…monetization.
Getting your Players to Facebook ConnectYaniv Nizan
Why some games get more than 50% of their users to connect with Facebook while others get only 2-3%. Learn some simple tips to get more users to sign up with their Facebook
Mobile game developers face challenges with creating in-app purchase systems that are customizable, easy to integrate, and cloud-powered. SOOMLA offers a virtual economy solution for mobile game developers with store templates that convert and provide a complete store experience, tools to customize everything seamlessly, and easy integration through code like StoreInventory.RemoveGoodAmount. Their solution is used by thousands of developers and has over 1 million end users to help increase revenue and save developers time over building virtual economies themselves.
HD Video Player All Format - 4k & live streamHD Video Player
Discover the best video playback experience with HD Video Player. Our powerful, user-friendly app supports all popular video formats and codecs, ensuring seamless playback of your favorite videos in stunning HD and 4K quality. Whether you're watching movies, TV shows, or personal videos, HD Video Player provides the ultimate viewing experience on your device. 🚀
Tom Cruise Daughter: An Insight into the Life of Suri Cruisegreendigital
Tom Cruise is a name that resonates with global audiences for his iconic roles in blockbuster films and his dynamic presence in Hollywood. But, beyond his illustrious career, Tom Cruise's personal life. especially his relationship with his daughter has been a subject of public fascination and media scrutiny. This article delves deep into the life of Tom Cruise daughter, Suri Cruise. Exploring her upbringing, the influence of her parents, and her current life.
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Introduction: The Fame Surrounding Tom Cruise Daughter
Suri Cruise, the daughter of Tom Cruise and Katie Holmes, has been in the public eye since her birth on April 18, 2006. Thanks to the media's relentless coverage, the world watched her grow up. As the daughter of one of Hollywood's most renowned actors. Suri has had a unique upbringing marked by privilege and scrutiny. This article aims to provide a comprehensive overview of Suri Cruise's life. Her relationship with her parents, and her journey so far.
Early Life of Tom Cruise Daughter
Birth and Immediate Fame
Suri Cruise was born in Santa Monica, California. and from the moment she came into the world, she was thrust into the limelight. Her parents, Tom Cruise and Katie Holmes. Were one of Hollywood's most talked-about couples at the time. The birth of their daughter was a anticipated event. and Suri's first public appearance in Vanity Fair magazine set the tone for her life in the public eye.
The Impact of Celebrity Parents
Having celebrity parents like Tom Cruise and Katie Holmes comes with its own set of challenges and privileges. Suri Cruise's early life marked by a whirlwind of media attention. paparazzi, and public interest. Despite the constant spotlight. Her parents tried to provide her with an upbringing that was as normal as possible.
The Influence of Tom Cruise and Katie Holmes
Tom Cruise's Parenting Style
Tom Cruise known for his dedication and passion in both his professional and personal life. As a father, Cruise has described as loving and protective. His involvement in the Church of Scientology, but, has been a point of contention and has influenced his relationship with Suri. Cruise's commitment to Scientology has reported to be a significant factor in his and Holmes' divorce and his limited public interactions with Suri.
Katie Holmes' Role in Suri's Life
Katie Holmes has been Suri's primary caregiver since her separation from Tom Cruise in 2012. Holmes has provided a stable and grounded environment for her daughter. She moved to New York City with Suri to start a new chapter in their lives away from the intense scrutiny of Hollywood.
Suri Cruise: Growing Up in the Spotlight
Media Attention and Public Interest
From stylish outfits to everyday activities. Suri Cruise has been a favorite subject for tabloids and entertainment news. The constant media attention has shaped her childhood. Despite this, Suri has managed to maintain a level of normalcy, thanks to her mother's efforts.
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
The Future of Independent Filmmaking Trends and Job OpportunitiesLetsFAME
The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
Morgan Freeman is Jimi Hendrix: Unveiling the Intriguing Hypothesisgreendigital
In celebrity mysteries and urban legends. Few narratives capture the imagination as the hypothesis that Morgan Freeman is Jimi Hendrix. This fascinating theory posits that the iconic actor and the legendary guitarist are, in fact, the same person. While this might seem like a far-fetched notion at first glance. a deeper exploration reveals a rich tapestry of coincidences, speculative connections. and a surprising alignment of life events fueling this captivating hypothesis.
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Introduction to the Hypothesis: Morgan Freeman is Jimi Hendrix
The idea that Morgan Freeman is Jimi Hendrix stems from a mix of historical anomalies, physical resemblances. and a penchant for myth-making that surrounds celebrities. While Jimi Hendrix's official death in 1970 is well-documented. some theorists suggest that Hendrix did not die but instead reinvented himself as Morgan Freeman. a man who would become one of Hollywood's most revered actors. This article aims to delve into the various aspects of this hypothesis. examining its origins, the supporting arguments. and the cultural impact of such a theory.
The Genesis of the Theory
Early Life Parallels
The hypothesis that Morgan Freeman is Jimi Hendrix begins by comparing their early lives. Jimi Hendrix, born Johnny Allen Hendrix in Seattle, Washington, on November 27, 1942. and Morgan Freeman, born on June 1, 1937, in Memphis, Tennessee, have lived very different lives. But, proponents of the theory suggest that the five-year age difference is negligible and point to Freeman's late start in his acting career as evidence of a life lived before under a different identity.
The Disappearance and Reappearance
Jimi Hendrix's death in 1970 at the age of 27 is a well-documented event. But, theorists argue that Hendrix's death staged. and he reemerged as Morgan Freeman. They highlight Freeman's rise to prominence in the early 1970s. coinciding with Hendrix's supposed death. Freeman's first significant acting role came in 1971 on the children's television show "The Electric Company," a mere year after Hendrix's passing.
Physical Resemblances
Facial Structure and Features
One of the most compelling arguments for the hypothesis that Morgan Freeman is Jimi Hendrix lies in the physical resemblance between the two men. Analyzing photographs, proponents point out similarities in facial structure. particularly the cheekbones and jawline. Both men have a distinctive gap between their front teeth. which is rare and often highlighted as a critical point of similarity.
Voice and Mannerisms
Supporters of the theory also draw attention to the similarities in their voices. Jimi Hendrix known for his smooth, distinctive speaking voice. which, according to some, resembles Morgan Freeman's iconic, deep, and soothing voice. Additionally, both men share certain mannerisms. such as their calm demeanor and eloquent speech patterns.
Artistic Parallels
Musical and Acting Talents
Jimi Hendrix was regarded as one of t
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Brian Peck Leonardo DiCaprio: A Unique Intersection of Lives and Legaciesgreendigital
Introduction
The world of Hollywood is vast and interconnected. filled with countless stories of collaboration, friendship, and influence. Among these tales are the notable narratives of Brian Peck and Leonardo DiCaprio. The keyword "Brian Peck Leonardo DiCaprio" might not immediately ring a bell for everyone. but the connection between these two figures in the entertainment industry is intriguing and significant. This article delves deep into their lives, careers, and the moments where their paths intersect. providing a comprehensive look at how their stories intertwine.
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Early Life and Career Beginnings
Brian Peck: The Early Years
Brian Peck was born in New York City on July 29, 1960. From a young age, Peck exhibited a passion for the performing arts. He attended the Professional Children's School. which has a history of nurturing young talent in the arts. Peck's early career marked by a series of roles in television and film that showcased his versatility as an actor.
Peck's breakthrough came with his role in the cult classic "The Return of the Living Dead" (1985). His performance as Scuz, one of the punk rockers who releases a toxic gas that reanimates the dead. earned him a place in the annals of horror cinema. This role opened doors for Peck. allowing him to explore various facets of the entertainment industry. including writing and directing.
Leonardo DiCaprio: From Child Star to Hollywood Icon
Leonardo DiCaprio was born in Los Angeles, California, on November 11, 1974. His career began at a young age with appearances in television commercials and educational films. DiCaprio's big break came when he joined the cast of the popular sitcom "Growing Pains" (1985-1992). where he played the character Luke Brower.
DiCaprio's transition from television to film was seamless. He gained recognition for his role in "This Boy's Life" (1993) alongside Robert De Niro. This performance began a series of acclaimed roles. establishing DiCaprio as one of the most talented actors of his generation. His portrayal of Jack Dawson in James Cameron's "Titanic" (1997) catapulted him to global stardom. solidifying his status as a Hollywood icon.
Brian Peck Leonardo DiCaprio: Their Paths Cross
Collaborations and Connections
The keyword "Brian Peck Leonardo DiCaprio" signifies more than two names; it represents a fascinating connection in Hollywood. While their careers took different trajectories, their paths crossed in the 1990s. Brian Peck worked with DiCaprio on the set of the 1990s sitcom "Growing Pains." where DiCaprio had a recurring role. Peck appeared in a few episodes. contributing to the comedic and dynamic environment of the show.
Their professional relationship extended beyond "Growing Pains." Peck directed DiCaprio in several educational videos for the "Disneyland Fun" series. where DiCaprio's youthful charm and energy were evident. These early collaborations offered DiCaprio valuable experience in front of the camera. he
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
The Evolution and Impact of Tom Cruise Long Hairgreendigital
Tom Cruise is one of Hollywood's most iconic figures, known for his versatility, charisma, and dedication to his craft. Over the decades, his appearance has been almost as dynamic as his filmography, with one aspect often drawing significant attention: his hair. In particular, Tom Cruise long hair has become a defining feature in various phases of his career. symbolizing different roles and adding layers to his on-screen characters. This article delves into the evolution of Tom Cruise long hair, its impact on his roles. and its influence on popular culture.
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Introduction
Tom Cruise long hair has often been more than a style choice. it has been a significant element of his persona both on and off the screen. From the tousled locks of the rebellious Maverick in "Top Gun" to the sleek, sophisticated mane in "Mission: Impossible II." Cruise's hair has played a pivotal role in shaping his image and the characters he portrays. This article explores the various stages of Tom Cruise long hair. Examining how this iconic look has evolved and influenced his career and broader fashion trends.
Early Days: The Emergence of a Style Icon
The 1980s: The Birth of a Star
In the early stages of his career during the 1980s, Tom Cruise sported a range of hairstyles. but in "Top Gun" (1986), his hair began to gain significant attention. Though not long by later standards, his hair in this film was longer than the military crew cuts associated with fighter pilots. adding a rebellious edge to his character, Pete "Maverick" Mitchell.
Risky Business: The Transition Begins
In "Risky Business" (1983). Tom Cruise's hair was short but longer than the clean-cut styles dominant at the time. This look complemented his role as a high school student stepping into adulthood. embodying a sense of youthful freedom and experimentation. It was a precursor to the more dramatic hair transformations in his career.
The 1990s: Experimentation and Iconic Roles
Far and Away: Embracing Length
One of the first films in which Tom Cruise embraced long hair was "Far and Away" (1992). Playing the role of Joseph. an Irish immigrant in 1890s America, Cruise's long, hair added authenticity to his character's rugged and determined persona. This look was a stark departure from his earlier. more polished styles and marked the beginning of a more adventurous phase in his hairstyle choices.
Interview with the Vampire: Gothic Elegance
In "Interview with the Vampire" (1994). Tom Cruise long hair reached new lengths of sophistication and elegance. Portraying the vampire Lestat. Cruise's flowing blonde locks were integral to the character's ethereal and timeless allure. This hairstyle not only suited the gothic aesthetic of the film but also showcased Cruise's ability to transform his appearance for a role.
Mission: Impossible II: The Pinnacle of Long Hair
One of the most memorable instances of Tom Cruise long hair came in "Mission: Impossible II" (2000). His character, Ethan
2. Yaniv Nizan – Short Bio
• Monetizing • Monetizing • Monetizing
Videos blogs games
• The Other • Advertising • In-App
gaming Purchase
EyeView INTENTclick SOOMLA
3. About SOOMLA
• Established August 2012
• Backed by private investors including
Oded Vardi
• 100% month to month growth since launch
• Over 1M end device installs
• 5,000 Fans in Facebook
4. The SOOMLA Framework
• Series of Open Source Projects
• Mission: To allow indies to collaborate
• Do it once do it well
• Cross Platform
5. The SOOMLA Store Designer
• In-App Purchase Store SDK
• Creating seamless stores
• Management Dashboard
7. Mistake 0 – No Virtual Economy
91% of Revenue is in Selling Coins
Users spend over 50% of the time in the store
8. Mistake 1 – Focusing on Selling
Focus on
Earning
Game Soft
Play Store
• Increased User Engagement
• Users will buy if they have coins
9. Mistake 2 – Balance = 0
• Give users some coins
• Show them the Store before the game
10. Mistake 3 – Goods lasts forever
• Rentable or consumable are Better
• Opportunities for tweaking
• Sell Everlasting items only for hard
currency
11. Mistake 4 – Single Currency
• Having 2 or 3 currencies gives more
opportunity for tweaking
• Allows some of the goods to be
purchasable only with real money
12. Mistake 5 – Boring
• Users should be exposed to new goods as
they progress in the game
• Complex Dependencies
15. 2 Games in One
• Building a Clan
• Accumulating wealth
• Investing in buildings
• Training Soldiers
• Fighting
• Deploying troops
• Waiting to see the result
16. 2 Games in One
• Building a Clan
• Accumulating wealth Resource
Management
• Investing in buildings
• Training Soldiers
• Fighting
Puzzle
• Deploying troops
• Waiting to see the result
17. Virtual Economy in Clash of Clans
• Perfect balance
• Time is always missing
18. Clash of Clans in the Model
Tip Clash of Clans
Focus on Earning Multiple ways to earn.
Virtual goods impact
earning
Starting Balance > 0 YES
Virtual goods don‟t last Soldiers are killed,
buildings are destroyed
Number of Currencies 2 Soft currencies, 1 Hard
Interesting Store Each items have
multiple levels. Complex
unlocking rules
21. Tip 2 – Meta and ROI Items
• Items that are “no brainer”
• Coin magnet
• Double coins
• Currency Limitations
• Gold storage
22. Tip 3 – Double Verification
• Verifying „soft‟ transactions
• Reduces the mental difference
• Get the player used to verifying
• Make actual purchase easy
23. Tip 4 – Hard Items
• Some items are only available for hard
currency purchases
24. Tip 5 – Levels/Upgrades
• Selling different levels of the same item
• Shopping becomes an achievement
• Keeps store fresh
• Simplifies store
27. 2 Games in One
• Building a Car Fleet
• Accumulating wealth
• Investing in Cars and Upgrading
• Tuning Car
• Racing
• Shifting Gears
• Waiting to see the result
28. 2 Games in One
• Building a Car Fleet
• Accumulating wealth Resource
Management
• Investing in Cars
• Tuning Car
• Racing
Action / Puzzle
• Shifting Gears
• Waiting to see the result
30. Stupid Simple
• Virtual Goods
• Cars (with levels)
• Only 5 upgrades (with levels)
• Infinite combinations
• Everything is translated to 4
attributes
31. CSR Racing in the Model
Tip CSR Racing
Item Attributes Everything boils down to
4 attributes
Meta and ROI Items No specific item but it‟s
an ROI driven game
Double Verification Yes
Number of Currencies 1 Hard, 1 Soft
Interesting Store Everything is in levels
Infinite options