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Agenda
Title TextMaking games pay: Data secrets for monetization
Chief Executive Officer
Mark RobinsonSara Bayley
Data analyst
HOSTS
AgendaCommon monetization issues
• Small number of players
• Retention of players in the game:
40% leave after Day 1
• Which strategy to adopt
• Which ad partners to use & how many
• Ad fill rates
• eCPM rates
• Frequency and timing of ads & offers
• Look & feel of ads or IAP offers
• Management of data & internal resources
“It’s not good enough to build a great game
and hope it monetizes because the players feel guilty”
AgendaSeeing your game as a marketplace: an integrated approach
“Think of your game as a marketplace: focus
on integrating monetization strategies as a
joined up component of gameplay”
AgendaThe in-app economy – The importance of ads
70% of older users have NEVER paid.
Without ads, that 70% of DAU will never monetize.
Agenda
User Age % of Installs D1 %
Conversion
Rate
iOS
Under 13 65,1% 56,7% 0,2%
13-18 7,2% 47,8% 0,2%
19-25 9,7% 47,6% 0,8%
26-35 8,2% 49,2% 1,1%
35+ 9,9% 51,2% 0,5%
Total 100,0% 53,7% 0,4%
Android
Under 13 70,9% 52,7% 0,1%
13-18 9,9% 55,6% 0,1%
19-25 6,8% 60,3% 1,1%
26-35 6,7% 60,4% 1,2%
35+ 5,8% 55,2% 0,5%
Total 100,0% 54,3% 0,2%
70-80% of users are under 18 with very low conversion rates. Without
ads, these users with limited purchasing power will never monetize.
The in-app economy – The importance of ads
AgendaData secrets: IAP
Keys charts to understand how the game is doing…
Understand repeat spender pattern.Secret 1:
Agenda
Too few repeat spenders
How are we doing for repeat spend?
Data secrets: IAP
AgendaData secrets: IAP
This game is too punishing/boring for spenders
How are we doing for spender churn?
Agenda
Players are enduring
What does well balanced look like?
Data secrets: IAP
Agenda
Relate pinch-points to spending with better sign-posting
Data secrets: IAP
Secret 2:
AgendaThe balancing/ paying relationship
0
2
5
7
9 1
2
3
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5
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7
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60
Difficulty vs. Revenue
difficulty % revenue
Difficulty 5
Churn 20%
% Revenue <1%
% First Purchases 6%
97% revenue earned
Level 30 is a pinch-point that results in lower revenue.
The levels are not properly balanced.
Agenda
Zachary Burn and Nicholas Ross, University of San Francisco,
along with Isaac Roseboom of deltaDNA discovered:
Data secrets: Ad serving
There was no evidence of first session ad density affecting
retention. However, the game itself was a significant predictor
of retention.
Ad frequency doesn’t affect retention. Game experience affects retentionAd secret 1:
Cautious strategies don’t work.
Agenda
100
%
Session number
when first
payment made
When to place ads
100%
Day of first payment
Ads must be balanced with first payments because we don’t want
rewarded videos to eliminate the need to pay
AgendaWhere to place ads
Healer 1 Healer 2
%Users
Current use of curing tools by non-payers
(frequently gifted)
used and purchased
used but not purchased
never used
Place ads to promote items a player regularly uses.
Agenda
70% + of players don’t engage
with rewarded ads
Forget eCPM comparison
Data secrets: Ad serving
Why?
• They don’t see then
• They don’t value them
• They don’t like them
This is your biggest opportunity!!
Agenda
Games that serve no ads. Make more money than games with poorly integrated ads.Ad secret 2:
Data secrets: Ad serving
If you’re gonna do it, do it well!
AgendaLack of ad engagement
Start App
100%
Lose Level (exposed to ad)
45%
Start Ad
23%
Complete Ad
14%
Not even half of installs are exposed to ads.
AgendaData secrets: Balancing IAP with Ads
• Track player engagement
• Test placement & reward
• Test frequency
• Use in-game currency rewards
• Provide different experiences to different players
• Make rewarded ads an integrated part of your game
Treat ads like any game mechanic
AgendaBalancing the in-app economy
Gifts cannot be too excessive and must be properly balanced
to consider integrating ads.
AgendaKey take-outs
• An integrated approach will maximize profits
• Personalization improves player experience
• Segmentation and testing are essential
• Players care less about ads if the game is fun
• Good ads don’t jar the experience - focus on the look & feel
• We are nowhere near peak ad capacity
Title Text
Thank you

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Game Connection Paris 2016 - Making games pay: data secrets for game monetization

  • 2. Title TextMaking games pay: Data secrets for monetization
  • 3. Chief Executive Officer Mark RobinsonSara Bayley Data analyst HOSTS
  • 4. AgendaCommon monetization issues • Small number of players • Retention of players in the game: 40% leave after Day 1 • Which strategy to adopt • Which ad partners to use & how many • Ad fill rates • eCPM rates • Frequency and timing of ads & offers • Look & feel of ads or IAP offers • Management of data & internal resources “It’s not good enough to build a great game and hope it monetizes because the players feel guilty”
  • 5. AgendaSeeing your game as a marketplace: an integrated approach “Think of your game as a marketplace: focus on integrating monetization strategies as a joined up component of gameplay”
  • 6. AgendaThe in-app economy – The importance of ads 70% of older users have NEVER paid. Without ads, that 70% of DAU will never monetize.
  • 7. Agenda User Age % of Installs D1 % Conversion Rate iOS Under 13 65,1% 56,7% 0,2% 13-18 7,2% 47,8% 0,2% 19-25 9,7% 47,6% 0,8% 26-35 8,2% 49,2% 1,1% 35+ 9,9% 51,2% 0,5% Total 100,0% 53,7% 0,4% Android Under 13 70,9% 52,7% 0,1% 13-18 9,9% 55,6% 0,1% 19-25 6,8% 60,3% 1,1% 26-35 6,7% 60,4% 1,2% 35+ 5,8% 55,2% 0,5% Total 100,0% 54,3% 0,2% 70-80% of users are under 18 with very low conversion rates. Without ads, these users with limited purchasing power will never monetize. The in-app economy – The importance of ads
  • 8. AgendaData secrets: IAP Keys charts to understand how the game is doing… Understand repeat spender pattern.Secret 1:
  • 9. Agenda Too few repeat spenders How are we doing for repeat spend? Data secrets: IAP
  • 10. AgendaData secrets: IAP This game is too punishing/boring for spenders How are we doing for spender churn?
  • 11. Agenda Players are enduring What does well balanced look like? Data secrets: IAP
  • 12. Agenda Relate pinch-points to spending with better sign-posting Data secrets: IAP Secret 2:
  • 13. AgendaThe balancing/ paying relationship 0 2 5 7 9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 Difficulty vs. Revenue difficulty % revenue Difficulty 5 Churn 20% % Revenue <1% % First Purchases 6% 97% revenue earned Level 30 is a pinch-point that results in lower revenue. The levels are not properly balanced.
  • 14. Agenda Zachary Burn and Nicholas Ross, University of San Francisco, along with Isaac Roseboom of deltaDNA discovered: Data secrets: Ad serving There was no evidence of first session ad density affecting retention. However, the game itself was a significant predictor of retention. Ad frequency doesn’t affect retention. Game experience affects retentionAd secret 1: Cautious strategies don’t work.
  • 15. Agenda 100 % Session number when first payment made When to place ads 100% Day of first payment Ads must be balanced with first payments because we don’t want rewarded videos to eliminate the need to pay
  • 16. AgendaWhere to place ads Healer 1 Healer 2 %Users Current use of curing tools by non-payers (frequently gifted) used and purchased used but not purchased never used Place ads to promote items a player regularly uses.
  • 17. Agenda 70% + of players don’t engage with rewarded ads Forget eCPM comparison Data secrets: Ad serving Why? • They don’t see then • They don’t value them • They don’t like them This is your biggest opportunity!!
  • 18. Agenda Games that serve no ads. Make more money than games with poorly integrated ads.Ad secret 2: Data secrets: Ad serving If you’re gonna do it, do it well!
  • 19. AgendaLack of ad engagement Start App 100% Lose Level (exposed to ad) 45% Start Ad 23% Complete Ad 14% Not even half of installs are exposed to ads.
  • 20. AgendaData secrets: Balancing IAP with Ads • Track player engagement • Test placement & reward • Test frequency • Use in-game currency rewards • Provide different experiences to different players • Make rewarded ads an integrated part of your game Treat ads like any game mechanic
  • 21. AgendaBalancing the in-app economy Gifts cannot be too excessive and must be properly balanced to consider integrating ads.
  • 22. AgendaKey take-outs • An integrated approach will maximize profits • Personalization improves player experience • Segmentation and testing are essential • Players care less about ads if the game is fun • Good ads don’t jar the experience - focus on the look & feel • We are nowhere near peak ad capacity

Editor's Notes

  1. All game-makers in F2P need to decide whether to monetize their players, and most will focus on either IAP or Ad-serving. A one size-fits-all approach is then applied to all players. We’ll discuss common issues faced such as retention, # of payers vs players, ad fill rates, CPM, timing, placement and mediation setup Sense of guilt Game is a marketplace got to be integrated Ads need to look and feel good & not jar with the experience - this is more important that ad frequency Game needs to be good - if it’s good then monetization mechanics are less of an issue to players