Game Monetization
Classic Model
• Build console or PC game, sell it at retail
• Development required huge teams with huge
  budgets
• Had to obtain expensive dev kit hardware
  from Sega, Nintento, etc.
New Model
• Digital downloads eliminating need for retail
  in PC market
• Mobile and Facebook changed barrier to entry
  drastically
• Very inexpensive to develop
Temple Run Development Team




Keith Shepherd and Natalia Luckyanova
Platforms
Steam
Facebook
Console
Mobile
Monetization Strategies
Lots of Money!
Over $50m revenue last year
Puzzles and Dragons Revenue
•   $280m last year
•   $92m last month
•   Averages over $2m per day
•   99% of revenue is from Japan
Free vs Paid
Paid
• User pays up front
• Potential revenue is limited to number of
  downloads
• Works better for established franchises or
  brands
• Can also include in app purchases
How Does Free Make Money?
• Ads
• In App Purchases
Ads
•   Intrusive to gameplay experience
•   Difficult to implement successfully
•   Market dominated by Google owned Admob
•   Generates decent revenue
In App Purchases
• What to sell in game?
More Content
• Upgrade to full game
• More levels
  – Time consuming for developer
Power Ups
• More powerful items
• Free passes through difficult levels
  – Many players disapprove of “pay to win” items
Cosmetic Items
• New avatars
• Novelty items
• No effect on gameplay
  – Generally accepted form of IAP
Restriction Mechanics
• Purchase items that allow the player to play
  more often
• Requires addicting gameplay
  – Many players reject this form of gameplay
  – If successful, extremely lucrative
Fast Tracking Progress
• Booster items that speed up progression
  through game
• Game should start out fast and
  rewarding, then slow progress
  dramatically, enticing players to purchase
  items that get them progressing quickly again
Freemium
• Free to play
• Offers in app purchases (IAPs) to produce
  revenue
• Potentially much more lucrative than paid
  games
• Relies on user engagement and social
  mechanics to drive long term revenue
• Revenue is not tied to number of
  downloads, each user can make many
  purchases
Core Loop
• Central gameplay mechanic that user
  performs over and over again to progress
Currency
• Soft currency is earned in game, allows player
  to progress slowly
• Premium currency is purchased with real
  money, allows player to greatly speed up
  progression
Make It Social
• Add incentives for players to involve friends
• Cooperating should be mutually beneficial
Clash of Clans
• Current #1 grossing game in the US store
• Estimated revenue of over $50m last year
Market Considerations
• Which platform to target?
• Which genre to develop?
• Which monetization strategy for which
  platform and genre?
Market Research Resources
•   Inside Social Games
•   App Data
•   Pocket Gamer
•   App Annie
InsideSocialGames.com
AppData.com
Pocketgamer.co.uk
AppAnnie.com
That’s It!

Game monetization

Editor's Notes