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The secrets to successful F2P ad monetization:
An analytics perspective
● The only deep data analytics platform dedicated to games
● End-to-end toolkit to optimize & manage engagement, retention, & monetization
deltaDNA: powered by deep data
The evolution of analytics
The secrets to success: why players are leaving
The secrets to success: personalization
THE STATE OF PLAY
Most popular advert types
The state of play
● Interstitial are the most commonly shown type of ad
● It is most common for interstitial ads to be combined with rewarded ads
● Average certainty that the right approach is being taken: 54%
The state of play
Developer concerns about in-game advertising
The state of play
● Larger games are more confident in their approach
The state of play
APPROACH TOWARDS ADVERTISING
The approach taken towards advertising in games
The state of play
● Developers are cautious of using advertising, and their approach is varied
● Games with high ad revenues are more aggressive with ads. These games are more likely to target casual
players, and player numbers are lower
Approach towards advertising
● Games with higher confidence use segmentation. Their revenue from ads is lower than
average, but they may be more focused on protecting IAP revenue
● Less confident games advertise more aggressively
Approach towards advertising
Approach towards advertising
● There’s not much difference across genres in whether payers see ads
Action games are less aggressive with ad serving
THE SECRETS TO SUCCESS
● Focus on the overall monetization strategy is needed
Data is at the heart of the solution
The secrets to success: developer recommendations
The secrets to success: Seeing your game as a marketplace
“Think of your game as a marketplace:
focus on integrating monetization strategies
as a joined up component of gameplay”
Novice: set your strategy
Expert: set your strategy
Successful F2P ad monetization: key insights
● Uncertainty in the approach towards advertising shows a lack of
analytics reporting
● Unnecessary caution & fear of frightening off players with advertising
● Developers don’t have the correct tools to optimize their monetization
strategies
● There is opportunity to increase ad density and improve ad revenues
● Developers should match the ad format to the right player
/deltaDNA info@deltadna.com
@deltaDNA
JOIN IN THE CONVERSATION PARTICIPATE IN THE NEXT GIAF
GIAF on LinkedIn
www.deltadna.com/giaf
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GIAF USA Winter 2015 - The secrets to successful F2P ad monetization

  • 1. 1
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  • 3. The secrets to successful F2P ad monetization: An analytics perspective
  • 4. ● The only deep data analytics platform dedicated to games ● End-to-end toolkit to optimize & manage engagement, retention, & monetization deltaDNA: powered by deep data
  • 5. The evolution of analytics
  • 6. The secrets to success: why players are leaving
  • 7. The secrets to success: personalization
  • 9. Most popular advert types The state of play ● Interstitial are the most commonly shown type of ad ● It is most common for interstitial ads to be combined with rewarded ads
  • 10. ● Average certainty that the right approach is being taken: 54% The state of play
  • 11. Developer concerns about in-game advertising The state of play
  • 12. ● Larger games are more confident in their approach The state of play
  • 14. The approach taken towards advertising in games The state of play ● Developers are cautious of using advertising, and their approach is varied
  • 15. ● Games with high ad revenues are more aggressive with ads. These games are more likely to target casual players, and player numbers are lower Approach towards advertising
  • 16. ● Games with higher confidence use segmentation. Their revenue from ads is lower than average, but they may be more focused on protecting IAP revenue ● Less confident games advertise more aggressively Approach towards advertising
  • 17. Approach towards advertising ● There’s not much difference across genres in whether payers see ads Action games are less aggressive with ad serving
  • 18. THE SECRETS TO SUCCESS
  • 19. ● Focus on the overall monetization strategy is needed Data is at the heart of the solution The secrets to success: developer recommendations
  • 20. The secrets to success: Seeing your game as a marketplace “Think of your game as a marketplace: focus on integrating monetization strategies as a joined up component of gameplay”
  • 21. Novice: set your strategy
  • 22. Expert: set your strategy
  • 23. Successful F2P ad monetization: key insights ● Uncertainty in the approach towards advertising shows a lack of analytics reporting ● Unnecessary caution & fear of frightening off players with advertising ● Developers don’t have the correct tools to optimize their monetization strategies ● There is opportunity to increase ad density and improve ad revenues ● Developers should match the ad format to the right player
  • 25. JOIN IN THE CONVERSATION PARTICIPATE IN THE NEXT GIAF GIAF on LinkedIn www.deltadna.com/giaf events@deltadna.com

Editor's Notes

  1. DeltaDNA is the only deep data analytics platform for games. We optimize games by bringing all your data into a high performance environment and exposing it for interrogation. This means you can achieve incredibly accurate insight and build high definition segments for precise, realtime player marketing. We have recently launched our new ad mediation service, SmartAds, that takes player segmentation further and provides independent ad mediation and cascading to optimize eCPM from a custom-definable network of ad providers. It applies machine learning to optimize ad frequency on a user-by-user basis, so only ad-responsive players receive ads, optimizing revenues.
  2. We will demonstrate how analytics have evolved with the emergence of Big Data.
  3. Here’s an example of how this can look when applied to a segment identified within a game.
  4. We conducted a survey of over 100 developers to find out how they are using advertising in their highest monetizing F2P games. All of the results covered in this presentation refer to their highest monetizing F2P games (their most successful games), as opposed to ‘all games’.
  5. The share of types of ads shown by respondents was generally unsurprising, with interstitial formats being the most popular (67.4%) and rewarded ads (56.2%) being another mainstream inclusion. Banner ads also proved popular (39.3%). We wondered whether the skewing of the data set towards casual games may have some responsibility for the strong preference for banner ads, but our analysis of the data showed casual games are only slightly more likely to feature banner ads. We also know that: Most devs’ most successful games are casual Action is their most successful category
  6. Across all respondents, the certainty that they are taking the right approach is only 54%, about the same confidence you would have in predicting the toss of a coin! Revenue from advertising, when compared to IAP income, averages 38%, but what’s really surprising is that those who are most certain they are getting advertising right have, on average, only 34% of revenue coming from advertising. This is likely to be indicative of the need to carefully balance IAP and player retention with ad revenue, rather than misplaced confidence, as uncertain respondents are shown to be more concerned about retention, placement, frequency and store rating.
  7. The big concerns people have with ad serving, highlighted by the survey, are player retention, ad placement, ad formats, ad frequency and eCPM rates. When looking at how they think these are best addressed, data appears to be at the heart of the solution. Better data facilitates the ability to calculate the effects of serving ads on player retention, to predict players who are likely to pay early in the game, to know player engagement data for each ad served and to understand the effect of advertising on IAP revenue.
  8. So, how do games with large numbers of users (100k+ DAU) differ in their approach from the confident guys? Firstly, a lot of the confident people have big games. But those with big games with less than 70% certainty are less likely to use segmentation, more likely to be serving ads to non-payers, and have a more aggressive strategy. Their lack of confidence may stem from concerns (real or misplaced) about player retention; their more aggressive approach sees a revenue split of 40% from ad-serving overall.
  9. When looking at the approach taken, we asked questions to determine either aggressive or passive approaches to showing in-game ads. The prevalent approaches taken are showing one ad or fewer per session (36%), non-paying players are segmented (36%), and paying players are protected (33%). More aggressive approaches are less popular, with (25%) serving ads in the first session and only 14.6% show 5 or more ads per session.
  10. Looking at respondents who generate a high proportion of their revenue from ad serving (60%+), we can see they take a more aggressive approach and are less likely to segment their non-payers, but they are more likely to protect their payers. Games with a high proportion of ad revenue tend not to have high numbers of players though, they tend to be much smaller and are more likely to target casual gamers
  11. So what makes super-certain individuals so sure of themselves? It seems to be because they take a segmented approach towards non payers, as well as protecting their payers, and they also make sure they serve more than one ad per session to most players. The type of ads they show are not very different from anyone else; they are less likely to use banner ads and players are more likely to see native ads, but not enough to make a statistically significant difference. These guys are also much more likely to be working on games with higher DAU volumes. What’s most striking is that the percentage of revenue coming from ads in these games is lower than average. Only 9% of individuals who have a high certainty are making 60% or more of their revenue from ads, while 23% of everyone else is making 60% or more of their revenue from advertising. It is therefore possible to hypothesize that their confidence comes from the actions they are taking to protect their IAP revenue.
  12. Action games feature heavily in our data, representing 38% of the responses. Looking at the approaches taken by genre, we can see that it isn’t a very important factor in determining the approach to ad serving. This is true when determining whether payers see ads, see only one ad per session, or whether the game takes a segmented approach to non payers. Strategy and action games, however, are much less likely to take an aggressive approach to serving ads to players. The data shows that 4% of action and strategy games show more than 5 ads per session, while 18% of all other games show more than 5 ads per session. Games targeted at casual players made up 58% of the respondents. While this is not conclusive evidence that casual games are more likely to monetize using advertising, it provides an opportunity for us to evaluate the approaches taken by casual games in comparison to mid and hard-core games. We also did that see that in casual games, developers are more likely to segment their players, and the players are much more likely to receive 5 ads or more per session.
  13. Respondents were asked to provide the most important factor for successfully monetizing their game using ads. We classified their responses into the different categories seen in the table. Recommendations made by the respondents show that they believe strategy is the most important element to getting it right. The big concerns people have with ad serving, highlighted by the survey, are player retention, ad placement, ad formats, ad frequency and eCPM rates. When looking at how they think these are best addressed, data appears to be at the heart of the solution. Better data facilitates the ability to calculate the effects of serving ads on player retention, to predict players who are likely to pay early in the game, to know player engagement data for each ad served and to understand the effect of advertising on IAP revenue.
  14. We believe that developers have a low level of certainty over their approach because they find it difficult to evaluate their ad data alongside their game data. They cannot clearly see the outcomes of their advertising campaigns, so testing frequency against retention and eCPM is difficult. To overcome this, our first recommendation is to bring all your advertising and game data into one place. This will let you see the effects of serving ads on player churn and IAP monetization in your game. Segment your players based on their exposure to advertising. Evaluate ad placement, frequency and eCPM; reviewing their churn rates and IAP monetization. In many cases we’ve seen, an increase in ad frequency can have a minimal effect on player retention or store ratings, but ad placement is more likely make a difference. Compare in-game player behaviors such as social engagement, speed of progress, competence, IAP spending patterns, acquisition channels with ad interaction, frequency, and eCPM to create high definition segments. Create realtime in-game personalized approaches for your player segments to maximize revenue from IAP and advertising. Evaluate your ad networks as the quality of the ad can have a significant effect on player retention. Networks showing high quality ads may not have the highest eCPM, but they may be worthwhile if they mitigate player churn.
  15. A full copy of the report on ad serving will be emailed to you after the webinar, alongside a recording. You can now join our GIAF group on LinkedIn which has been created for attendees of events only.