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Title TextMaking games pay: Data secrets for monetization
Chief Executive Officer
Mark Robinson
HOSTS
AgendaEvolution of analytics
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”
AgendaData secrets: Experience
Threshold of game engagement
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:
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
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!
Agenda
No one knows what they are doing
Ad secret 3:
In numbers:
• 51% see advertising as a necessary evil.
• 48% average certainty of taking the
optimum approach (down from 54%)
• 42% show 1 ad or fewer/session
• 14% show ads in first session
• 14% show 5 or more ads/session
W H I C H W O R D B E S T D E S C R I B E S Y O U R O V E R A L L
A P P R O A C H T O I N - G A M E A D V E R T I S I N G ?
Data secrets: Ad serving
Agenda
70% + of players don’t engage
with rewarded ads
Forget eCPM comparison
Data secrets: Ads
Why?
• They don’t see then
• They don’t value them
• They don’t like them
This is your biggest opportunity!!
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
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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Making games pay: Data secrets for monetization

  • 1. Title TextMaking games pay: Data secrets for monetization
  • 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”
  • 7. AgendaData secrets: IAP Keys charts to understand how the game is doing… Understand repeat spender pattern.Secret 1:
  • 8. Agenda Too few repeat spenders How are we doing for repeat spend? Data secrets: IAP
  • 9. AgendaData secrets: IAP This game is too punishing/boring for spenders How are we doing for spender churn?
  • 10. Agenda Players are enduring What does well balanced look like? Data secrets: IAP
  • 11. Agenda Relate pinch-points to spending with better sign-posting Data secrets: IAP Secret 2:
  • 12. 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.
  • 13. 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!
  • 14. Agenda No one knows what they are doing Ad secret 3: In numbers: • 51% see advertising as a necessary evil. • 48% average certainty of taking the optimum approach (down from 54%) • 42% show 1 ad or fewer/session • 14% show ads in first session • 14% show 5 or more ads/session W H I C H W O R D B E S T D E S C R I B E S Y O U R O V E R A L L A P P R O A C H T O I N - G A M E A D V E R T I S I N G ? Data secrets: Ad serving
  • 15. Agenda 70% + of players don’t engage with rewarded ads Forget eCPM comparison Data secrets: Ads Why? • They don’t see then • They don’t value them • They don’t like them This is your biggest opportunity!!
  • 16. 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
  • 17. 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. We will demonstrate how analytics have evolved with the emergence of Big Data.
  2. 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