R2 Games F2P Monetization Presentation and Clicker Heroes Case Study: Best Pr...David Piao Chiu
A F2P Monetization Presentation and Clicker Heroes Case Study given by David P. Chiu at Game Connection Europe 2015. This presentation includes best practices, stats and learnings for F2P mobile and browser games targeted at a midcore gamer audience.
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
Presentation on F2P game monetization for browser and mobile games for midcore and hardcore players with stats, best practices and common mistakes to avoid
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...David Piao Chiu
Presentation from the Brazil Independent Games (BIG) Festival 2014 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.
R2 Games F2P Monetization Presentation and Clicker Heroes Case Study: Best Pr...David Piao Chiu
A F2P Monetization Presentation and Clicker Heroes Case Study given by David P. Chiu at Game Connection Europe 2015. This presentation includes best practices, stats and learnings for F2P mobile and browser games targeted at a midcore gamer audience.
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
Presentation on F2P game monetization for browser and mobile games for midcore and hardcore players with stats, best practices and common mistakes to avoid
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...David Piao Chiu
Presentation from the Brazil Independent Games (BIG) Festival 2014 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.
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
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Upsight's Monetization Playbook for Mobile GamesUpsight
As the free-to-play space has become increasingly sophisticated, players’ expectations have evolved as a result. In order to succeed in the new game economy, you need to have the right tools and the right strategic playbook tailored specifically for your game. You have to deliver the right offer, to the right player, at the right time in order to maximize revenue. Upsight is sharing this knowledge with our free Monetization Playbook for Mobile Games. The playbook explains monetization strategies at four crucial game stages and how to take action by leveraging the right tools in order to drive revenue. With 25 pages of tips, best practices, and sample plays, the playbook will help you drive measurable results in no time.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
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.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
You've assembled a bunch of super fun gameplay objectives, figured out in-game action, and conjured a bunch of awesome and engaging characters. You're ready to go, right? Well, not quite. Sooner or later, you're going to have to figure out what your business model is, and how you are going to monetize your hit game. Social Point CMO, Pepe Cantos, talks you through the essentials of game monetization, with examples and tips for success.
Josh Larson’s Talk at White Nights Prague '18Kongregate
During a special Valentine’s Day session at White Nights Prague ‘18, Josh presented “Mining the Web for Cross-Platform Gems." The talk explored how Kongregate has used its web platform to discover games that have potential for cross-platform success on mobile, PC and console. By looking at hits like AdVenture Capitalist, Realm Grinder and Bit Heroes, the presentation extracts the characteristics and KPIs for cross-platform potential.
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
Endless Frontier - Mobile Idle Inflation RPG game
*Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game.
*Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
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.
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
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Upsight's Monetization Playbook for Mobile GamesUpsight
As the free-to-play space has become increasingly sophisticated, players’ expectations have evolved as a result. In order to succeed in the new game economy, you need to have the right tools and the right strategic playbook tailored specifically for your game. You have to deliver the right offer, to the right player, at the right time in order to maximize revenue. Upsight is sharing this knowledge with our free Monetization Playbook for Mobile Games. The playbook explains monetization strategies at four crucial game stages and how to take action by leveraging the right tools in order to drive revenue. With 25 pages of tips, best practices, and sample plays, the playbook will help you drive measurable results in no time.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
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.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
You've assembled a bunch of super fun gameplay objectives, figured out in-game action, and conjured a bunch of awesome and engaging characters. You're ready to go, right? Well, not quite. Sooner or later, you're going to have to figure out what your business model is, and how you are going to monetize your hit game. Social Point CMO, Pepe Cantos, talks you through the essentials of game monetization, with examples and tips for success.
Josh Larson’s Talk at White Nights Prague '18Kongregate
During a special Valentine’s Day session at White Nights Prague ‘18, Josh presented “Mining the Web for Cross-Platform Gems." The talk explored how Kongregate has used its web platform to discover games that have potential for cross-platform success on mobile, PC and console. By looking at hits like AdVenture Capitalist, Realm Grinder and Bit Heroes, the presentation extracts the characteristics and KPIs for cross-platform potential.
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
Endless Frontier - Mobile Idle Inflation RPG game
*Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game.
*Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
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.
29 Mobile Marketing Statistics You Should KnowBranch
In order to craft an effective mobile marketing strategy, it is important to continually keep up with the ever-evolving data behind the way that consumers interact with digital media and advertising. Just a few weeks ago, venture capital firm Kleiner Perkins Caulfield Byers published their 2016 version of the Mary Meeker Internet Trends Report. The numbers contained in the report are indisputable: mobile devices are taking over the average consumer’s time spent on digital media.
Sources: https://blog.branch.io/29-mobile-marketing-statistics-you-should-know
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
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.
Core Games, Real Numbers: Asian & Western Gamesemily_greer
Kongregate is a distributor of more than 200 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will focus on similarities and differences in performance between Asian & Western games, look at site-wide trends and dig into specific game metrics and mechanics to understand what makes games succeed & fail with Western audiences. This talk was given at GDC China 2012
Moving from boxed title Game Development to F2P | Ralf C. AdamRalf C. Adam
This lecture was held at the Game Developer's Conference GDC Europe in Cologne in 2010. Target Audience: Studios working in the traditional games industry, thinking about switching to development of online F2P titles.
Where the Whales live: the pyramid model of F2P designNicholas Lovell
Is monetization ruining F2P games? Funnel-driven design that aims to filter out freeloaders and squeeze the whales is not an inevitable result of the free-to-play business model. We need to build new models for visualizing how we can incorporate the full breadth of the customer demand curve. The pyramid is a way of putting into practice the goal of free-to-play game design: let anybody access your game, and allow people who love what you do to spend lots of money on things they truly value.
Not only eSports - How To Design Games That Are Fun To WatchOhad Barzilay
The slides for a 20 min talk I gave in Casual Connect Tel Aviv in 2015. It introduces the Game-Watching trend and gives some quick tips for game developers & designers on how to make games fun to watch, not only fun to play.
You can watch the full talk from the conference here: http://civax.net/2015/11/not-only-esports-how-to-design-games-that-are-fun-to-watch/
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Idle Clicker Games: Why are They So Popular and How Can I Get in on the Actio...Jessica Tams
Delivered at Casual Connect USA 2017. Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE). We will also share best practices for improving retention and monetization (both IAP and ads).
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
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Accpac to QuickBooks Conversion Navigating the Transition with Online Account...PaulBryant58
This article provides a comprehensive guide on how to
effectively manage the convert Accpac to QuickBooks , with a particular focus on utilizing online accounting services to streamline the process.
What are the main advantages of using HR recruiter services.pdfHumanResourceDimensi1
HR recruiter services offer top talents to companies according to their specific needs. They handle all recruitment tasks from job posting to onboarding and help companies concentrate on their business growth. With their expertise and years of experience, they streamline the hiring process and save time and resources for the company.
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
Remote sensing and monitoring are changing the mining industry for the better. These are providing innovative solutions to long-standing challenges. Those related to exploration, extraction, and overall environmental management by mining technology companies Odisha. These technologies make use of satellite imaging, aerial photography and sensors to collect data that might be inaccessible or from hazardous locations. With the use of this technology, mining operations are becoming increasingly efficient. Let us gain more insight into the key aspects associated with remote sensing and monitoring when it comes to mining.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
Taurus Zodiac Sign_ Personality Traits and Sign Dates.pptxmy Pandit
Explore the world of the Taurus zodiac sign. Learn about their stability, determination, and appreciation for beauty. Discover how Taureans' grounded nature and hardworking mindset define their unique personality.
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RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
As a business owner in Delaware, staying on top of your tax obligations is paramount, especially with the annual deadline for Delaware Franchise Tax looming on March 1. One such obligation is the annual Delaware Franchise Tax, which serves as a crucial requirement for maintaining your company’s legal standing within the state. While the prospect of handling tax matters may seem daunting, rest assured that the process can be straightforward with the right guidance. In this comprehensive guide, we’ll walk you through the steps of filing your Delaware Franchise Tax and provide insights to help you navigate the process effectively.
R2Games: Maximizing F2P Monetization Presentation from the Montreal International Games Summit 2014 (MIGS 2014)
1. Maximizing F2P Game Monetization:
Stats, Best Practices and Common Mistakes
for F2P Core Games
David P. Chiu
Vice President
Reality Squared Games USA
2. Reality Squared Games (R2Games)
• R2Games is a leading international publisher of free-to-play
browser and mobile games for core gamers
• Games includes hits like Wartune, League of Angels, Blade Hunter,
Dragon Pals and Monkey King Online.
• R2Games.com is a leading platform for F2P games serving 25M+
users in 7 different languages worldwide
• #1 publisher on Kongregate.com, Kabam.com and many other
platforms
3. Reality Squared Games (R2Games)
• One of the fastest growing online game companies
• May 2010 – Reality Square is founded
• Sept 2011 – 1st exclusive game Crystal Saga launches in NAR,
USD$1M in 1st quarter
• Aug 2012 – R2 publishes Wartune in NAR, breaking $1.5M in its
first quarter and $7M in its 2nd quarter
• $100M+ projected revenue for 2014
• 200+ employees with offices in Shanghai, Shenzhen, Seoul and
the San Francisco Bay Area
• CEO Jared Psigoda named one of 2014 Forbes China 30 Under 30
5. Who Am I?
• Former Senior Director of Business Development
and Developer Relations at Kongregate heading
BD worldwide for Kong web and mobile
• Worked with hundreds of developers on F2P
games
• Presented at MIGS 2013 on F2P monetization and
differences in metrics between 2D vs 3D games
and Asian vs Western F2P games
• Now VP of R2Games USA
6. Last year’s talk at MIGS: Asian F2P vs Western F2P
Source: Kongregate
• Asian F2P games have much higher ARPPUs versus Western F2P games
• What can a Western developer learn from the Asian F2P games to improve their monetization?
• Remember that F2P was born in Korea
• And perfected in China (and quickly became the dominant biz model due to piracy)
7. Graph from last year’s talk
• I can now tell you that the giant
bubble on the top right is a
Chinese MMO game called
Wartune, published on
Kongregate.com by R2Games
• 25+ months since Wartune
launch and still going strong
• ARPPU has increased to $533
(11/6/2014)
• Why is Wartune so successful?
Source: Kongregate, Nov 2013
Wartune
(published by R2)
9. Long term retention matters
Wartune Lifetime % Buyers by Monthly Cohort
• The more someone plays a game, they more likely they are to
convert from a player to a buyer.
• Becomes a hobby and most committed fans can choose to spend
• Real world example: You can watch baseball for free on TV but
hardcore fans choose to spend money on tickets
10. Long term retention matters
Wartune Lifetime ARPPU by Monthly Cohort
• The more someone plays a game, the more they spend
• More time = More transactions
11. Long term retention matters
Wartune ARPU or User LTV by Monthly Cohort
Therefore, user LTV increases with time
14. Wartune Quick Intro
• MMORPG with turn-based
battles, city-building and
isometric-perspective
exploration
• Top grossing game in China
before making it to the West
15. Keep players busy!
More things to do = more players staying
• Solo and team PvE
• Solo and team PvP
• Asynch raids
• Guild battles
• World boss raids
• Farming
• Fishing
• City Building
• Weapon/Gear
Synthesizing & Upgrading
• Astral Collecting and
Combining
• Etc.
Pace the introduction of new features/gameplay modes to not overwhelm
players with a long and intimidating tutorial.
16. Keep players busy!
• Simple Daily Tasks to earn rewards
• Scheduled Limited Time Events
• Daily Quests
17. Keep them coming back
• Daily play bonuses are good to get users coming
back regularly
• But improve on the typical 5-7 day daily bonuses
• Wartune players get a stamp for every day of the
month they play the game
• Rewards for playing 2 days up to 26 days
• Incentivizes longer term play
• Doesn’t “punish” players for missing a day
18. Keep them coming back
• Mini games with additional free plays each day to earn rewards
19. Data from MIGS last year…
• The foundations of a F2P game are a strong RPG elements and a
sense of progress over time
• Building up account, leveling up, adding/improves skills and stats, etc
Type % 50+ Plays % Buyers ARPPU ARPU
Multiplayer RPG 2.6% 0.75% $69 $0.51
Multiplayer Non-RPG 1.0% 0.45% $9 $0.05
Single-player RPG 1.8% 1.29% $12 $0.10
Single-Player Non-RPG 0.2% 0.53% $4 $0.02
Source: Kongregate
Deep RPG mechanics and multiplayer matter:
• 25x ARPU for Multiplayer RPG vs Single Player non-RPG!
20. Aim for the Stars
• Motivate players to get to the next milestone
• Leveling up unlocks features, content, rewards
• Positive reinforcement for progressing
21. Aim for the Stars
• Character level provides a sense of progress
• But also give players ways to measure their strength
– Wartune’s Battle Rating
22. Aim for the Stars
• And tap into their sense of competition
• Leaderboards for everything
• So players can compete in many ways
• Lifetime, daily gain and weekly gain
23. Best Practices from Wartune and
Asian F2P design for increasing
Monetization
24. Depth of spend
• The longer someone plays your game the more likely they are to buy and
the less price sensitive they become
• Give committed players the ability to spend at $1,000+ if they want
• Have lots of items that are appealing and useful to all players from
beginners to elder players who have played for months or years
• Unlock new items to buy as players level up
• But must also create reasons to want the elder items
• Don’t create a situation where spending is capped by availability or utility.
25. Make the shopping and buying experience as frictionless as possible
• Location, location, location –
make the store easy to find!
• Show balance of hard
currency (Balens)
• Shortcut to buy more
(Recharge button)
• Make it easy to find the what
you want
– Meaningful categories and item
descriptions
– No massive scroll bars
26. Buy Currency Screen
• Bonuses % or/and items for larger hard currency packages
• Clearly call out bonuses of larger packages!
• Make all packages visible in one page for easy comparisons (no scroll bars)
• Hide large packages until after first purchase
27. Make the shopping experience interesting
• First time buyer/ Starter packages
• Seed players with some paid/hard currency and guide “intro purchase”
• Deals/events to get people into the habit of spending regularly
• Offer items that enhance the gameplay experience (not just speedups)
• Intro the right items at the right time
– Lvl 1 players should not be shown the lvl 100+ holy sword that’s on sale for $100)
• Keep them coming back – keep store fresh by adding new items, unlocking items as
players level up and featuring seasonal and time-limited items/ sales
30. Timing is everything : Server times
• F2P: games-as-a-service with players all over the world in different time zones
• Don’t let players wondering what time zone the game is in
• Specify time zones or set a server time and have it be visible so there is no
confusion leading players to miss events/sales
• Minimizes confusion and player frustration
• Bar on top of all of R2’s games clearly lists:
• The server time
• The next event’s start time and a countdown to it
DON’T let there be any confusion about event times
DO clearly call out the server time
31. Timing is everything: Server time zones
• For event-centric games, consider separate servers by time zone
Wartune (English) servers
DON’T do separate servers if your CCUs are too low
DO ensure the CCUs are high enough for competition, and merger servers if needed
DO have at least 2 instances of an event if you do not split servers by time zone
32. Timing is everything: Server time zones
DON’T forget to make adjustments for Daylight Saving Time changes
33. Timing is everything: Primetime
• Events drive up player engagement
• Schedule events during periods of highest CCU
• For core gamers, primetime is in evenings and weekends
Monkey King Online PCU by day
DO schedule limited time events during primetime to get more users into them
34. Keeping the Balance
• Have a robust matchmaking algorithm
• Prevent elder players and big spenders from
slaughtering new players
• Offer protection time or shields after getting attack
36. The Mobile Landscape
• F2P is the dominant business model
– iOS Top 50 Grossing Charts has 1 paid game (Minecraft)
– iOS Top 100 Grossing Charts has 2 paid games
• Players used to downloading free games now
• Free games offer minimal barrier to entry and yield
much higher download rates
37. Mobile F2P vs Paid
• Threes was an original puzzle game priced at $1.99
• 2048 was a copy of a clone of a clone of Threes and
was free
• Threes found moderate success while 2048
became a worldwide phenomenon
• Creator of Threes:
38. Mobile F2P vs Paid
• Difficult for paid games to compete with free games
• And F2P is complex
• Takes time and live servicing a F2P game to really learn
• Particularly difficult if you are used to making paid games
instead of games-as-a-service
39. Mobile user acquisition is expensive
• Need solid grasp of F2P to have high monetizing game
• Need a lot of capital to do paid UA
40. App Store features are incredibly powerful
• Minor feature: 10k to 100k+ installs
• Medium feature: 100k-500k+ installs
• Major feature: 500k to 2M+ installs
***For F2P games, not paid
41. But App Store features are hard to get
# of Apps 1,369,386
Approx. # of apps each week 6,350
# of Games 283,170
Approx. # of games each week 2,177
Promo slots of new games 16
42. The Mobile Landscape
• Mobile distribution is very challenging
• Competition is fierce:
– 283k existing games and thousands new games each week
• App store features are hard to get
• Viral hits are rare (Flappy Bird)
• User acquisition is expensive
• Can lower CPIs with big IP (also costly)
43. Self-Publish?
Evaluate your game and team:
• What are your goals for the game and studio?
• Does your team understand F2P?
• Do I have the key talent to do a F2P game?
• Do you have enough runway to learn F2P and
iterate game in test markets?
• Do you have enough capital for paid UA?
44. Is a Publisher Right For Me?
• How can a publisher help me?
• Allow you to focus on the game while they handle:
• Marketing
• App store relations
• Analytics
• QA
• Localization, etc.
• Royalty advances to help you finish the game (not all publishers do this)
• Or/and provide marketing guarantees (not all publishers do this)
• May help negotiate and secure IP for the game
45. Is a Publisher Right For Me?
Evaluate the publisher:
• Are your goals and interests aligned?
• Are they putting some skin behind the game (advances,
marketing, resources for localization, QA, analytics, etc)?
• Potential for long term partnership (e.g. strategic investments)
• Do they understand F2P and have a track record of success?
• Do they have the right talent at the company?
• Does the publisher have 1st party and 3rd party games?
• Does your game fit into their audience and portfolio (casual
vs core)?
46. In Conclusion
• F2P is hard to conquer
• Ensure that you have the right tools, talent
or/and partner(s) to succeed
47. Thank You!
• For a copy of this talk, you can email
david@r2games.com
Editor's Notes
This presentation will draw R2’s vast experience in F2P and my own experience in my previous role at head of BD at Kongregate
Before we get started a quick intro about R2Games
R2Games is a leading international publisher of free-to-play browser and mobile games for core gamers
Games includes hits like Wartune, League of Angels, Blade Hunter, Dragon Pals and Monkey King Online.
R2Games.com is leading platform for F2P games serving 25M+ registered users in 7 different languages worldwide
#1 publisher on Kongregate.com, Kabam.com and many other platforms
R2's biggest strengths are scaling revenues and userbase rapidly, localization/culturalization into many languages, UA, app store features and most importantly, F2P monetization. R2 does F2P monetization better than anyone else and are masters at it.
Who am I and what experience do I have with F2P games?
Last year at MIGS, I shared a lot of data including this graph of Kongregate F2P game data as of Nov 2013
Each bubble represents a game and the size of the bubble represents the amount of revenue
A lot of people last year asked me what game the big bubble was but I couldn’t say so at that time
The big outlier at the top right is an R2 game
That game is now even more of an outlier with an ARPPU of $533 and a LTV close to$10!
R2 has 4 of the Top Grossing 20 games on Kongregate
The most important factor to F2P success is strong long term retention.
The more someone plays a game, they more likely they are to convert from a player to a buyer.
Time investment and emotional attachment can lead to a financial investment.
This is data from Kongregate showing different purchasing behavior depending on the # of times a player loads the game.
Someone who plays 500+ times converts at nearly 40%, spend $270 on average, makes 14 transactions at $19 a piece.
And even though they are 1.1% of players, they account for 62% of revenue.
Wartune lifetime % buyers by monthly cohort
The more someone plays a game, they more likely they are to convert from a player to a buyer. Time investment and emotional attachment can lead to a financial investment.
Becomes a hobby and most committed fans can choose to spend
Real world example: You can watch baseball for free on TV but hardcore fans choose to spend money on tickets
Can now share game specific data
Can now share game specific data
Left: % breakdown of spenders by how much they spend
Right: % breakdown of revenue by amount spent
Big spenders ($500+) account of the vast majority of revenue
Top Grossing Game in China
Localized for Western markets and top grossing game in Western markets as well
Retain users by keeping them busy and engaged
Motivate players to get to the next milestone
Leveling up unlocks features, content, rewards
Positive reinforcement for progressing in the game
RPG-like stats provide a sense of progress
Character level is a good measure of progress, but not necessarily strength
Wartune also has a Battle Rating stat which is located next to the Character Level
You can have two players at level 30 but with very different strength depending on their weapons, gear, units, etc.
Battle Ratings determined by # of matches won in PVP and the strength of those opponents.
Remember that I mentioned last year that there was a 25x difference in the ARPU of a multiplayer game with RPG-like progression vs a single player game with no RPG elements
Tap into their sense of competition and desire to be #1. They want to be the very best like no one ever was!
But not everyone can be the very best there ever was. They can be the very best in many ways.
A game cannot succeed with just strong retention but also needs to have good monetization
You can price items geared for elder players higher,. Price elastic of demand becomes more inelastic the longer someone plays a game and becomes more invested time-wise and emotionally.
Don’t sell super Oped weapons that make the game too easy and destroy the sense of achievement and progress. Can backfire if player feels that is all they need to buy
Mix soft currency and hard currency items
BUT – don’t try to sell too hard, too fast. First few sessions should focus on fun & giving players reasons to come back to play and get hooked.
For special bundles that are really good deals, you can limit to only 1 per player to not flood the economy with too much hard currency (otherwise you are just shifting revenue forward and will see a dip afterwards)
Besides minimizing friction in shopping, you want to also create a sense of urgency
Countdowns to when a hot sale expires
Offer limited quantities
If all players are in the same server (not split into US vs EU servers), then have at least 2 instances of an event so players in different time zones can join
Events drive up user engagement
I got gotten 15 games more almost 40 separate app store features in the Apple and Google app stores. I have seen first hand the # of downloads that they can drive.