What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
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
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
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
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
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.
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
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.
Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
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.
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
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.
Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
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.
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)
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
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.
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer LeeJessica Tams
Delivered at Casual Connect Asia 2017. Esports and community go hand in hand. One cannot exist without the other. With the ongoing growth of the esports scene, mixi (XFLAG)’s strategy for current and upcoming games revolves around creating synergy between both the competitive scene and the community that supports it. Learn how mixi will take esports to the next level.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own 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
Game Pill // Smash Ball Presentation Deck 2021Game Pill Inc.
We are an experienced and driven group of digital creators, working alongside industry leading partners. Our talented team of artists, programmers, and designers strive to create the innovative gaming worlds of tomorrow.
Based in Toronto, Canada, our teams are experienced, proudly international, and diverse.
We are Game Pill: We do what we love so you love what we do!
Art Services
-----------------
+ 2D and 3D Concept Art
+ 3D Modeling
+ Texturing
+ UI/UX Design
+ 2D and 3D Animation
+ Rigging and Skinning
+ 3D Printing and Toy Mold Prototyping
Game Dev Services
----------------------------
+ Co-Dev - Programming and Design
+ Prototyping - Digital Grey Box, Vertical Slice
+ Game Concept - High Level and Moment-to-Moment Design
+ Game Design Documentation and Presentation
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)DevGAMM Conference
While CPI is rising and monetization is getting harder, mobile developers explore ways to leverage the full potential of in-app purchases. This session uncovers how to stand the competition by maximizing your in-app revenue with LiveOps at any stage of the product. You will get practical steps and real-life case studies from Balancy’s work with mobile game studios.
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
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
Monetization often ends up being an afterthought which means that it frequently doesn't tie in with other game elements. How do developers make monetization an integral part of the game development process? What factors do developers need to consider as part of game design? See this presentation to find out.
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.
Similar to Personalisation as the key to optimising your game's revenue & LTV. (20)
Practical approach to creative testing and creative optimisation at Google UA...GameCamp
Presentation delivered by Jussi Napuri from Rovio at one of GameCamp webinars (www.gamecamp.io) dedicated to topics of creative testing and creative optimisation.
During the session Jussi covered best practices they use at Rovio to optimise creatives on Google Ads + what to keep in mind. Additionally he will share what creative learnings they get from Google Ads to use elsewhere, and vice versa And finally how to approach ad groups and testing creative themes.
Creativity and science behind creative testing. creative testing framework an...GameCamp
Presentation of Claire Rozain (from Product Madness) delivered at one of GameCamp webinars dedicated to Creative testing and optimisation (www.gamecamp.io).
How to combine creative and data approach in creative testing? How to make it as the process and learning loop and not one-off? Presentation based on examples and learnings from different campaigns and traffic sources.
Blog of Claire Rozain: https://ClaireRozain.fr.
How to boost your ASO with data analytics?GameCamp
Presenation of Marek Pasieczny from Gamesture at ASO GameCamp webinar.
No matter if you optimize your paid or organic traffic, even simple data analysis is a must in today's world of App Store Optimization. The best conclusions come from the most creative approaches, i.e. those that allows you to save some time and make the right decisions. I'll give you 3 examples of ASO data analytics in practice.
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
Building the BI system and analytics capabilities at the company based on Rea...GameCamp
Building the BI system and analytics capabilities at the company. How we built it and grew its capabilities?
How we developed our analytics capabilities? What was easy, what was more difficult. Preparation, process step by step. Presentation from GameCamp webinar: http://www.gamecamp.io/events/webinar-growing-measurement-capabilities-of-gaming-and-apps-company/
Ad-hoc tasks in the Data Scientist team based on Outfit7 exampleGameCamp
Different types of ad hoc analyses that we are doing at Outfit7. How do we work on them? What tasks are we trying to automate, which ones staying manual? Presentation delivered by Sara Krk, Senior Data Scientist from Outfit7 at 8th edition of GameCamp
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
Strategic and operational approach. Learnings taken from Huuuge Games campaigns. Which best practices I saw especially important, which ones can be skipped? Presentation delivered by Itay Milstein, Head of Growth from Huuuge Games at 8th edition of GameCamp (www.GameCamp.io).
Scaling UA activity - the challenges of growthGameCamp
What to look out for when trying to scale up the user acquisition. What metrics to choose, how to approach this topic, what to measure and how to decide if we are successful or not. Presentation run by Lukasz Kwiecien, Head of Marketing of Gamesture at 8th edition of GameCamp (www.GameCamp.io).
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.GameCamp
To have a sustainable, repeatable and balanced Acquisition Strategy you’ll need to think of it as system of compounding loops. And although the Paid Acquisition loop (UA) is crucial part of it, ignoring the Organic Acquisition loop (ASO) might mean the difference between a game that generates 7-figures or 8-figures revenue per year. Presentation based on examples and case studies. Presentation delivered by Erik Hegely, Head of Growth of Pixel Federation at 8th edition of GameCamp (www.GameCamp.io).
Growth trends in mobile gaming based on the dataGameCamp
What Growth trends can we see in different gaming genres and in different countries? How Organic and Paid is behaving in Growth? Based on the Google and industry data. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
Practical learnings from Huuuge Games' experience at Facebook creatives. What worked for us what did not. How Facebook creatives should be different than Google creatives? Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Using Data Science for Behavioural Game DesignGameCamp
In this talk, the speaker shows how data science and behavioral science can help to design better games, increase retention, and in-app purchases, and achieve viral growth. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...GameCamp
GameAnalytics shares global gaming trends surfaced from the Benchmarks+ platform. Their analysis spans more than 88,000 games, 150 million transactions, 1.2 billion players and 16 billion sessions on average each month - with performance insights dating back to 2016. Expect to learn the latest industry trends for core engagement and monetization KPIs like retention, session length, ARPPU and conversion across all major genres and sub-genres, now including aggregated insights for the top 5%, 10%, and 20% of market performance. This is one of the most detailed pieces of gaming analysis currently available for developers, studios and publishers of all shapes and sizes.
In-app offers monetization from basics to advanced technics based on Crazy Pa...GameCamp
From simple user segmentation to a complex interconnected system, we will follow Crazy Panda`s progress in developing personalized monetization. The key message of the session is not only about when or who to show those offers to, but also about how to make them truly personal. Presentation delivered by Ivan Kozyev, Head of Analytics of Crazy Panda at 8th edition of GameCamp (www.GameCamp.io).
Building cost-effective mobile product & marketing app analytics based on GCP...GameCamp
Ever wondered whether it makes sense for your company to build your own app analytics stack? This session will feature a case study about us doing just that, using tools like Google Firebase, BigQuery, and Data Studio. Martin Jelinek guided the audience through the whole process, including the initial decision making (why we chose to build, what tools to use), execution (events and metrics definitions, implementation and testing, cost control), and a final evaluation of pros and cons of such an approach & our learnings. Presentation run by Martin Jelinek (www.appagent.co) at 8th edition of GameCamp (www.gamecamp.io)
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...GameCamp
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4. Personalize experiences.
You can create an experience specific to the player,
ensuring they are provided with affordable and
attainable goals.
Create relevant content.
Surface the right content to players based on the
features and benefits that will matter to them the most.
Drive strong perception of value.
Ensure you’re driving the strongest perception of value
for your game that will keep players engaged.
5. Why is it Really Important?
We found that 85% of games use campaigns that are untargeted or utilize very basic
demographic targeting, while 15% use sophisticated targeting based on more
complicated player behaviors, resulting in 4x higher uplift.
6.
7. 7
Likely have income from
a job.
Are playing the game to
pass the time.
Are likely busy /
employed => happy to
spend a bit to progress
faster.
For these players, time
is money.
This is where most of
your players start out
Usually are introduced
to the game via friends
& ads.
Might forget to log in
regularly to claim
rewards / offers.
If they remain in this
segment, they are likely
to churn out.
Want to be the best of
the best at any cost.
New content release =>
they will spend to make
sure they have it.
Will try to use all daily
allowances there are
available in the game.
This is your most
valuable, yet likely the
smallest segment.
These players are as
competitive, or more
competitive than
competitive spenders.
Likely students / kids.
Have much more free
time than they have
disposable money
Will min-max all F2P
features to get as much
value as possible.
Casual
Spenders
Competitive
Spenders
Casual
Budgeters
Competitive
Budgeters
8. 8
● This is where most of your players start out
● Usually are introduced to the game via friends &
ads.
● Might forget to log in regularly to claim rewards /
offers.
If they remain in this segment, they are likely to
churn out.
Casual Budgeters
9. 9
● These players are as competitive, or more
competitive than competitive spenders.
● Likely students / kids.
● Have much more free time than they have
disposable money
Will min-max all F2P features to get as much value as
possible.
Competitive Budgeters
10. 10
● Likely have disposable income from a job.
● Are playing the game to pass the time or as a
social getaway.
● Are likely busy with work and family => happy
to spend to progress faster.
For these players, time is money.
Casual Spenders
11. 11
● Want to be the best of the best at any cost.
● New content release => they will spend to make sure
they have it.
● Will try to use all daily allowances there are available
in the game.
This is your most valuable, yet likely the smallest
segment.
Competitive Spenders
12. Timing is Important
● 20-30% more messages sent on
weekends than during the rest
of the week.
● Sundays show almost twice the
percentage uplift of the days
either side.
14. Core Loop
Build my garden
with resources
(drives progression)
In order to build out my
garden, I need to invest
resources
Resources are stars
currency, consumable item /
materials, time, etc.
Play single-player
match 3 levels
(drives challenge)
Player plays match 3 game
with various level modes
available
Power ups available to
purchase & use that make this
easier
Get rewards from
beating levels
(drives economy)
Once a player beats a level,
they get rewards & stars.
Depending on level difficulty,
they are awarded a specific
amount of stars & rewards.
15. Engagement KPIs
Build my garden
with resources
(drives progression)
● % time spend on the
garden customization
● % of unlocked garden
object items placed
● # of inventory slots
purchased
● # times customization
button is hit per day
● % of garden objects placed
Play single-player
match 3 levels
(drives challenge)
● # failures on each level
before premium currency /
power up is used
● # of levels beaten have a
high star rating on them
● % levels beaten without
power ups
● % premium currency spent
on restoring stamina
Get rewards from
beating levels
(drives economy)
● # of unlocked garden
decorations relative to
level beaten
● % purchased power ups
used
● # of purchased power ups
per day
● # of garden decorations
bought per day
16. Eric enjoys unlocking new content to change
the visuals of his garden.
He might not even enjoy the match 3
gameplay, but he really enjoys the garden
building aspect.
Eric also loves exploring different
configurations for his garden (loadouts as a
constraint).
Profile 1: Explorer Eric
17. Monetisation Opportunities
IAP
● Eric owns a garden chair from one furniture collection, surface an
accompanying garden table at a discount.
● Eric might not be the best player at match-3, so offer him bundles of
power-ups to help him progress and bundle these with decorations.
Ads
● Eric spends most of the time in his garden => put an ad placement that
capitalizes on this. (e.g. garden has a % chance to spawn bees > tap to watch
a rewarded video ad to "pollinate" the plants.
18. Lisa likes playing all sorts of Match 3 games,
and is quite good at them.
Lisa wants to have a challenge, so she’s
unlikely to use power ups unless it feels
absolutely necessary to pass a level.
Instead, she’d rather spend money on extra
lives / resources to attempt failed levels again.
Profile 2: Challenger Lisa
19. Monetisation Opportunities
IAP
● Lisa really likes the challenge of the game, so IAP offers around purchasing
new "challenge" levels to unlock can do well
● Seasonal rotating events that feature timed, challenging content could
encourage Lisa to spend currency on more stamina
Ads
● Lisa spends most of her engagement on the Match 3 gameplay => rewarded
video ads after a beaten level might lead to higher ad engagement (feeling
happy).
20. Case Study 1:
Tanks A Lot
Case Study:
Tanks A Lot
A mobile game published by BoomBit
21. Core Loop
Upgrade tank to
advance Leagues
(drives progression)
A strong tank is needed to
compete in higher level
leagues
Resources are required to
upgrade the tank (currency,
cards, time, etc.)
Play a battle match
against other players
(drives challenge)
Player plays a PvP battle
match (multiple battle modes
available)
Tournament requires “tickets”
Players get x free tickets daily
(purchaseable for HC).
Get rewards for
winning a match
(drives economy)
Once a player wins a match
they get resources
If a player is an MVP, they
earn additional resources
22. Engagement KPIs
Upgrade tank to
advance Leagues
(drives progression)
● % of time spent on tank
customization screen
● # of tank permutations
● # of unlocked tank
cards
● # of times a card is
used / upgraded
Play a battle match
against other players
(drives challenge)
● # of battles played (specific
modes)
● % of battles won
● % of kills vs deaths
● # of tickets used vs # of
tournament matches played
● % of Gems used for
tournament tickets
Get rewards for
winning a match
(drives economy)
● # of trophies
● # of trophies compared
to player level
● # of days in a specific
league
● # of ‘play of the day’
medals won
● # of chests opened
23. GenerativeArt—MadewithUnity
Pete enjoys the progression aspect of Tanks A
Lot, where his main objective is mainly how he
can advance further up the league ladder.
Pete spends little time trying out or customizing
his tank, they prefer to utilize whatever cards they
have are strongest.
Same goes for different battle mode, Pete prefers
to play a battle mode that allows him to win at a
higher success rate to progress easier.
Profile: Progressor PeteProfile 1: Progressor Pete
Pete enjoys the progression aspect of
Tanks A Lot & advancing in the League.
Spends little time customizing his tank,
prefers to use his best cards.
Prefers to play a battle mode that allows
him to win at a higher success rate to
progress easier.
24. Monetisation Opportunities
IAP
● Pete only focuses on a handful of cards. Providing a bundle with some of his
highly used cards would be ideal.
● Resource specific bundles may also be appealing to Progressor Pete.
● Pete may hit a difficulty wall during league progression. Offer him a bundle during
this pain point to overcome such difficulties.
Ads
● Losing a match reduces your trophy count. Include an ad placement where
watching an ad reduces the % of trophies lost.
25. GenerativeArt—MadewithUnity
Pete enjoys the progression aspect of Tanks A
Lot, where his main objective is mainly how he
can advance further up the league ladder.
Pete spends little time trying out or customizing
his tank, they prefer to utilize whatever cards they
have are strongest.
Same goes for different battle mode, Pete prefers
to play a battle mode that allows him to win at a
higher success rate to progress easier.
Profile: Progressor PeteProfile 2: Min/Maxer Matt
Matt enjoys the details of a game & puts a lot
of effort in manipulating the game stats.
Matt spends a lot of time battling to prove
out their tank configuration.
They usually have a high win rate & K/D ratio
due to maximizing their tank stats.
26. Monetisation Opportunities
IAP
● Matt focuses only on strong card stats, so providing a bundle with some of his
highly used cards would be ideal.
● New content/cards with new game mechanics would also interest a user like
Matt.
Ads
● Any ad placement that increases Matt’s chance to acquire more cards is ideal.
(e.g. free chest after X hours, double rewards, etc)
27. GenerativeArt—MadewithUnity
Pete enjoys the progression aspect of Tanks A
Lot, where his main objective is mainly how he
can advance further up the league ladder.
Pete spends little time trying out or customizing
his tank, they prefer to utilize whatever cards they
have are strongest.
Same goes for different battle mode, Pete prefers
to play a battle mode that allows him to win at a
higher success rate to progress easier.
Profile: Progressor PeteProfile 3: Collector Carly
Carly enjoys multiple items and variations
in games.
Her main objective is to obtain every card
within a collection.
Carly participates in all modes to receive as
many resources and cards as possible.
28. Monetisation Opportunities
IAP
● Carly is a collector so bundles that provide her with additional chances to receive
cards, especially rare cards, are ideal.
● New cards during new game updates would also interest a user like Carly.
Ads
● Any ad placement that increases Carly’s chance to acquire more cards is ideal.
(e.g. free chest after X hours, double rewards, etc)
● Ad placements that provide additional card opportunities are also beneficial
(e.g. reduce chest timers, random free card, etc)
29. GenerativeArt—MadewithUnity
Conclusion
● Gather data as soon as possible
● Use segmentation to achieve a higher LTV
● Balance Ad & IAP monetisation
● A/B testing is important
Bonus: Apply behavioural economics to your monetisation.