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A live game operations company
Live Game Ops Academy: User Acquisition
Thom Robbins (@trobbins)
thomas@playfab.com
@playfa...
Build game
Launch
The old days…
October 1, 2015 1
Build game
Build
backend
Build tools for
ops team
Segment &
target
customers
Deploy
servers
Business
intelligence
Offers &...
Welcome to the Live Game Ops Academy
Attend all three introductory sessions and receive the PlayFab Live
Game Ops 101 Cert...
Live Game Ops Training Academy: User Acquisition
User acquisition is
one of the
toughest
challenges facing
any new game.
T...
Consider the lifetime value (LTV) of a player
10/1/2015 5
Virality
Monetization
Retention/Engag
ement
With LTV you see oth...
Where do players come from?
PAID
Buying/renting players
referrals from external
publishers
EARNED
Players referred from no...
Keys to Paid Acquisition
Attribution Tracking is a Must
• Integrate a service like Kochava, Tune, etc. to track
install so...
Keys to Earned Acquisition
10/1/2015 8
Feature Placement
• Editorial support in the
App Store or Play Store
can increase d...
Keys to Earned Acquisition
Social Features
• FB SSO
• Enables persistent account status
• Can get email and other out-of-g...
Keys to Earned Acquisition
Social Features
• Custom Multi-Friend Selector (MFS)
• Customized multi-friend selector increas...
Keys to Earned Acquisition
Game Center & Other Multiplayer Networks
• Facilitate lightweight solutions for:
• Saved state
...
Keys to Earned Acquisition
App Store Optimization (ASO)
• Rate My App
• Ratings impact search placement and platform suppo...
Keys to Earned Acquisition
PR and Press Outreach
• Public relations value of a third party endorsement
• Most credible but...
Keys to Owned Acquisition
Cross-Promotion
• Surface new game in existing titles via interstitials, HUD,
quests, etc.
• Pro...
Keys to Owned Acquisition
Web
• Provide unique content about your game
before and after launch
• Forums can be a big engag...
Keys to Owned Acquisition
Social Channels
• Building community on
social channels facilitates
deeper engagement
• Helps fo...
Other Acquisition Concerns
Over-the-Air (OTA) Download Limit
• Free mobile games over 50MB (Android) or 100MB (Apple) redu...
Other Acquisition Concerns
Localization
• Localization at launch can increase regional performance by 100%+
• Post-launch ...
Additional Resources
Getting started with Live game
operations E-book
http://bit.ly/playfabebook
Live Game Operations Reso...
Welcome to the Live Game Ops Academy
Attend all three introductory sessions and receive the PlayFab Live
Game Ops 101 Cert...
Live Game Ops Training Academy : User Acquisition
For more information: http://www.playfab.com
Twitter: @playfabnetwork
Fa...
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Live game ops academy: User acquisition

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Live game ops academy is the place to learn the key concepts for success with your live game operations. We know that operating a live game is hard, and there’s a huge gap in performance between the top-grossing game developers and everyone else. The Live game ops academy is designed to help teach the skills that you need to close this gap.

In this session we will cover one of the most important aspects of any live game - user acquisition. An effective user acquisition strategy is the holy grail of live game operations. Whether it’s a mix of channels to generate a constant flow of new users at a sustainable cost or a clever tactic that gives your new game a boost in a short period of time. We all need to acquire customers to make our game success. There are a lot of options and many different moving parts to think through when developing your user acquisition strategy. Join this webinar to learn the basic concepts of user acquisition and will walk you through the basics concepts of user acquisition.

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Live game ops academy: User acquisition

  1. 1. A live game operations company Live Game Ops Academy: User Acquisition Thom Robbins (@trobbins) thomas@playfab.com @playfabnetwork
  2. 2. Build game Launch The old days… October 1, 2015 1
  3. 3. Build game Build backend Build tools for ops team Segment & target customers Deploy servers Business intelligence Offers & Promotions Update content Host in-game events Customer service Nowadays… October 1, 2015 2 Business intelligence User Acquisition Launch Live Game Ops Academy
  4. 4. Welcome to the Live Game Ops Academy Attend all three introductory sessions and receive the PlayFab Live Game Ops 101 Certificate by email 10/1/2015 3 http://bit.ly/livegameops
  5. 5. Live Game Ops Training Academy: User Acquisition User acquisition is one of the toughest challenges facing any new game. There are a lot of moving parts to think through. Let’s get started… 10/1/2015 4
  6. 6. Consider the lifetime value (LTV) of a player 10/1/2015 5 Virality Monetization Retention/Engag ement With LTV you see other issues that can impact profitability. For example, instead of only caring about customers who monetize, LTV helps to show the value of all players. It may be better to have a player that will bring 10 new players but does not spend any money rather than spending $2. LTV helps to get the true value of each user.
  7. 7. Where do players come from? PAID Buying/renting players referrals from external publishers EARNED Players referred from non- paid external publishers (Organic) OWNED Players referred from internal (company owned) publishing and content channels 10/1/2015 6
  8. 8. Keys to Paid Acquisition Attribution Tracking is a Must • Integrate a service like Kochava, Tune, etc. to track install sources, and conversions Define Success Metrics • Plan budget early to ensure it’s adequate • Adjust spend & channels post-launch to optimize ROI and quality Optimize Content & Channels • Test copy, images, CTAs, etc. • Monitor lead quality across ad channels & variations Hire an Expert • If you’re not comfortable planning/booking/designing ads, work with an agency or consultant 10/1/2015 7 Integrate with Ad Networks server-side to avoid SDK bloat
  9. 9. Keys to Earned Acquisition 10/1/2015 8 Feature Placement • Editorial support in the App Store or Play Store can increase downloads by up to 10x • Work with platform business teams at least two months prior to launch • Support platform priority features and technology; be a good business partner to get support
  10. 10. Keys to Earned Acquisition Social Features • FB SSO • Enables persistent account status • Can get email and other out-of-game channels • Incentivize login • Prompt early and repeatedly • Use 60-day auth token • Meaningful Social Share Moments/Requests • Make social elements relevant to core loop • Make shares fun, authentic, and game-related • Socially-gated content can increase viral activity • Aggregate all social communication with central message center • Can consider a “social currency” earned through friend actions, used for special items 10/1/2015 9
  11. 11. Keys to Earned Acquisition Social Features • Custom Multi-Friend Selector (MFS) • Customized multi-friend selector increases invites, send, and click metrics for all viral activities • Create specific segments of friends (likes games, plays this game, etc.) • Use tabs to introduce various segments • Pre-populate lists with relevant friends • Allow ‘select all’ to quickly send requests to large groups • Social Codes (SMS/Email Invites) • Provide non-FB virality • Can track accepted friend requests • Incentivize and reward invites • Pre-populate messages with personalized copy and link to app download • Have clear interface to invite friends • Allow inviting from Contact List 10/1/2015 10
  12. 12. Keys to Earned Acquisition Game Center & Other Multiplayer Networks • Facilitate lightweight solutions for: • Saved state • Auto sign on • Achievements • Leaderboards • Discoverability • FB Likes 10/1/2015 11
  13. 13. Keys to Earned Acquisition App Store Optimization (ASO) • Rate My App • Ratings impact search placement and platform support • Use pre-prompt interstitial to qualify users before sending them to store for rating • Ask for rating after moment of delight • Target 15-20 minutes of gameplay, and re-prompt weekly for non-raters • Ratings reset after updates, so re-prompt • Cannot directly ask for 5-stars, but you should imply it with art elements in interstitial • Testing • Research, test, and optimize copy, keywords, and app icon 10/1/2015 12
  14. 14. Keys to Earned Acquisition PR and Press Outreach • Public relations value of a third party endorsement • Most credible but has a risk of being negative • Earned media translates into positive publicity and is the result of traditional news releases and story pitches and press conferences and other devices based on building amicable relationships with reporters, editors, bloggers and other neutral reporters. • you can “guarantee” nothing with earned media. But….when earned media works, the resulting publicity is eminently more powerful and valuable than any other format. 10/1/2015 13
  15. 15. Keys to Owned Acquisition Cross-Promotion • Surface new game in existing titles via interstitials, HUD, quests, etc. • Prompt at load or key moments (e.g. out of energy) • Incentives to try new game can be very effective 10/1/2015 14
  16. 16. Keys to Owned Acquisition Web • Provide unique content about your game before and after launch • Forums can be a big engagement driver • Perform SEO for organic discovery • If multiplatform, create landing pages with links to different version for advertising Trailers, Let’s Plays, Dev Diaries • Great content for visibility and virality • Don’t always need expensive trailers 10/1/2015 15
  17. 17. Keys to Owned Acquisition Social Channels • Building community on social channels facilitates deeper engagement • Helps for reacquiring lapsed users • Increases visibility and virality 10/1/2015 16
  18. 18. Other Acquisition Concerns Over-the-Air (OTA) Download Limit • Free mobile games over 50MB (Android) or 100MB (Apple) reduce install funnel by 50% • Use post-launch installer and platform tech to download additional assets in background 10/1/2015 17
  19. 19. Other Acquisition Concerns Localization • Localization at launch can increase regional performance by 100%+ • Post-launch loc is more expensive and less effective • 60%+ of mobile revenue is outside US • Common localizations include: • FIGS (French, Italian, German, Spanish) • J-BRCK (Japanese, Brazilian Portuguese, Russian, Chinese, Korean) • Marketing communication must also be localized and segmented to local audience • Allow language switching in settings • Be mindful of string lengths, especially for languages with multi-bit characters 10/1/2015 18
  20. 20. Additional Resources Getting started with Live game operations E-book http://bit.ly/playfabebook Live Game Operations Resource Center http://bit.ly/playfabresources 10/1/2015 19
  21. 21. Welcome to the Live Game Ops Academy Attend all three introductory sessions and receive the PlayFab Live Game Ops 101 Certificate by email 10/1/2015 20 http://bit.ly/livegameops
  22. 22. Live Game Ops Training Academy : User Acquisition For more information: http://www.playfab.com Twitter: @playfabnetwork Facebook: https://www.facebook.com/playfabnetwork 10/1/2015 21

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