SlideShare une entreprise Scribd logo
1  sur  34
It’s An A.R.M.’s
Race
(Acquisition, Retention, an
d Monetization in Mobile
Gaming)
Brian Sapp
Director, Developer
Partnerships
Overview
•   Introduction To Tapjoy
•   User Acquisition
•   User Retention
•   Monetization
•   Pre-launch Checklist
Tapjoy by the Numbers




   9 0 0                    MILLION
                            mobile devices




    75,000    1.2 MM        600 MM     100 MM
    Apps      Daily Ad      Daily      Monthly
              Engagements   Sessions   Active Users
Acquisition
Mobile Acquisition Channels
How are developers promoting free-to-play apps?
•   Rewarded installs       • Organic discovery (top
•   Non-rewarded installs     charts, search, word of
•   Video ads                 mouth, etc.)
•   Cross promotion
•   Social discovery
    (FB, Twitter, etc.)
Mobile Acquisition Channels
What you can expect to get from:

Featured Placement: Front page placement       App to App Cross-Promotion: Free cross
of your app in the platforms market,           promotion
normally for no more than 7 days.
                                                         @ 1% of DAU traffic of hosting app,
            15,000 – 30,000, paid, per day               very dependent on placement
            100,000+, free, per day
                                               Review Sites: Have your app reviewed on a
Tapjoy User Acquisition: Pay per install bid   blog site
system
                                                         @ 1,000 +/- installs, hard to track
            @$0.10 bid - 5,000+, per day                 actual volume, important for app
            @$1.00+ bid - 60,000+, per day     store

Free App Promotions: Destination apps
and sites that feature your app

            $5,000 - $20,000 for 1-7 day
listing, no volume guarantee (2,000-
30,000      installs)
The Holy Grail – Getting Featured on Google
Play




    Can translate into as much as $1-$2 million in immediate revenue.
The Holy Grail – Getting Featured on Google
Play




                       Featured!
Getting Featured
                        What they’re looking for:
  •   Well Known IP                •   Technology Supported
                                         • Retina Display, Multitasking, Gyroscope,
  •   Prior Hits                            Accelerometer, Location Services, Game Center,
  •   Territories Available                 etc.
  •   Languages Supported          •   App Store Landing Page
  •   Supported Devices                  • One-liner that captures what makes your app
                                            special
                                         • User Reviews/Ratings
                                         • Video on Google Play Store




                              And of course…a great game!
New User Flow

The new user flow is one of the most important parts of a
successful game.

•   Optimize the download (<50 MBs)
•   Show off the cool parts of the game
•   Use clear directions
•   Get the user playing as soon as you can


You have @ 30 seconds to hook your users and
under 5 mins to teach them.

• The goal is to shoot for 70% tutorial
  completion rate
Optimize the Download

Tapjoy Network Android Conversion Rate:
(clicks to installs)
Start Off Simple

Take Users by the Hand and Guide Them Into the App
    •   During the first 30 seconds put the user on rails, don’t let them get lost
    •   This is your chance to take an uncertain user and create a engaged user
    •   You can’t display everything, show off your core loop and build from there




                               CSR Racing iOS
Retention
Take Advantage of Social APIs

• Most social networks offer free connections API’s and SDK’s
• Forcing a connection to a network can cause a large drop-off in new
  users
• Present the choice to your users, use the network icons and let them
  opt in to sharing




                                         Orange’s TV Check app saw a
                                         75% drop off when the app
                                         forced users to connect with
                                         Facebook.
R
Social Channels
Sometimes it’s better to create your own social
layer



                                                  Surface social
                                                    activity to
                                                  users early on
Incentive Friend Invites

                                   • 3x more monthly sessions
                                   • Average: 11.9 monthly sessions
                                   • Facebook: 32 monthly sessions
                                   • Facebook: 7% to 12% sign up
                                     when rewarding users with coins
                       Subway Surfer*
      Clash of Clans                 MinoMonsters




                                        *Kiloo Games/Chartboost Case Study
Reward Users for Inviting Friends
Daily Rewards

Give your users a reward for coming back every day.
• In the later days of the reward cycle give the users bigger or exclusive
  rewards
• Show them what they earned and also show them what is coming up
Build Daily Rewards Into The Game Play




                  CSR Racing iOS
Use Push Notifications
 Mobile users are slightly A.D.D. – remind them to come back through
 notifications, but don’t spam them.

Appointment Mechanics                                           Notifications


                             Appointment Mechanics
Monetization
R
Store Funnel
•   Make it easy for users to find your store and buy items.
•   No more then two clicks
•   Prompt to the store when currency runs out
R
Store Design
•   Use icons over text when possible
•   Design for the phone, not tablet, use all your real estate
•   Let users know they’re getting a deal
•   A well designed, clean store = happy customer
Mobile Revenue Channels

Direct Payment - In-app purchase (IAP) through iTunes or Google Checkout
     • Top 25 Grossing Apps can earn as high $1 million to $8 million a month in
        revenue

Alternate Payment – Offerwalls, Banner ads, Featured ads, and Videos
     • Alt pay, like Tapjoy’s Marketplace and ad units, typically account for 30%-40%
        in additional revenue on iOS & 50% + on Android


   iTunes              Google                          Offerwalls
Mobile Revenue: Ad Types
            1
            5




                                                                 1
                                                                 3

                                                       1
                                                       2




                                                             1
                                                             4
                     1
                     1


1
1   Rewarded Offerwall       1
                             3   Featured Ads   1
                                                5   Videos


1
2   Non-rewarded Offerwall   1
                             4   Banner Ads
Which Ad Units Are Right For My
Game?

         HARDCORE                                 CORE                             CASUAL
                                                  Usage:                             Usage:
               Usage:                                                   Low Engaged User/Massive User Base
Highly Engaged User/Smaller User Base   Engaged User/Large User Base

                                                Monetization:                     Monetization:
           Monetization:                                                     Low ARPDAU ($.01-$.04)
     High ARPDAU ($.15-$1.00)           Mid Level ARPDAU ($.04-$.15)

                                                  Ad Solution:                       Ad Solution:
              Ad Solution:                                                 Alt Pay/Featured Ads/Video Ads
     Alternative Payment Platform        Alternative Payment Platform
                                            Featured Ads/Video Ads         Banner Ads/Cross Promo Wall




 Are you leaving revenue on the table? Are you balancing user
 engagement with monetization?
Smart Ad Placement
Try to place ads in less conspicuous areas where users regularly view, but
that don’t interfere with game play.




• Landing screen/Main Menu
• Inventory screens
• Transition pages/Loading pages
• Use featured ads sparingly (Every
  third app launch, post PVP play)
• Only show ads to non paying users




     Consider giving users the option to remove ads with a purchase.
Pre-launch Checklist
Self-Publish or Get Published?

                   Get Published?
•   Make sure you get adequate, hard
    commitments on marketing budget and
    promotional efforts, including agreed upon
    KPIs/metrics.
•   Know what you’re giving up and getting in
    return.
•   Get references – Who have they worked with
    before? How did it work out? Ask other
    developers.


                    Self-Publish?
•   You should have at least $100K-$200K to
    promote your app or be pretty damn sure
    Apple/Google are going to feature your app
•   Ideally you already have a built-in user base
    playing your previously launched titles that you
    can use for cross promotion
Checklist
      QA like crazy
                Maximize device and OS
                 coverage
      Integrate SDKs
                Social
                Monetization
                Analytics
                Advertising

      Create required creative asset
                App icons and screenshots
                Banner creative
                Video trailer

      Localize
                Prioritize Japanese &
                 Korean
App Icons
They are starting to look a bit similar…
What Should You Be Tracking?
A baseline set of metrics from launch will help you identify problems early
       •   DAU
       •   New users
       •   24hr, 2nd day, 7 and 30 day re-engagement
       •   New user funnel (Install, Open, Tutorial Start & Finish)
       •   Average game session length
       •   APRDAU & ARPPU
       •   % of users monetizing
       •   Item sales
       •   IAP sales




This is a basic list to get started.
As the game matures you’ll learn the
KPI’s (key performance indicators) for
your game
Testing the Waters
•   Choose a smaller region to test in
      – Everybody uses Canada, so you’re probably better off going with
           another English-speaking country (ex. AU, NZ, SG)
      – Get 5K+ DAUs flowing through your app
•   Focus on retention (next-day, 7-day, 14-day)
      – Rough targets: 40%+ next-day, 25%+ 7-day, 15%+ 14-day
      – Tutorial completion rate goal at 70%
      – Are users dropping off at a certain level? If so, why? What items
           are users buying the most?
•   Monetization measurement
      – High end: $1 ARPDAU
      – Realistic ARPDAU range: $0.04-$0.15
      – % DAUs monetized: 1%-5%
•   Take care of any bugs

Proceed with a full launch only when you’re happy with the performance of
your bucket test
Thank
                                                You!Brian.Sapp@tapjoy.co
                                                m
                                                   @sappalicious

© 2012 Tapjoy, Inc. All Rights Reserved. Tapjoy and the Tapjoy logo are trademarks or registered trademarks of Tapjoy, Inc.
All third party logos and trademarks mentioned are the property of their respective owners.

Contenu connexe

Tendances

Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
 
My Standard gamification presentation 2017
My Standard gamification presentation 2017My Standard gamification presentation 2017
My Standard gamification presentation 2017Andrzej Marczewski
 
Acquisition - Retention - Monetization : Feeding the Funnel
Acquisition - Retention - Monetization : Feeding the FunnelAcquisition - Retention - Monetization : Feeding the Funnel
Acquisition - Retention - Monetization : Feeding the FunnelJuan Gabriel Gomila Salas
 
GDC 2018 Deconstructor of Fun: Breaking down Top Mobile Games
GDC 2018 Deconstructor of Fun: Breaking down Top Mobile GamesGDC 2018 Deconstructor of Fun: Breaking down Top Mobile Games
GDC 2018 Deconstructor of Fun: Breaking down Top Mobile GamesAdam Telfer
 
New tools and services to take your live ops to the next level
New tools and services to take your live ops to the next levelNew tools and services to take your live ops to the next level
New tools and services to take your live ops to the next levelCrystin Cox
 
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
 
Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
 
LiveOps as a Service | Scott Humphries
LiveOps as a Service | Scott HumphriesLiveOps as a Service | Scott Humphries
LiveOps as a Service | Scott HumphriesJessica Tams
 
Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesEffective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesJames Gwertzman
 
Quick Introduction to F2P Mobile Game Analytics
Quick Introduction to F2P Mobile Game AnalyticsQuick Introduction to F2P Mobile Game Analytics
Quick Introduction to F2P Mobile Game AnalyticsKyle Campbell
 
Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
 
Introducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOpsIntroducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOpsJames Gwertzman
 
Quest for Progress (GDC Europe 2016)
Quest for Progress (GDC Europe 2016)Quest for Progress (GDC Europe 2016)
Quest for Progress (GDC Europe 2016)Anthony Pecorella
 
players journey: 5-step design framework for longterm engagement
players journey: 5-step design framework for longterm engagementplayers journey: 5-step design framework for longterm engagement
players journey: 5-step design framework for longterm engagementAmy Jo Kim
 
Course Presentation: Games design
Course Presentation: Games designCourse Presentation: Games design
Course Presentation: Games designBrunel University
 
Nintendo Wii U Marketing Plan
Nintendo Wii U Marketing PlanNintendo Wii U Marketing Plan
Nintendo Wii U Marketing PlanEsmir32
 
게임 BM 설계를 위해 알아야 할 게임 Entity
게임 BM 설계를 위해 알아야 할 게임 Entity게임 BM 설계를 위해 알아야 할 게임 Entity
게임 BM 설계를 위해 알아야 할 게임 EntityHyeyon Kwon
 
Zynga Presentation
Zynga PresentationZynga Presentation
Zynga PresentationEric Eldon
 

Tendances (20)

Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game Events
 
My Standard gamification presentation 2017
My Standard gamification presentation 2017My Standard gamification presentation 2017
My Standard gamification presentation 2017
 
Acquisition - Retention - Monetization : Feeding the Funnel
Acquisition - Retention - Monetization : Feeding the FunnelAcquisition - Retention - Monetization : Feeding the Funnel
Acquisition - Retention - Monetization : Feeding the Funnel
 
GDC 2018 Deconstructor of Fun: Breaking down Top Mobile Games
GDC 2018 Deconstructor of Fun: Breaking down Top Mobile GamesGDC 2018 Deconstructor of Fun: Breaking down Top Mobile Games
GDC 2018 Deconstructor of Fun: Breaking down Top Mobile Games
 
New tools and services to take your live ops to the next level
New tools and services to take your live ops to the next levelNew tools and services to take your live ops to the next level
New tools and services to take your live ops to the next level
 
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
 
Epic Fails in LiveOps
Epic Fails in LiveOpsEpic Fails in LiveOps
Epic Fails in LiveOps
 
Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...
 
LiveOps as a Service | Scott Humphries
LiveOps as a Service | Scott HumphriesLiveOps as a Service | Scott Humphries
LiveOps as a Service | Scott Humphries
 
Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesEffective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P Games
 
Quick Introduction to F2P Mobile Game Analytics
Quick Introduction to F2P Mobile Game AnalyticsQuick Introduction to F2P Mobile Game Analytics
Quick Introduction to F2P Mobile Game Analytics
 
Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.
 
Introducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOpsIntroducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOps
 
LiveOps-E-book
LiveOps-E-bookLiveOps-E-book
LiveOps-E-book
 
Quest for Progress (GDC Europe 2016)
Quest for Progress (GDC Europe 2016)Quest for Progress (GDC Europe 2016)
Quest for Progress (GDC Europe 2016)
 
players journey: 5-step design framework for longterm engagement
players journey: 5-step design framework for longterm engagementplayers journey: 5-step design framework for longterm engagement
players journey: 5-step design framework for longterm engagement
 
Course Presentation: Games design
Course Presentation: Games designCourse Presentation: Games design
Course Presentation: Games design
 
Nintendo Wii U Marketing Plan
Nintendo Wii U Marketing PlanNintendo Wii U Marketing Plan
Nintendo Wii U Marketing Plan
 
게임 BM 설계를 위해 알아야 할 게임 Entity
게임 BM 설계를 위해 알아야 할 게임 Entity게임 BM 설계를 위해 알아야 할 게임 Entity
게임 BM 설계를 위해 알아야 할 게임 Entity
 
Zynga Presentation
Zynga PresentationZynga Presentation
Zynga Presentation
 

Similaire à It's an A.R.M.'s Race (Acquisition, Retention and Monetization in Mobile Gaming)

[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)
[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)
[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)GAMENEXT Works
 
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013Brian Sapp
 
Mobile App Development: Top Tips and Best Practices
Mobile App Development: Top Tips and Best PracticesMobile App Development: Top Tips and Best Practices
Mobile App Development: Top Tips and Best PracticesTapjoy
 
Get Your Mobile App Discovered and Amp Up User Acquisition
Get Your Mobile App Discovered and Amp Up User AcquisitionGet Your Mobile App Discovered and Amp Up User Acquisition
Get Your Mobile App Discovered and Amp Up User AcquisitionKontagent
 
Ad booster touch - introduction
Ad booster  touch  - introductionAd booster  touch  - introduction
Ad booster touch - introductionColin Tan
 
Building A Business With Social Apps
Building A Business With Social AppsBuilding A Business With Social Apps
Building A Business With Social Appsss318
 
Michael Oiknine: Media App Summit
Michael Oiknine: Media App SummitMichael Oiknine: Media App Summit
Michael Oiknine: Media App SummitMediabistro
 
Indo dev workshop_mar2013-cleaned
Indo dev workshop_mar2013-cleanedIndo dev workshop_mar2013-cleaned
Indo dev workshop_mar2013-cleanedstartupbisnis
 
How to price your mobile app
How to price your mobile appHow to price your mobile app
How to price your mobile appappbot
 
Marmalade Webinar Series - GameHouse Increase User Aquisition in Games
Marmalade Webinar Series - GameHouse Increase User Aquisition in GamesMarmalade Webinar Series - GameHouse Increase User Aquisition in Games
Marmalade Webinar Series - GameHouse Increase User Aquisition in Gamesmarmaladeapps
 
Mobile Advertising Best Practice for App Developers
Mobile Advertising Best Practice for App DevelopersMobile Advertising Best Practice for App Developers
Mobile Advertising Best Practice for App Developersgene_juang
 
Virtual Currency And Monetizing Social Media
Virtual Currency And Monetizing Social MediaVirtual Currency And Monetizing Social Media
Virtual Currency And Monetizing Social MediaMarkus von der Luehe
 
Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…
Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…
Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…Oded Sharon
 
Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...
Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...
Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...Fiksu
 
Mobile Ad Monetization for Games | Christian Calderon
Mobile Ad Monetization for Games | Christian CalderonMobile Ad Monetization for Games | Christian Calderon
Mobile Ad Monetization for Games | Christian CalderonJessica Tams
 
Pricing strategies for iOS applications
Pricing strategies for iOS applicationsPricing strategies for iOS applications
Pricing strategies for iOS applicationsMobisoft Infotech LLC
 
Vietnam mobile day 2012 monetizing mobile apps games - rubycell
Vietnam mobile day 2012   monetizing mobile apps games - rubycellVietnam mobile day 2012   monetizing mobile apps games - rubycell
Vietnam mobile day 2012 monetizing mobile apps games - rubycellQuang Anh Le
 

Similaire à It's an A.R.M.'s Race (Acquisition, Retention and Monetization in Mobile Gaming) (20)

[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)
[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)
[GAMENEXT] 성공적인 모바일 게임 런칭을 위한 전략 (Tapjoy)
 
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013
 
Mobile App Development: Top Tips and Best Practices
Mobile App Development: Top Tips and Best PracticesMobile App Development: Top Tips and Best Practices
Mobile App Development: Top Tips and Best Practices
 
Get Your Mobile App Discovered and Amp Up User Acquisition
Get Your Mobile App Discovered and Amp Up User AcquisitionGet Your Mobile App Discovered and Amp Up User Acquisition
Get Your Mobile App Discovered and Amp Up User Acquisition
 
Ad booster touch - introduction
Ad booster  touch  - introductionAd booster  touch  - introduction
Ad booster touch - introduction
 
Building A Business With Social Apps
Building A Business With Social AppsBuilding A Business With Social Apps
Building A Business With Social Apps
 
Yalla Apps monetize your WP7 apps
Yalla Apps monetize your WP7 appsYalla Apps monetize your WP7 apps
Yalla Apps monetize your WP7 apps
 
Michael Oiknine: Media App Summit
Michael Oiknine: Media App SummitMichael Oiknine: Media App Summit
Michael Oiknine: Media App Summit
 
Indo dev workshop_mar2013-cleaned
Indo dev workshop_mar2013-cleanedIndo dev workshop_mar2013-cleaned
Indo dev workshop_mar2013-cleaned
 
How to price your mobile app
How to price your mobile appHow to price your mobile app
How to price your mobile app
 
Tech talk android apps echo system
Tech talk  android apps echo systemTech talk  android apps echo system
Tech talk android apps echo system
 
Marmalade Webinar Series - GameHouse Increase User Aquisition in Games
Marmalade Webinar Series - GameHouse Increase User Aquisition in GamesMarmalade Webinar Series - GameHouse Increase User Aquisition in Games
Marmalade Webinar Series - GameHouse Increase User Aquisition in Games
 
Mobile Advertising Best Practice for App Developers
Mobile Advertising Best Practice for App DevelopersMobile Advertising Best Practice for App Developers
Mobile Advertising Best Practice for App Developers
 
It's mine
It's mineIt's mine
It's mine
 
Virtual Currency And Monetizing Social Media
Virtual Currency And Monetizing Social MediaVirtual Currency And Monetizing Social Media
Virtual Currency And Monetizing Social Media
 
Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…
Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…
Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…
 
Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...
Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...
Fiksu presentation at GDC: The Vicious Battleground, The Challenge of Gamer A...
 
Mobile Ad Monetization for Games | Christian Calderon
Mobile Ad Monetization for Games | Christian CalderonMobile Ad Monetization for Games | Christian Calderon
Mobile Ad Monetization for Games | Christian Calderon
 
Pricing strategies for iOS applications
Pricing strategies for iOS applicationsPricing strategies for iOS applications
Pricing strategies for iOS applications
 
Vietnam mobile day 2012 monetizing mobile apps games - rubycell
Vietnam mobile day 2012   monetizing mobile apps games - rubycellVietnam mobile day 2012   monetizing mobile apps games - rubycell
Vietnam mobile day 2012 monetizing mobile apps games - rubycell
 

Dernier

"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...Fwdays
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfAddepto
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionDilum Bandara
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clashcharlottematthew16
 
DSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningDSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningLars Bell
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Commit University
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Mattias Andersson
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationSlibray Presentation
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyAlfredo García Lavilla
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxLoriGlavin3
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteDianaGray10
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DayH2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DaySri Ambati
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024Lorenzo Miniero
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024Lonnie McRorey
 
Vertex AI Gemini Prompt Engineering Tips
Vertex AI Gemini Prompt Engineering TipsVertex AI Gemini Prompt Engineering Tips
Vertex AI Gemini Prompt Engineering TipsMiki Katsuragi
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 

Dernier (20)

"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdf
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An Introduction
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clash
 
DSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningDSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine Tuning
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck Presentation
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easy
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DayH2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024
 
Vertex AI Gemini Prompt Engineering Tips
Vertex AI Gemini Prompt Engineering TipsVertex AI Gemini Prompt Engineering Tips
Vertex AI Gemini Prompt Engineering Tips
 
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptxE-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 

It's an A.R.M.'s Race (Acquisition, Retention and Monetization in Mobile Gaming)

  • 1. It’s An A.R.M.’s Race (Acquisition, Retention, an d Monetization in Mobile Gaming) Brian Sapp Director, Developer Partnerships
  • 2. Overview • Introduction To Tapjoy • User Acquisition • User Retention • Monetization • Pre-launch Checklist
  • 3. Tapjoy by the Numbers 9 0 0 MILLION mobile devices 75,000 1.2 MM 600 MM 100 MM Apps Daily Ad Daily Monthly Engagements Sessions Active Users
  • 5. Mobile Acquisition Channels How are developers promoting free-to-play apps? • Rewarded installs • Organic discovery (top • Non-rewarded installs charts, search, word of • Video ads mouth, etc.) • Cross promotion • Social discovery (FB, Twitter, etc.)
  • 6. Mobile Acquisition Channels What you can expect to get from: Featured Placement: Front page placement App to App Cross-Promotion: Free cross of your app in the platforms market, promotion normally for no more than 7 days. @ 1% of DAU traffic of hosting app, 15,000 – 30,000, paid, per day very dependent on placement 100,000+, free, per day Review Sites: Have your app reviewed on a Tapjoy User Acquisition: Pay per install bid blog site system @ 1,000 +/- installs, hard to track @$0.10 bid - 5,000+, per day actual volume, important for app @$1.00+ bid - 60,000+, per day store Free App Promotions: Destination apps and sites that feature your app $5,000 - $20,000 for 1-7 day listing, no volume guarantee (2,000- 30,000 installs)
  • 7. The Holy Grail – Getting Featured on Google Play Can translate into as much as $1-$2 million in immediate revenue.
  • 8. The Holy Grail – Getting Featured on Google Play Featured!
  • 9. Getting Featured What they’re looking for: • Well Known IP • Technology Supported • Retina Display, Multitasking, Gyroscope, • Prior Hits Accelerometer, Location Services, Game Center, • Territories Available etc. • Languages Supported • App Store Landing Page • Supported Devices • One-liner that captures what makes your app special • User Reviews/Ratings • Video on Google Play Store And of course…a great game!
  • 10. New User Flow The new user flow is one of the most important parts of a successful game. • Optimize the download (<50 MBs) • Show off the cool parts of the game • Use clear directions • Get the user playing as soon as you can You have @ 30 seconds to hook your users and under 5 mins to teach them. • The goal is to shoot for 70% tutorial completion rate
  • 11. Optimize the Download Tapjoy Network Android Conversion Rate: (clicks to installs)
  • 12. Start Off Simple Take Users by the Hand and Guide Them Into the App • During the first 30 seconds put the user on rails, don’t let them get lost • This is your chance to take an uncertain user and create a engaged user • You can’t display everything, show off your core loop and build from there CSR Racing iOS
  • 14. Take Advantage of Social APIs • Most social networks offer free connections API’s and SDK’s • Forcing a connection to a network can cause a large drop-off in new users • Present the choice to your users, use the network icons and let them opt in to sharing Orange’s TV Check app saw a 75% drop off when the app forced users to connect with Facebook.
  • 15. R Social Channels Sometimes it’s better to create your own social layer Surface social activity to users early on
  • 16. Incentive Friend Invites • 3x more monthly sessions • Average: 11.9 monthly sessions • Facebook: 32 monthly sessions • Facebook: 7% to 12% sign up when rewarding users with coins Subway Surfer* Clash of Clans MinoMonsters *Kiloo Games/Chartboost Case Study
  • 17. Reward Users for Inviting Friends
  • 18. Daily Rewards Give your users a reward for coming back every day. • In the later days of the reward cycle give the users bigger or exclusive rewards • Show them what they earned and also show them what is coming up
  • 19. Build Daily Rewards Into The Game Play CSR Racing iOS
  • 20. Use Push Notifications Mobile users are slightly A.D.D. – remind them to come back through notifications, but don’t spam them. Appointment Mechanics Notifications Appointment Mechanics
  • 22. R Store Funnel • Make it easy for users to find your store and buy items. • No more then two clicks • Prompt to the store when currency runs out
  • 23. R Store Design • Use icons over text when possible • Design for the phone, not tablet, use all your real estate • Let users know they’re getting a deal • A well designed, clean store = happy customer
  • 24. Mobile Revenue Channels Direct Payment - In-app purchase (IAP) through iTunes or Google Checkout • Top 25 Grossing Apps can earn as high $1 million to $8 million a month in revenue Alternate Payment – Offerwalls, Banner ads, Featured ads, and Videos • Alt pay, like Tapjoy’s Marketplace and ad units, typically account for 30%-40% in additional revenue on iOS & 50% + on Android iTunes Google Offerwalls
  • 25. Mobile Revenue: Ad Types 1 5 1 3 1 2 1 4 1 1 1 1 Rewarded Offerwall 1 3 Featured Ads 1 5 Videos 1 2 Non-rewarded Offerwall 1 4 Banner Ads
  • 26. Which Ad Units Are Right For My Game? HARDCORE CORE CASUAL Usage: Usage: Usage: Low Engaged User/Massive User Base Highly Engaged User/Smaller User Base Engaged User/Large User Base Monetization: Monetization: Monetization: Low ARPDAU ($.01-$.04) High ARPDAU ($.15-$1.00) Mid Level ARPDAU ($.04-$.15) Ad Solution: Ad Solution: Ad Solution: Alt Pay/Featured Ads/Video Ads Alternative Payment Platform Alternative Payment Platform Featured Ads/Video Ads Banner Ads/Cross Promo Wall Are you leaving revenue on the table? Are you balancing user engagement with monetization?
  • 27. Smart Ad Placement Try to place ads in less conspicuous areas where users regularly view, but that don’t interfere with game play. • Landing screen/Main Menu • Inventory screens • Transition pages/Loading pages • Use featured ads sparingly (Every third app launch, post PVP play) • Only show ads to non paying users Consider giving users the option to remove ads with a purchase.
  • 29. Self-Publish or Get Published? Get Published? • Make sure you get adequate, hard commitments on marketing budget and promotional efforts, including agreed upon KPIs/metrics. • Know what you’re giving up and getting in return. • Get references – Who have they worked with before? How did it work out? Ask other developers. Self-Publish? • You should have at least $100K-$200K to promote your app or be pretty damn sure Apple/Google are going to feature your app • Ideally you already have a built-in user base playing your previously launched titles that you can use for cross promotion
  • 30. Checklist QA like crazy  Maximize device and OS coverage Integrate SDKs  Social  Monetization  Analytics  Advertising Create required creative asset  App icons and screenshots  Banner creative  Video trailer Localize  Prioritize Japanese & Korean
  • 31. App Icons They are starting to look a bit similar…
  • 32. What Should You Be Tracking? A baseline set of metrics from launch will help you identify problems early • DAU • New users • 24hr, 2nd day, 7 and 30 day re-engagement • New user funnel (Install, Open, Tutorial Start & Finish) • Average game session length • APRDAU & ARPPU • % of users monetizing • Item sales • IAP sales This is a basic list to get started. As the game matures you’ll learn the KPI’s (key performance indicators) for your game
  • 33. Testing the Waters • Choose a smaller region to test in – Everybody uses Canada, so you’re probably better off going with another English-speaking country (ex. AU, NZ, SG) – Get 5K+ DAUs flowing through your app • Focus on retention (next-day, 7-day, 14-day) – Rough targets: 40%+ next-day, 25%+ 7-day, 15%+ 14-day – Tutorial completion rate goal at 70% – Are users dropping off at a certain level? If so, why? What items are users buying the most? • Monetization measurement – High end: $1 ARPDAU – Realistic ARPDAU range: $0.04-$0.15 – % DAUs monetized: 1%-5% • Take care of any bugs Proceed with a full launch only when you’re happy with the performance of your bucket test
  • 34. Thank You!Brian.Sapp@tapjoy.co m @sappalicious © 2012 Tapjoy, Inc. All Rights Reserved. Tapjoy and the Tapjoy logo are trademarks or registered trademarks of Tapjoy, Inc. All third party logos and trademarks mentioned are the property of their respective owners.

Notes de l'éditeur

  1. ----- Meeting Notes (8/30/12 15:30) -----add a section break for Tapjoy.com
  2. Reward users for inviting their friends
  3. Reward users for inviting their friends