How to Double Your Mobile Games Revenue in 1 Day
Presented by Thomas Andreasen, CGO & Co-Founder, Playlab at GMGC Manila
LinkedIn: https://th.linkedin.com/in/thomasandreasen
3. ● Founded 2012
● $5m USD Series B 2015
● Editors Choice / Game of the Year Award 2016
● 25M+ Downloads
● Operating in Bangkok
4.
5.
6. Industry Knowledge
1)54% of users buy a 2.nd time within 1 hour of last purchase.
2)Approx 0.2% of your users accounts for 50% of your revenues.
3)General Conversion to Paying Users varies from 0.5-4.5% (Platform/country/genre)
4) Majority of top 100 grossing games has more than 7 different types of sellable items
7. Double your Mobile Game Revenues
Requirements
1)Graphic Designer
2)Placements in your game
3)Tool for Pushing Campaigns (Swrve, DeltaDNA, Homemade Backend)
4)Analytics
11. Tool
1)There are costs involved.
2)Spend some time researching
the best solution for you.
3) Alternatively you can hardcode
your implementation into you
game.(But i wouldn't recommend)
13. The Math
Example
500$ = 0.05 ARPDAU increase
Targeting Paying users only, then
you can achieve upwards of 25%
Conversion from impressions
10.000 DAU
20.000 Impressions
1000 Clicks
50 Conversions
15. Well we did it
Actively Running Campaigns
Not Actively Reaching Users
With Campaigns
Changed to Bundle offers
16. Recap and Practical advise
1)Get your graphic designer to create one or more offers.
2)Select placement
3)Implement & Launch
4)Track, Rinse and Repeat
17. Bonus Points
1)Video Ads
2)Give the Offer at the right time
3)Don't Cannibalise your Users
4)Re: 0.2% of Users provide you 50% of your Revenues
Thanks for inviting me to speak hereWho’s amongs the audience?1) Truely practical advise to implement into your business
2) True Value added, tangible examples
A short into of Playlab
Next: The problem of why you arent doubling your revenues is clear.
Indie developers just dont sell enough, Push more for sales, your true costumers actually want to pay if yoiur content is good.
Just Joking.Next: Lets start with some basic knowledge of the gaming industry thats not being emphasised on enough.
Please keep this in mind during the rest of the presentation.Now Lets get practical
Litterally right now, ill pause for a second while you text your designer to get started.
Ads ( It can increase ARPDAU 0.01-0.05)
( Don´t spam, everybody hates it + Be thoughtful of your targets for each campaign)
( Don´t push a 2USD offer to a person who´s willing to buy for 25USD, but do push 1-2$ offers to non paying users to warm up their creditcard :) )
(Make sure that your game can be fun for users spending 10.000$ in your game. ) + slow progression