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In today's episode, we talk about how Roblox has embraced the power of user-generated content
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In today's episode, we talk about the idea of utilizing the idea of loss aversion within games.
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In today's Monetization Minute, Tom discusses what do top-grossing games have in common that is separating them from other apps. What are top-grossing teams are offering when you first download the game that makes the user stick around?
Try Merge Dragons:
iOS
Google Play -
On today Monetization Minute, Tom talks about the idea of testing and adding new monetization strategies to a game. You'll also learn how to take advantage of what you know about your users and apply it to your monetization strategy.
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In this episode of Momentization Minute, we talk about the value of playable ads, as they give users the opportunity to experience your games' core loop before they have to download the game. This allows the user to know if the game is worth their time and whether or not the game is better than other games they could be playing.
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Implementing Amazon’s idea of being able to add to your purchase those things that people are frequently buying in games, could be very powerful and user friendly.
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Analytics will give you an understanding of what are people doing before and after they are engaging with a monetization action. This is going to allow you to hit your players with rewards at the moment that they are most likely to do it, therefore increasing your overall revenues from surveys, videos, etc.
Practice analytics and tools:
GoPractice.IO
Amplitude
Tableau
Game analytics.com
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In today’s episode of Monetization Minute, we discuss what makes the game Coin Master monetize so well. Tom came to the conclusion that it comes down to the spin!
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In this episode of Monetization Minute, we discuss the importance of localized content and porting your game to different countries. A huge opportunity here is region specific live ops and content. It is not only about translating the English version of your game, it is about connecting with the culture and the players.
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Today on Monetization Minute we discuss a blog post from Tilting Point where they give some tips on how to maximize for ARPDAU by really embracing what your players are already doing and what they're already spending money on.
From their research, they found that 80% of the game's revenue comes from end game purchases. They also saw that 15% of the purchases were made for only $1, this often happened when players were at risk for failing a level. Knowing this, they introduced streaks that give more rewards for not failing a level. They also put out surveys to their players, where they found that players love collaborating with the community.
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Today on Monetization Minute we talk about when to add an Offerwall to your game. The first thing to take into account is having high retention rates, to the point where players are sticking around more for the long term. Also make sure that your currency is really spendable because if players can get a bunch of currency and then never really have to do it again, then an offer wall is going to be much less effective.
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The idea that direct comparisons tend to make people more careful and logical.
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Tilting Point maximized ARPDAU by embracing what your players are already doing and already spending money on.
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When they have fun they're more likely to spend.
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How the clash of Clans battle pass makes the things you'd already do in the game earn more and worth more to players. Making their battle pass so valuable you're crazy not to purchase it to keep advancing
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