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.
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
Tokyo Game Show 2013 JETRO presentation: Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games
BrandBoost™ is a unique advertising platform that enables consumers to unlock premium game content by engaging with brand advertising. BrandBoost is based on this concept of value exchange advertising: by choosing to engage with a brand, consumers get access to game content that they would otherwise have to pay for. BrandBoost works across all types of online game content and manifests itself differently based on the content type and the associated business model.
BrandBoost™ is a unique advertising platform that enables consumers to unlock premium game content by engaging with brand advertising. BrandBoost is based on this concept of value exchange advertising: by choosing to engage with a brand, consumers get access to game content that they would otherwise have to pay for. BrandBoost works across all types of online game content and manifests itself differently based on the content type and the associated business model.
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 talk, Tammy 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.
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.
As the free-to-play space has become increasingly sophisticated, players’ expectations have evolved as a result. In order to succeed in the new game economy, you need to have the right tools and the right strategic playbook tailored specifically for your game. You have to deliver the right offer, to the right player, at the right time in order to maximize revenue. Upsight is sharing this knowledge with our free Monetization Playbook for Mobile Games. The playbook explains monetization strategies at four crucial game stages and how to take action by leveraging the right tools in order to drive revenue. With 25 pages of tips, best practices, and sample plays, the playbook will help you drive measurable results in no time.
Endless Frontier - Mobile Idle Inflation RPG game *Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game. *Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
This document provides an overview and primer on monetization and advertising strategies using Chartboost. It discusses how Chartboost works as a network to promote apps and games through cross promotion and direct deals. It also outlines how ads are served and targeted to different audiences. The document proposes two different campaign flow styles - one focused on growth and the other on monetization. It concludes by discussing additional optimization techniques like custom frames, frequency caps, and ad locations.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
The document discusses various revenue models that mobile game developers can use to monetize their games, including selling games upfront, using advertisements, subscriptions, in-app purchases, advergames, and free-to-play games. It provides examples of successful games that have used each model and outlines the pros and cons of each approach. The models range from one-time payments to recurring revenue streams from areas like in-app purchases or subscriptions.
Why Hyper-casual is getting so "hot" in gaming? What are the business models behind it? How Indie studios can make business out of it?
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.
Last Day of Work is a small independent game studio located between San Francisco and Italy that makes casual video games. They have a virtual office with team members located around the world. Their games, such as Fish Tycoon and Virtual Villagers, are family friendly and aim to be "software toys". They follow a typical development process of alpha, beta, and gold stages. They distribute their games through online publishers and distributors who take a large cut but provide traffic, and market their games through their website, forums, press releases, and video uploads.
Slides from my September 2014 talk at Biddable world about using display ads (such as AdSense) to build PPC budget.
부산 게임사를 위한 게임 클라우드 서비스와 광고 수익화 세미나
부산 게임사를 위한 게임 클라우드 서비스와 광고 수익화 세미나
This document describes AdColony, a video ad network for developers. It discusses that AdColony is a leading mobile video ad platform that works with major publishers and advertisers globally. It also introduces Compass, AdColony's platform that uses video ads and other tools to increase user engagement, retention, and monetization for game developers. Compass provides features like cross-promotion, rewarded achievements and events, IAP promotion, and analytics to help optimize developers' games.
The document discusses various Google projects focused on the future including Google Now on Tap, Google Photos, virtual reality initiatives like Cardboard and Expeditions, self-driving cars, Project Loon for internet access, Google Lens, Project Soli, and advice to talk to everyone, listen, and show respect. It also mentions the author Robert Nyman working at Google Stockholm and projects like TEKLA, Jacquard, and Spotlight Stories.
Innovation is a continual process of invention, reinvention, and discovery, and for this reason leaders must always set their sights on long-term goals. Here's 8 ways to bring this understanding to your company culture.
Driven by an increase in the number of connected TV devices (Roku, Apple TV, X-Box One, and Smart TV's) given as gifts during the 2014 holiday season, the first quarter of 2015 continued the record breaking trend of viewers watching video content on devices plugged in to the Internet. Video viewing behaviors shifted in year-over-year (YoY) terms and varied depending on the type of content being viewed; which ranged from free video clips supported primarily by advertising (Online Video) to premium shows accessed through an authenticated app-based or TV subscription service (TV Everywhere). This report covers both the established and the evolving trends within the digital video viewing space. It aims to provide insightful viewpoints for content providers, consumers, and advertisers.
This document provides 5 tips for easily upgrading presentation slides. The tips are to avoid templates, have only one message per slide, improve typography by using different fonts, use high-resolution images including full screen images, and add transparent text overlays on images for legibility. Credits are provided for the sample images.
This document discusses utilizing technology to personalize learning for gifted kids. It begins with an introduction from Brian Housand and includes slides about being a geek, nerd, or dweeb. It explores creativity and constructing new ideas through synthesis. It promotes learning computer programming and digital literacy. It provides examples of apps and tools for creating digital content and stories. Overall, the document presents ways that technology can be used to support personalized and creative learning experiences for gifted students.
Things to be expected at Apple WWDC-2015 - iOS 9 and iOS X 10.11 - Apple Music Streaming Service - Apple Pay reward - Homekit updates - Proactive Siri - Apple Watch Native SDK - Maps Transit Directs - iPad Split Mode Screen