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Monetization As Part Of Game Design
MONETIZATION
An integral part of game design
Tanvi Kapoor
Game Lover (& Hobby Developer)
Local Presence, Global Operations
6 Billion Daily Ad Requests
140 Billion Monthly Ad Impressions
Mobile First Advertising Platform
17 Offices and 900 Employees
A BRIEF HISTORY
Designing Games = Creating Fun!

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online gamesbrandadvertising
Focus on MECHANICS, DYNAMICS & AESTHETICS
Aim to create fun, immersive & entertaining experiences
The only money exchange was at the point of sale.
Traditionally, monetization was not part of game design
But ‘free to play’ games changed everything
Monetization must be at the core of game design
Facilitated by the rise and ubiquity of smartphones
Making games accessible to a wider audience
MONETIZATION STRATEGIES
What is the most suitable business model?

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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.

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browser gamesgamesf2p
Monetization choices
Traditional model of ‘pay before you play’ which can still
work well for big franchises and other niche titles
Free download of the game with monetisation coming
later through sale of virtual currency or consumable items
Monetise your traffic through advertising revenue by
showing banners, interstitial and video ads
Although a viable business model on PC / MMO games,
Apple has forbidden this for games (iOS Guidelines 11.15)SUBSCRIPTION
ADVERTISING
IN APP PURCHASES
PAID
Global IAP & Ad revenue in billion USD
2012 2013 2014
2.1
4.6
7.7
9.7
11.4
13.5
IAP vs. Ads Revenue
Ad monetization can represent up to 50% of a game’s revenue
Killers
Competitive gamers who like to
beat the game and other players
while mastering new tools of the
trade. Perfect target for limited
edition sales and early adopters
of new virtual goods.
Socialites
Competitive or casual gamers
who are more concerned about
sharing their achievements with
their social network be it good or
bad. Perfect target for creating a
viral effect for your game.
Achiever
Generally casual gamers who are
interested in collecting badges,
coins, etc as a matter of
prestige. They generally pay for
level ups and have the potential
to be big spenders.
Scrooges
Casual gamers who are loathe to
spending any money on the game.
Hacks and social incentives are the
most common tricks of their trade
to get ahead in the game play.
Types of Gamers…
IN APP PURCHASES
Monetizing ‘emotional’ states

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advertisingchartboostmonetization
CURIOSITY
IAPs can be centered around FOUR player emotions
COMFORT
AMBITION
IMPATIENCE
1.  If your game has new levels/content,
announce them ahead of time.
2.  Log all stats of your player’s games.
You can offer statistics on how your
users stack up, as an IAP
3.  Provide samples of IAP-based
content. Eg: a special gun that can be
used twice for free before you can
buy it.
CURIOSITY Monument Valley
Ruzzle
Fruit Ninja
1.  IAPs that help users overtake
friends (which would imply a social
angle to the game)
2.  Own awesome things/collectibles
3.  Cater to different demographics
and tastes
Draw SomethingAgent DashTemple Run 2
AMBITION
1.  Provide tools for easy progress
2.  Give things that will speed things
up in a game
COMFORT
Jetpack JoyrideCookie Clickers

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IMPATIENCE
1.  Offer IAPs at tough moments. Eg:
‘save me’
2.  Limited time offers / One time
deals
Doodle Jump: DC Edition
Image source: raywenderlich.com
WINNING WITH AD MONETIZATION
Unlocking a significant revenue stream
Questions, Choices, Decisions
What is the optimal ad placement?
What ad formats are available and which ones should I use?
How many ads should I show per user per session per day per hour?
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Multiple Ad Formats
USE ONE or USE ALL?
Standard Banners
Static Interstitials
Animated (Rich Media) Interstitials
Video Interstitials
Rewarded Video
Native Ads
INTERSTITIAL
HIGH CONVERSION FULL SCREEN FORMAT
“Push” Format
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buyers
Placement at natural pauses in
the game
Custom frames improve CTRs
Static Animated Video
$8 - $12 eCPM
In tier 1 countries
REWARDED VIDEO
HIGH CONVERSION FULL SCREEN FORMAT $10 - $15 eCPM
In tier 1 countries
2
3
4
1
Featured Game: Compass Point West by Next Games
“Pull” Format
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Casino & slots
More than 5% Paying Users
Game Dynamics:
10 Sessions per Week for Casino
20+ Sessions per Week for Slots
40-45 yr old Males
35-50 yr old Females
A user who hasn’t been paying for 9 months can also turn out to be a whale. Hence User Experience is key!
Monetization Method:
Focus on in-app purchases
Limit the use of banners
Show only high eCPM ad formats at sufficiently
long intervals
Leverage Rewarded Ads to increase retention
Endless runner games
Less than 2% Paying Users
Game Dynamics:
5-10 Sessions per Week
Average session length of 2-5min
20-25 yr old Players
Almost 60% of players are
Females
Monetization Method:
Combination of interstitials, rich media (videos)
and rewarded videos
Show video ads when the gamer beats his high
score or every 5 turns
Show rewarded ads when the gamer has failed in
his attempt to beat the challenge
Show interstitials every 2/3 turns
Arcade games
Less than 1% Paying
Users
Game Dynamics:
5-15 Sessions per Week
Average session length of < 4 min
25-35 yr old Players
50 - 65% of players are
Females
Monetization Method:
Combination of interstitials, rich media /
videos
Show video ads when the gamer beats his
high score or every 10 turns
Show interstitials every 3-5 turns
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2-5% Paying Users
Game Dynamics:
5-10 Sessions per Week
Average session length of 10 mins
20-35 yr old Players
70% of players are Males
Monetization Method:
Combination of rich media /videos, rewarded
video ads
Show video ads when the gamer beats his high
score
Show rewarded video ads in the shop front to
complement IAP

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Playable Ads
After trying 10 times,
disengagement sets in.
It is best to monetize
with a high eCPM format.
Long Wait
Level Win
Short Wait
Level Lose
Turn Counter
%10 = 0?
Turn Counter
%5 = 0?
Rewarded
Counter = Y?
Score < 10?
Score < High
Score?
Score < 15
Yes
No
NoYes
Turn Counter
%3 = 0?
Native Interstitials
If time spent playing the game
is less (<10 seconds), show the
interstitial every 3 times.
Yes
No
Do
Nothing
Yes Yes
Rewarded Ad
Video Ad
If rewarded deals for
the day are over for
the user, monetize
with a video ad.
No
No
Yes Yes
If time spent playing is less than 15
seconds, show an interstitial ad instead
A simple ad-rule
template can be
customized for
every game
category
IMPLEMENTATION
Choose the right partners!
Choosing the right mediation partner
# of networks integrated with
Ad formats supported
Tech support offered
Ease of use
Commercial offer
Choosing the right ad networks
PERFORMANCE: eCPM and fill rates
SCALE: To match your users & inventory
AD FORMATS: Networks often specialize
EASE OF USE: Documentation, customer support
PAYMENT TERMS: Payment cycle, etc.

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Tanvi Kapoor
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Monetization As Part Of Game Design

  • 2. MONETIZATION An integral part of game design Tanvi Kapoor Game Lover (& Hobby Developer)
  • 3. Local Presence, Global Operations 6 Billion Daily Ad Requests 140 Billion Monthly Ad Impressions Mobile First Advertising Platform 17 Offices and 900 Employees
  • 4. A BRIEF HISTORY Designing Games = Creating Fun!
  • 5. Focus on MECHANICS, DYNAMICS & AESTHETICS Aim to create fun, immersive & entertaining experiences
  • 6. The only money exchange was at the point of sale. Traditionally, monetization was not part of game design
  • 7. But ‘free to play’ games changed everything Monetization must be at the core of game design Facilitated by the rise and ubiquity of smartphones Making games accessible to a wider audience
  • 8. MONETIZATION STRATEGIES What is the most suitable business model?
  • 9. Monetization choices Traditional model of ‘pay before you play’ which can still work well for big franchises and other niche titles Free download of the game with monetisation coming later through sale of virtual currency or consumable items Monetise your traffic through advertising revenue by showing banners, interstitial and video ads Although a viable business model on PC / MMO games, Apple has forbidden this for games (iOS Guidelines 11.15)SUBSCRIPTION ADVERTISING IN APP PURCHASES PAID
  • 10. Global IAP & Ad revenue in billion USD 2012 2013 2014 2.1 4.6 7.7 9.7 11.4 13.5 IAP vs. Ads Revenue Ad monetization can represent up to 50% of a game’s revenue
  • 11. Killers Competitive gamers who like to beat the game and other players while mastering new tools of the trade. Perfect target for limited edition sales and early adopters of new virtual goods. Socialites Competitive or casual gamers who are more concerned about sharing their achievements with their social network be it good or bad. Perfect target for creating a viral effect for your game. Achiever Generally casual gamers who are interested in collecting badges, coins, etc as a matter of prestige. They generally pay for level ups and have the potential to be big spenders. Scrooges Casual gamers who are loathe to spending any money on the game. Hacks and social incentives are the most common tricks of their trade to get ahead in the game play. Types of Gamers…
  • 12. IN APP PURCHASES Monetizing ‘emotional’ states
  • 13. CURIOSITY IAPs can be centered around FOUR player emotions COMFORT AMBITION IMPATIENCE
  • 14. 1.  If your game has new levels/content, announce them ahead of time. 2.  Log all stats of your player’s games. You can offer statistics on how your users stack up, as an IAP 3.  Provide samples of IAP-based content. Eg: a special gun that can be used twice for free before you can buy it. CURIOSITY Monument Valley Ruzzle Fruit Ninja
  • 15. 1.  IAPs that help users overtake friends (which would imply a social angle to the game) 2.  Own awesome things/collectibles 3.  Cater to different demographics and tastes Draw SomethingAgent DashTemple Run 2 AMBITION
  • 16. 1.  Provide tools for easy progress 2.  Give things that will speed things up in a game COMFORT Jetpack JoyrideCookie Clickers
  • 17. IMPATIENCE 1.  Offer IAPs at tough moments. Eg: ‘save me’ 2.  Limited time offers / One time deals Doodle Jump: DC Edition Image source: raywenderlich.com
  • 18. WINNING WITH AD MONETIZATION Unlocking a significant revenue stream
  • 19. Questions, Choices, Decisions What is the optimal ad placement? What ad formats are available and which ones should I use? How many ads should I show per user per session per day per hour? Will ads impact user retention and IAP monetization? How can I maximize my ad revenue? What is mediation, and how does it work? How many ad networks should I work with?
  • 20. Player goes through an emotional rollercoaster while playing a game Leading to states of EXPLORATION, ACHIEVEMENT & DISENGAGEMENT
  • 21. Multiple Ad Formats USE ONE or USE ALL? Standard Banners Static Interstitials Animated (Rich Media) Interstitials Video Interstitials Rewarded Video Native Ads
  • 22. INTERSTITIAL HIGH CONVERSION FULL SCREEN FORMAT “Push” Format Segment user base to only non- buyers Placement at natural pauses in the game Custom frames improve CTRs Static Animated Video $8 - $12 eCPM In tier 1 countries
  • 23. REWARDED VIDEO HIGH CONVERSION FULL SCREEN FORMAT $10 - $15 eCPM In tier 1 countries 2 3 4 1 Featured Game: Compass Point West by Next Games “Pull” Format Works for both buyers and non buyers Make them feature in the game, a retention tool Offer currency, consumables and exclusives!
  • 24. Lets explore a few examples
  • 25. Casino & slots More than 5% Paying Users Game Dynamics: 10 Sessions per Week for Casino 20+ Sessions per Week for Slots 40-45 yr old Males 35-50 yr old Females A user who hasn’t been paying for 9 months can also turn out to be a whale. Hence User Experience is key! Monetization Method: Focus on in-app purchases Limit the use of banners Show only high eCPM ad formats at sufficiently long intervals Leverage Rewarded Ads to increase retention
  • 26. Endless runner games Less than 2% Paying Users Game Dynamics: 5-10 Sessions per Week Average session length of 2-5min 20-25 yr old Players Almost 60% of players are Females Monetization Method: Combination of interstitials, rich media (videos) and rewarded videos Show video ads when the gamer beats his high score or every 5 turns Show rewarded ads when the gamer has failed in his attempt to beat the challenge Show interstitials every 2/3 turns
  • 27. Arcade games Less than 1% Paying Users Game Dynamics: 5-15 Sessions per Week Average session length of < 4 min 25-35 yr old Players 50 - 65% of players are Females Monetization Method: Combination of interstitials, rich media / videos Show video ads when the gamer beats his high score or every 10 turns Show interstitials every 3-5 turns
  • 28. Action & adventure games 2-5% Paying Users Game Dynamics: 5-10 Sessions per Week Average session length of 10 mins 20-35 yr old Players 70% of players are Males Monetization Method: Combination of rich media /videos, rewarded video ads Show video ads when the gamer beats his high score Show rewarded video ads in the shop front to complement IAP
  • 29. Playable Ads After trying 10 times, disengagement sets in. It is best to monetize with a high eCPM format. Long Wait Level Win Short Wait Level Lose Turn Counter %10 = 0? Turn Counter %5 = 0? Rewarded Counter = Y? Score < 10? Score < High Score? Score < 15 Yes No NoYes Turn Counter %3 = 0? Native Interstitials If time spent playing the game is less (<10 seconds), show the interstitial every 3 times. Yes No Do Nothing Yes Yes Rewarded Ad Video Ad If rewarded deals for the day are over for the user, monetize with a video ad. No No Yes Yes If time spent playing is less than 15 seconds, show an interstitial ad instead A simple ad-rule template can be customized for every game category
  • 31. Choosing the right mediation partner # of networks integrated with Ad formats supported Tech support offered Ease of use Commercial offer
  • 32. Choosing the right ad networks PERFORMANCE: eCPM and fill rates SCALE: To match your users & inventory AD FORMATS: Networks often specialize EASE OF USE: Documentation, customer support PAYMENT TERMS: Payment cycle, etc.
  • 33. Thank You! Tanvi Kapoor For more such developer resources check inDecode.inmobi.com