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Published byLindsey Nicholson Modified over 8 years ago
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Ken Hullett GREE International
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Why Are We Talking About This? Issues in Software Engineering Reliability Development process Testing Issues in Game Development Balance Usability Player preferences Developer effort
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What are Mobile and Social Games? “Freemium” model Free to play, pay to play more Resource management Time is a resource Either “grind” or pay to avoid waiting Less that 1% of players spend significantly “Whales”
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Monetization From sales of in-game currency packages Soft Currency Can be earned through normal gameplay Hard Currency Generally not available through normal gameplay Scarcity of HC is key to monetization
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Roadmap Mobile/Social Game Mechanics Mobile/Social Game Metrics Deep dive analyses
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Fixed Interval Schedule Built in wait times Collect income from buildings Have limited amount of enemy to do actions Takes time for actions to complete Wait times get longer as players get further Can pay HC to skip
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Gacha Random chance of a reward Pay HC for better odds One free per day Pay HC for additional chances Might be tied to collection mechanic
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Sunk Costs Pay to avoid losing benefit of money already spent Crops wither if player doesn’t return in time Retry gacha
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Scarcity Some resources are scarce Rare or impossible to get through harvesting Limited edition items Only available for a short time
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Treadmill Core gameplay loop Reward player Increase difficulty Set higher level for next reward Grind v. Spend Can pay HC to advance more quickly
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“EVERYTHING MUST MOVE A METRIC!”
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Key Performance Indicators (KPIs) Revenue Daily Active Users (DAU) Monthly Active Users (MAU) Average Revenue Per DAU (ARPDAU) Average Revenue Per Paying User (ARPPU)
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More KPIs Retention 1-day 2-day 7-day 30-day Lifetime Value (LTV) Hard Currency (HC) Spend
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How can I make my game better? “Soft Launch” Release in Canada only Is some feature not monetizing? Are too few players spending? Are there enough players? Are players not coming back?
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Live Ops Sales HC and SC packages Limited Items Epic Boss Combat v. powerful enemy Pay HC for better attacks Lockbox “Gacha” mechanic Pay HC for better odds Leaderboard Modify other Live Op
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Live Ops Analyses Events doubled ARPDAU, on average Combining Live Ops can increase revenue Sale & other Too much can lead to fatigue Longer length can lead to fatigue Shorter length can drive spending
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Churn Analysis Find features that correlate with players staying or leaving the game Staying Player age Clearing land Having SC Leaving Completing quests
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Monetization Analysis Who’s spending? Whales v. Fish v. Minnows When do they start spending? Most whales do not monetize in first week However, those that monetize earlier, spend more.
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Conclusions Mobile and social games depend on unique mechanics to drive monetization Revenue mainly comes from a small percentage of players. Data analysis helps gain insights into player behavior and spending habits
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Questions? Ken Hullett khullett@soe.ucsc.edu UC Santa Cruz Center for Games and Playable Media & GREE International Images From: Crime City (GREE)Kingdom Age (GREE) CSR Racing (Natural Motion)Pocket Planes (NimbleBit) DragonVale(Backflip)Farmville (Zynga)
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