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How UI Impacts Engagement & Monetization in F2P Mobile Games Jean-Vincent ‘JV’ Chardon EMEA Publisher Sales Manager

Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…

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Page 1: Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…

How UI Impacts Engagement & Monetization

in F2P Mobile Games Jean-Vincent ‘JV’ Chardon EMEA Publisher Sales Manager

Page 2: Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…

•  Introduction To Tapjoy •  New User Flow •  Store Design and Funnel •  The Devil is in the Details •  Monetization •  Final Thoughts

Overview

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Tapjoy by the Numbers

100 MM Monthly Active Users

5,000 Active Apps

75,000 Historical Apps

1.2 MM Daily Ad Engagements

600 MM Daily Sessions

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Tapjoy’s Mobile Value Exchange

I can earn Coins by engaging with ads via Tapjoy.

How it Works I need more Coins to gear up in Triple Town.

I can buy Coins with real money. 1 2

1

2

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New User Flow

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New User Flow

The new user flow is one of the most important parts of a successful game:

•  Use clear directions •  Show off the cool parts of the game •  Get the user playing as soon as you can

You have 30 seconds to hook new users and under 5 minutes to teach them: •  Shoot for 70% completion rate of the tutorial

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Optimize the Download

Tapjoy Network Conversion Rate (clicks to installs)

Android  Conversion  rate:      •  0-­‐50mb    50-­‐60%  •  50-­‐100mb    30-­‐45%    •  100+mb    15-­‐20%  

iOS  Conversion  rate:      •  0-­‐50mb    65-­‐75%    •  50-­‐100mb    30-­‐40%    •  200+mb    25-­‐30%  

Don’t lose users before they’ve opened the game!

The smaller the file, the better the CVR!

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Conquering the World with Localization

•  Significantly improves your chances of getting featured in foreign territories

Boost revenue and distribution upon app launch

•  +128% downloads and +26% revenue within a week of an app localizing

•  Asia is growing at an incredible rate – this is a market that can’t be ignored

* Distimo ** App Annie Report - 11/29/12���

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Don’t Force A Registration

•  Forced registration hurts engagement and chart position

User drop off 50 to 75% when forcing registration (incl. mandatory Facebook login)

•  Think of mobile as a new, untapped audience and allow for mobile sign up •  Consider rewarding users for creating accounts •  If possible, create guest accounts

•  Even more so for new apps & on Android

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A Confusing Tutorial

•  Too wordy, use as little text as possible •  Walk users through the core mechanic, don’t

explain what it is

•  Once a user leaves, they’ll likely never return.

•  The two user choices here are bad and worse

ý The Bad

Don’t lose them before they’ve even seen the good parts

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Tutorial - Start Off Simple Take Users by the Hand and Guide Them Into the App

•  During the first 30 seconds put the user on rails, don’t let them get lost •  This is your chance to take an uncertain user and create an engaged user •  You can’t display everything, show off your core loop and build from there

CSR Racing iOS

ý The Good

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Engagement is key to monetization R

•  As progress is more & more difficult, likelihood of monetization increases

•  Allow for rapid progress at first and reward users often and early in the game

ý The Bad

Level  4  of  this  game  is  reached  only    aEer  80  minutes!  

Level  4  of  this  game  was  easily  reached    aEer  10  minutes!  

More  engagement  =  

More  moneLzaLon  

ý The Good

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Store Design and Funnel

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Store Funnel R

•  No more than two clicks

•  Make it easy for users to find your store and buy items.

•  Prompt to the store when currency runs out

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Currency Store Design R

•  Text is too small

•  Nothing grabs users, no calls to action

•  Unimaginative icons

•  No clear prices for each package

•  Put most popular items first

ý The Bad

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Currency Store Design R

•  Use icons over text when possible

•  Let users know they’re getting a deal

•  A well designed, clean store = happy customers

•  Design for the phone, not tablet, use all your real estate

ý The Good

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Virtual Goods Store Design R

•  Text is hard to read, color scheme is all the same

•  What do I get for my upgrade? •  Bank call out is not enticing

•  Icons are poor to non existent

ý The Bad

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Virtual Goods Store Design (The Good) R

•  Easy to navigate and understand

•  Upgrades are clear, I know what I’m getting •  Proper call outs to get more currency

•  Large icons over text

ý The Good

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The Devil is In the Details

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Loading Screens Loading screens are an opportunity to engage users with messages

•  Loading screens are by nature time consuming

•  Give users helpful hints

•  Make it humorous •  Make it what you want

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Daily Rewards

•  In the later days of the reward cycle give the users bigger or exclusive rewards

•  Show them what they earned and also show them what is coming up

Give your users a reward for coming back every day.

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Build Daily Rewards Into Game Play (CSR Racing)

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Build Daily Rewards Into Game Play (Subway Surfer)

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Design is the Name of the Game

•  Early games were web first designs, ported over to mobile

•  New companies are moving to mobile first design

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Don’t Let Rules Confine You

•  Now take everything we’ve said and throw it out the window:

•  First to market

•  Great game mechanic

•  Great content

•  Hardcore, niche audiences

There are always exceptions to the rule

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Monetization

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Rewarded Offerwall

Non-rewarded Offerwall

Featured Ads

Banner Ads

Mobile Revenue: Ad Types

1  1

Videos 3  

4  

5  

1  

2  3  

4  

5  

2  

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Which Ad Units Are Right For My Game?

HARDCORE

Usage: Highly Engaged User/Smaller User Base

Monetization:

High ARPDAU ($.15-$1.00)

Ad Solution: Alternative Payment Platform

CORE

Usage:

Engaged User/Large User Base

Monetization: Mid Level ARPDAU ($.04-$.15)

Ad Solution:

Alternative Payment Platform Featured Ads/Video Ads

CASUAL

Usage:

Low Engaged User/Massive User Base

Monetization: Low ARPDAU ($.01-$.04)

Ad Solution:

Alt Pay/Featured Ads/Video Ads Banner Ads/Cross Promo Wall

Are you leaving revenue on the table? Are you balancing user engagement with monetization? Have you got realistic revenue ambitions?

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Final Thoughts

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One of the advantages of mobile is the possibility to update your game regularly. For every new game / iteration: •  Choose a region you want to use as you test group (New Zealand, Canada, Ireland)

•  Make changes based on metrics findings, user feedback •  Launch new version and set minimum user group size

•  Review data on the changes, update and repeat

•  Push updates to entire user base when ready

•  Keep updating your app with new content

GaaS: Gaming as a Service

Key  Metrics  to  Collect      •  Total  Installs  •  Total  revenue  (Direct  and  Alt)  •  ARPDAU  •  Install  funnel  

•  Downloads,    •  Installs,    •  Tutorial  compleLon  

•  Tutorial  CompleLon  Percentage  •  Level  progress  

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Jean-Vincent ‘JV’ Chardon

[email protected] / JVChardon