Users install and play games on a very regular 24-hour/7-day cycle. This post discusses what that means for your game, and how you can leverage that to design features that capitalize and reinforce that natural tendency.
There is a common theme in the industry that suggests retention is the most important metric for the financial success of any game – more than monetization metrics. This post looks at some key data points that show the difference between monetizing a little bit and monetizing a lot is not due to engagement. It rather results from how frequently users make purchases when they are active in a game.
Maximizing revenue in your game is a balancing act between conversion and revenue per transaction. This post looks at the impact price point has on spending patterns and suggests a few rules of thumbs to define your pricing strategy.
When a game features different game modes, it can be difficult to disentangle things and properly assess each game mode on its own merits. This week I discuss common challenges when trying to make sense of your different game modes in a clear and concise way. I also suggest ways to measure your game and its game modes to get a good sense of what the user experience looks like.
100% of your installs play the first session. Maximizing the user’s first contact with your game is crucial. In this week’s post I argue you should design your tutorial and first session with 2 main goals in mind: get users to come back to play a second session and get users to convert.
Users converting soon after install are your best customers. And those users are your biggest fans. You don’t cause them to convert in your game, and you can’t use difficulty or friction to get them to make their first purchase. The best way to get your conversion numbers up is to be proactive very early after install and showcase aspirational offers. It’s not about utility or a functional understanding of value.