Focus on monetization, not retention

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.

Thinking mobile

McLuhan is a famous media theorist known for coining the phrase “The Medium is the Message”. What that means when considering gaming in general – and mobile gaming in particular – is that you should design games and features with the specificity of each platform in mind. It’s crucial to design a “mobile-first” title.

“Your game” is not your game: creating value for your users

Even though there is an intention behind every feature you design, once it’s live on the store users will reappropriate your game and play it the way they like. Sometimes that means users won’t play the game you want them to play it. Having a user-centric, game-as-service approach means your goal should not be to make users play your game a certain way. Rather, you should leverage data to identify your users’ preferences, and find ways to help them engage with your game on their own terms as much as possible.

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