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.
Knowing which questions analytics can and cannot answer is not a theoretical consideration. It has very practical consequences. Having a data-driven culture means knowing what type of questions data can answer, and what type of questions it can’t answer.
When your soft launch data is clear and you have a high degree of confidence in it, things are easy. But there are many factors that can make it difficult to have a clear reading of the performance of your game. This post discusses ways to deal with fuzzy soft launch data.
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.
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.