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It’s An A.R.M.’s
Race (Acquisition,
Retention, and
Monetization in Mobile
Gaming)
Brian Sapp
Director, Developer
Partnerships
Overview
•   Introduction To Tapjoy
•   User Acquisition
•   User Retention
•   Monetization
•   Pre-launch Checklist
Tapjoy by the Numbers




   9 0 0                    MILLION
                            mobile devices




    75,000    1.2 MM        600 MM     100 MM
    Apps      Daily Ad      Daily      Monthly
              Engagements   Sessions   Active Users
Acquisition
Mobile Acquisition Channels
How are developers promoting free-to-play apps?
•   Rewarded installs                • Organic discovery (top charts,
•   Non-rewarded installs              search, word of mouth, etc.)
•   Video ads
•   Cross promotion
•   Social discovery (FB, Twitter,
    etc.)
Mobile Acquisition Channels
What you can expect to get from:

Featured Placement: Front page placement       App to App Cross-Promotion: Free cross
of your app in the platforms market,           promotion
normally for no more than 7 days.
                                                         @ 1% of DAU traffic of hosting app,
            15,000 – 30,000, paid, per day               very dependent on placement
            100,000+, free, per day
                                               Review Sites: Have your app reviewed on a
Tapjoy User Acquisition: Pay per install bid   blog site
system
                                                         @ 1,000 +/- installs, hard to track
            @$0.10 bid - 5,000+, per day                 actual volume, important for app
            @$1.00+ bid - 60,000+, per day     store

Free App Promotions: Destination apps
and sites that feature your app

            $5,000 - $20,000 for 1-7 day
listing, no volume guarantee (2,000-
30,000      installs)
The Holy Grail – Getting Featured on Google
Play




    Can translate into as much as $1-$2 million in immediate revenue.
The Holy Grail – Getting Featured on Google
    Play

               Sessions           New Users              DAU’s              ARPDAU
200,000                                                                                                                                                          $.05


160,000                                                                                                                                                          $.04


120,000                                                                                                                                                          $.03
                                                                                    Featured!
 80,000                                                                                                                                                          $.02


 40,000                                                                                                                                                          $.01
        01


               02


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Getting Featured
                        What they’re looking for:
  •   Well Known IP                •   Technology Supported
                                         • Retina Display, Multitasking, Gyroscope,
  •   Prior Hits                            Accelerometer, Location Services, Game Center,
  •   Territories Available                 etc.
  •   Languages Supported          •   App Store Landing Page
  •   Supported Devices                  • One-liner that captures what makes your app
                                            special
                                         • User Reviews/Ratings
                                         • Video on Google Play Store




                              And of course…a great game!
New User Flow

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

•   Optimize the download (<50 MBs)
•   Show off the cool parts of the game
•   Use clear directions
•   Get the user playing as soon as you can


You have @ 30 seconds to hook your users and
under 5 mins to teach them.

• The goal is to shoot for 70% tutorial
  completion rate
Optimize the Download

Tapjoy Network Android Conversion Rate:
(clicks to installs)
                         Total      Conversion
                       Megabytes    Rate (CVR)

                          0-50        50-60%
                        50-100        30-45%
                         100+         14-20%
                         The smaller the file,
                         the better the CVR.
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 a engaged user
    •   You can’t display everything, show off your core loop and build from there




                               CSR Racing iOS
Retention
Take Advantage of Social APIs

• Most social networks offer free connections API’s and SDK’s
• Forcing a connection to a network can cause a large drop-off in new
  users
• Present the choice to your users, use the network icons and let them
  opt in to sharing




                                         Orange’s TV Check app saw a
                                         75% drop off when the app
                                         forced users to connect with
                                         Facebook.
R
Social Channels
Sometimes it’s better to create your own social
layer



                                                  Surface social
                                                    activity to
                                                  users early on
Incentive Friend Invites

                                    • 3x more monthly sessions
  Reward users                      • Average: 11.9 monthly sessions
 for inviting their                 • Facebook: 32 monthly sessions
                                    • Facebook: 7% to 12% sign up
      friends                         when rewarding users with coins
                        Subway Surfer*
       Clash of Clans                 MinoMonsters




                                         *Kiloo Games/Chartboost Case Study
Reward Users for Inviting Friends
Daily Rewards

Give your users a reward for coming back every day.
• 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
Build Daily Rewards Into The Game Play




                  CSR Racing iOS
Use Push Notifications
 Mobile users are slightly A.D.D. – remind them to come back through notifications,
 but don’t spam them.

Appointment Mechanics                                            Notifications


                              Appointment Mechanics
Monetization
R
Store Funnel
•   Make it easy for users to find your store and buy items.
•   No more then two clicks
•   Prompt to the store when currency runs out
R
Store Design
•   Use icons over text when possible
•   Design for the phone, not tablet, use all your real estate
•   Let users know they’re getting a deal
•   A well designed, clean store = happy customer
Mobile Revenue Channels

Direct Payment - In-app purchase (IAP) through iTunes or Google Checkout
     • Top 25 Grossing Apps can earn as high $1 million to $8 million a month in
        revenue

Alternate Payment – Offerwalls, Banner ads, Featured ads, and Videos
     • Alt pay, like Tapjoy’s Marketplace and ad units, typically account for 30%-40%
        in additional revenue on iOS & 50% + on Android


   iTunes              Google                          Offerwalls
Mobile Revenue: Ad Types
            1
            5




                                                                 1
                                                                 3

                                                       1
                                                       2




                                                             1
                                                             4
                     1
                     1


1
1   Rewarded Offerwall       1
                             3   Featured Ads   1
                                                5   Videos


1
2   Non-rewarded Offerwall   1
                             4   Banner Ads
Which Ad Units Are Right For My
Game?

         HARDCORE                                 CORE                             CASUAL
                                                  Usage:                             Usage:
               Usage:                                                   Low Engaged User/Massive User Base
Highly Engaged User/Smaller User Base   Engaged User/Large User Base

                                                Monetization:                     Monetization:
           Monetization:                                                     Low ARPDAU ($.01-$.04)
     High ARPDAU ($.15-$1.00)           Mid Level ARPDAU ($.04-$.15)

                                                  Ad Solution:                       Ad Solution:
              Ad Solution:                                                 Alt Pay/Featured Ads/Video Ads
     Alternative Payment Platform        Alternative Payment Platform
                                            Featured Ads/Video Ads         Banner Ads/Cross Promo Wall




 Are you leaving revenue on the table? Are you balancing user
 engagement with monetization?
Smart Ad Placement
Try to place ads in less conspicuous areas where users regularly view, but
that don’t interfere with game play.




• Landing screen/Main Menu
• Inventory screens
• Transition pages/Loading pages
• Use featured ads sparingly (Every
  third app launch, post PVP play)
• Only show ads to non paying users




     Consider giving users the option to remove ads with a purchase.
Pre-launch Checklist
Self-Publish or Get Published?

                   Get Published?
•   Make sure you get adequate, hard
    commitments on marketing budget and
    promotional efforts, including agreed upon
    KPIs/metrics.
•   Know what you’re giving up and getting in
    return.
•   Get references – Who have they worked with
    before? How did it work out? Ask other
    developers.


                    Self-Publish?
•   You should have at least $100K-$200K to
    promote your app or be pretty damn sure
    Apple/Google are going to feature your app
•   Ideally you already have a built-in user base
    playing your previously launched titles that you
    can use for cross promotion
Checklist
      QA like crazy
                Maximize device and OS
                 coverage
      Integrate SDKs
                Social
                Monetization
                Analytics
                Advertising

      Create required creative asset
                App icons and screenshots
                Banner creative
                Video trailer

      Localize
                Prioritize Japanese &
                 Korean
App Icons
They are starting to look a bit similar…
What Should You Be Tracking?
A baseline set of metrics from launch will help you identify problems early
       •   DAU
       •   New users
       •   24hr, 2nd day, 7 and 30 day re-engagement
       •   New user funnel (Install, Open, Tutorial Start & Finish)
       •   Average game session length
       •   APRDAU & ARPPU
       •   % of users monetizing
       •   Item sales
       •   IAP sales




This is a basic list to get started.
As the game matures you’ll learn the
KPI’s (key performance indicators) for
your game
Testing the Waters
•   Choose a smaller region to test in
      – Everybody uses Canada, so you’re probably better off going with
           another English-speaking country (ex. AU, NZ, SG)
      – Get 5K+ DAUs flowing through your app
•   Focus on retention (next-day, 7-day, 14-day)
      – Rough targets: 40%+ next-day, 25%+ 7-day, 15%+ 14-day
      – Tutorial completion rate goal at 70%
      – Are users dropping off at a certain level? If so, why? What items
           are users buying the most?
•   Monetization measurement
      – High end: $1 ARPDAU
      – Realistic ARPDAU range: $0.04-$0.15
      – % DAUs monetized: 1%-5%
•   Take care of any bugs

Proceed with a full launch only when you’re happy with the performance of
your bucket test
Thank
                                                You!Brian.Sapp@tapjoy.co
                                                m
                                                   @sappalicious

© 2012 Tapjoy, Inc. All Rights Reserved. Tapjoy and the Tapjoy logo are trademarks or registered trademarks of Tapjoy, Inc.
All third party logos and trademarks mentioned are the property of their respective owners.

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It's An A.R.M.'s Race (Acquisition, Retention, and Monetization in Mobile Gaming)

  • 1. It’s An A.R.M.’s Race (Acquisition, Retention, and Monetization in Mobile Gaming) Brian Sapp Director, Developer Partnerships
  • 2. Overview • Introduction To Tapjoy • User Acquisition • User Retention • Monetization • Pre-launch Checklist
  • 3. Tapjoy by the Numbers 9 0 0 MILLION mobile devices 75,000 1.2 MM 600 MM 100 MM Apps Daily Ad Daily Monthly Engagements Sessions Active Users
  • 5. Mobile Acquisition Channels How are developers promoting free-to-play apps? • Rewarded installs • Organic discovery (top charts, • Non-rewarded installs search, word of mouth, etc.) • Video ads • Cross promotion • Social discovery (FB, Twitter, etc.)
  • 6. Mobile Acquisition Channels What you can expect to get from: Featured Placement: Front page placement App to App Cross-Promotion: Free cross of your app in the platforms market, promotion normally for no more than 7 days. @ 1% of DAU traffic of hosting app, 15,000 – 30,000, paid, per day very dependent on placement 100,000+, free, per day Review Sites: Have your app reviewed on a Tapjoy User Acquisition: Pay per install bid blog site system @ 1,000 +/- installs, hard to track @$0.10 bid - 5,000+, per day actual volume, important for app @$1.00+ bid - 60,000+, per day store Free App Promotions: Destination apps and sites that feature your app $5,000 - $20,000 for 1-7 day listing, no volume guarantee (2,000- 30,000 installs)
  • 7. The Holy Grail – Getting Featured on Google Play Can translate into as much as $1-$2 million in immediate revenue.
  • 8. The Holy Grail – Getting Featured on Google Play Sessions New Users DAU’s ARPDAU 200,000 $.05 160,000 $.04 120,000 $.03 Featured! 80,000 $.02 40,000 $.01 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8- 8-
  • 9. Getting Featured What they’re looking for: • Well Known IP • Technology Supported • Retina Display, Multitasking, Gyroscope, • Prior Hits Accelerometer, Location Services, Game Center, • Territories Available etc. • Languages Supported • App Store Landing Page • Supported Devices • One-liner that captures what makes your app special • User Reviews/Ratings • Video on Google Play Store And of course…a great game!
  • 10. New User Flow The new user flow is one of the most important parts of a successful game. • Optimize the download (<50 MBs) • Show off the cool parts of the game • Use clear directions • Get the user playing as soon as you can You have @ 30 seconds to hook your users and under 5 mins to teach them. • The goal is to shoot for 70% tutorial completion rate
  • 11. Optimize the Download Tapjoy Network Android Conversion Rate: (clicks to installs) Total Conversion Megabytes Rate (CVR) 0-50 50-60% 50-100 30-45% 100+ 14-20% The smaller the file, the better the CVR.
  • 12. 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 a engaged user • You can’t display everything, show off your core loop and build from there CSR Racing iOS
  • 14. Take Advantage of Social APIs • Most social networks offer free connections API’s and SDK’s • Forcing a connection to a network can cause a large drop-off in new users • Present the choice to your users, use the network icons and let them opt in to sharing Orange’s TV Check app saw a 75% drop off when the app forced users to connect with Facebook.
  • 15. R Social Channels Sometimes it’s better to create your own social layer Surface social activity to users early on
  • 16. Incentive Friend Invites • 3x more monthly sessions Reward users • Average: 11.9 monthly sessions for inviting their • Facebook: 32 monthly sessions • Facebook: 7% to 12% sign up friends when rewarding users with coins Subway Surfer* Clash of Clans MinoMonsters *Kiloo Games/Chartboost Case Study
  • 17. Reward Users for Inviting Friends
  • 18. Daily Rewards Give your users a reward for coming back every day. • 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
  • 19. Build Daily Rewards Into The Game Play CSR Racing iOS
  • 20. Use Push Notifications Mobile users are slightly A.D.D. – remind them to come back through notifications, but don’t spam them. Appointment Mechanics Notifications Appointment Mechanics
  • 22. R Store Funnel • Make it easy for users to find your store and buy items. • No more then two clicks • Prompt to the store when currency runs out
  • 23. R Store Design • Use icons over text when possible • Design for the phone, not tablet, use all your real estate • Let users know they’re getting a deal • A well designed, clean store = happy customer
  • 24. Mobile Revenue Channels Direct Payment - In-app purchase (IAP) through iTunes or Google Checkout • Top 25 Grossing Apps can earn as high $1 million to $8 million a month in revenue Alternate Payment – Offerwalls, Banner ads, Featured ads, and Videos • Alt pay, like Tapjoy’s Marketplace and ad units, typically account for 30%-40% in additional revenue on iOS & 50% + on Android iTunes Google Offerwalls
  • 25. Mobile Revenue: Ad Types 1 5 1 3 1 2 1 4 1 1 1 1 Rewarded Offerwall 1 3 Featured Ads 1 5 Videos 1 2 Non-rewarded Offerwall 1 4 Banner Ads
  • 26. Which Ad Units Are Right For My Game? HARDCORE CORE CASUAL Usage: Usage: Usage: Low Engaged User/Massive User Base Highly Engaged User/Smaller User Base Engaged User/Large User Base Monetization: Monetization: Monetization: Low ARPDAU ($.01-$.04) High ARPDAU ($.15-$1.00) Mid Level ARPDAU ($.04-$.15) Ad Solution: Ad Solution: Ad Solution: Alt Pay/Featured Ads/Video Ads Alternative Payment Platform Alternative Payment Platform Featured Ads/Video Ads Banner Ads/Cross Promo Wall Are you leaving revenue on the table? Are you balancing user engagement with monetization?
  • 27. Smart Ad Placement Try to place ads in less conspicuous areas where users regularly view, but that don’t interfere with game play. • Landing screen/Main Menu • Inventory screens • Transition pages/Loading pages • Use featured ads sparingly (Every third app launch, post PVP play) • Only show ads to non paying users Consider giving users the option to remove ads with a purchase.
  • 29. Self-Publish or Get Published? Get Published? • Make sure you get adequate, hard commitments on marketing budget and promotional efforts, including agreed upon KPIs/metrics. • Know what you’re giving up and getting in return. • Get references – Who have they worked with before? How did it work out? Ask other developers. Self-Publish? • You should have at least $100K-$200K to promote your app or be pretty damn sure Apple/Google are going to feature your app • Ideally you already have a built-in user base playing your previously launched titles that you can use for cross promotion
  • 30. Checklist QA like crazy  Maximize device and OS coverage Integrate SDKs  Social  Monetization  Analytics  Advertising Create required creative asset  App icons and screenshots  Banner creative  Video trailer Localize  Prioritize Japanese & Korean
  • 31. App Icons They are starting to look a bit similar…
  • 32. What Should You Be Tracking? A baseline set of metrics from launch will help you identify problems early • DAU • New users • 24hr, 2nd day, 7 and 30 day re-engagement • New user funnel (Install, Open, Tutorial Start & Finish) • Average game session length • APRDAU & ARPPU • % of users monetizing • Item sales • IAP sales This is a basic list to get started. As the game matures you’ll learn the KPI’s (key performance indicators) for your game
  • 33. Testing the Waters • Choose a smaller region to test in – Everybody uses Canada, so you’re probably better off going with another English-speaking country (ex. AU, NZ, SG) – Get 5K+ DAUs flowing through your app • Focus on retention (next-day, 7-day, 14-day) – Rough targets: 40%+ next-day, 25%+ 7-day, 15%+ 14-day – Tutorial completion rate goal at 70% – Are users dropping off at a certain level? If so, why? What items are users buying the most? • Monetization measurement – High end: $1 ARPDAU – Realistic ARPDAU range: $0.04-$0.15 – % DAUs monetized: 1%-5% • Take care of any bugs Proceed with a full launch only when you’re happy with the performance of your bucket test
  • 34. Thank You!Brian.Sapp@tapjoy.co m @sappalicious © 2012 Tapjoy, Inc. All Rights Reserved. Tapjoy and the Tapjoy logo are trademarks or registered trademarks of Tapjoy, Inc. All third party logos and trademarks mentioned are the property of their respective owners.

Notes de l'éditeur

  1. ----- Meeting Notes (8/30/12 15:30) -----add a section break for Tapjoy.com
  2. Reward users for inviting their friends
  3. Reward users for inviting their friends