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November 12, 2014 | Las Vegas, NV 
AFF201What the Top 50 Apps Do with IAP That the Rest of Us Don’tAnd How Playtika Uses This Knowledge to Maximize Revenue 
Mike Hines, Developer Evangelist, Amazon 
Salim Mitha, EVP Product + Monetization, Playtika (Caesars Interactive)
•How the top 50 did vs. the rest of us 
•What the top 50 did differently 
•How Playtika uses Top 50 strategy
3 
The Amazon Appstore reaches millions of customers in 236 countries and territories worldwideAndroidFire phoneKindle FireFire TV and Fire TV StickBB 10
Group A: Top-50 Grossing 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium
Group A: Top-50 Grossing 
iiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiii 
100 
100 
installed
Group A: Top-50 Grossing 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
Iiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiii 
41 
42 
In active 
59 
58 
active
Group A: Top-50 Grossing 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
Iiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiii 
13 
18 
uninstalled 
59 
58 
active
GroupA:Top-50 Grossing 
iii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiii 
13 
18 
uninstalled 
59 
58 
active 
3 
3 
paying
2.6 
2.9 
Source: Amazon Appstore, March 2014 
Group A: Top-50 Grossing 
iii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiii 
Group B: Rest of Freemium 
iii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiii 
13 
18 
uninstalled 
59 
58 
active 
3 
3 
paying 
# of sessions / active 
session length / active 
(minutes) 
× 
= 
avg. session length 
(minutes) 
6.9 
7.4 
18 
22
6.9 
7.4 
2.6 
2.9 
Group A: Top-50 Grossing 
iii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiii 
= 
× 
# of items / paying 
100% 
112% 
avg. selling price 
100% 
136% 
100% 
154% 
ARPPU 
13 
18 
uninstalled 
59 
58 
active 
3 
3 
paying 
# of sessions / active 
session length / active 
(minutes) 
× 
= 
avg. session length 
(minutes) 
18 
22
Source: Amazon Appstore, March 2014 
Group A: Top-50 Grossing 
ii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiii 
Group B: Rest of Freemium 
ii 
Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiii 
# of sessions / active 
session length / active 
(minutes) 
× 
avg. session length 
(minutes) 
17 
25 
uninstalled 
34 
37 
active 
1 
1 
paying 
= 
× 
# of items / paying 
100% 
106% 
avg. selling price 
100% 
107% 
100% 
114% 
ARPPU 
6.7 
7.7 
3.2 
3.5 
21 
27 
= 
# of sessions / active
Group A: Top-50 Grossing 
iiiiiiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiii 
# of sessions / active 
session length / active 
(minutes) 
× 
avg. session length 
(minutes) 
19 
28 
uninstalled 
19 
23 
active 
= 
× 
# of items / paying 
100% 
107% 
avg. selling price 
100% 
122% 
100% 
131% 
ARPPU 
2.6 
3.2 
15 
25 
= 
# of sessions / active
Group A: Top-50 Grossing 
iiiiiiiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iiiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiii 
# of sessions / active 
session length / active 
(minutes) 
× 
avg. session length 
(minutes) 
20 
32 
uninstalled 
14 
18 
active 
= 
× 
# of items / paying 
100% 
102% 
avg. selling price 
100% 
121% 
100% 
124% 
ARPPU 
5.7 
7.4 
2.6 
3.2 
15 
24 
= 
# of sessions / active
Group A: Top-50 Grossing 
iiiiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iiiiiiiiiii 
iiiiiiiiiiiiiiiiiiiii 
# of sessions / active 
session length / active 
(minutes) 
× 
avg. session length 
(minutes) 
21 
34 
uninstalled 
10 
14 
active 
= 
× 
# of items / paying 
100% 
111% 
avg. selling price 
100% 
108% 
100% 
120% 
ARPPU 
5.7 
7.3 
2.5 
3.1 
14 
22 
= 
# of sessions / active
Group A: Top-50 Grossing 
iiiiiiii 
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii 
Source: Amazon Appstore, March 2014 
Group B: Rest of Freemium 
iiii 
iiiiiiiiiiiiiiiiiiiiiiii 
# of sessions / active 
session length / active 
(minutes) 
× 
= 
avg. session length 
(minutes) 
22 
36 
uninstalled 
4 
8 
active 
= 
× 
# of items / paying 
100% 
103% 
avg. selling price 
100% 
128% 
100% 
131% 
ARPPU 
5.9 
7.3 
2.4 
3.1 
14 
23 
# of sessions / active
Hours Since App Download 
Source: Amazon Appstore, March 2014 
0 
24 
48 
72 
96 
120 
144 
168 
192 
216 
240 
264 
288
Days User Owned App 
80% 
90% 
100% 
110% 
120% 
130% 
140% 
150% 
160% 
170% 
1 
4 
7 
10 
13 
16 
19 
22 
25 
28 
Source: Amazon Appstore, March 2014 
+60% 
average 
selling price
What the top 50 do differentlyREVENUE
? 
GIVE THEM A REASON TO COME BACK 
MAKE IT EASY TO COME BACK 
ENGAGE CUSTOMER EARLY 
Source: Amazon Appstore, March 2014
Apps with tutorials that introduce IAP items 
HAVE A 2.5xHIGHER CONVERSION RATE
Apps that show users how to “consume” 
GET MORE REPEAT ORDERS 
Games that provide a post-purchasing tutorial generated 65%more repeat orders than the market average. 
Source: Amazon Appstore, March 2014
69% 
100% 
145% 
1-5 Items 
6-10Items 
11-15Items 
Games with bigger selection 
RECEIVE MORE ORDERS PER CUSTOMER 
Developers that add new items regularly are able to re-engage their paying customers, and developers who differentiate offers for long-time customers sell more items at higher prices. 
Source: Amazon Appstore, March 2014
147% 
101% 
52% 
0% 
50% 
100% 
150% 
200% 
1-5PricePoints 
6-10PricePoints 
11-15PricePoints 
Don’t confuse your customerOFFER VARIETY, BUT NOT TOO MUCH 
Source: Amazon Appstore, March 2014
To sell more IAP items, 
BE CLEAR ABOUT VALUE 
Make it obvious what the benefit is for buying different price items. Confused customers don’t buy anything. 
Source: Amazon Appstore, March 2014
To sell more IAP items, 
BE CLEAR ABOUT VALUE 
Make it obvious what the benefit is for buying different price items. Confused customers don’t buy anything. 
Source: Amazon Appstore, March 2014
Total Marketplace: Assortment by Price Point 
Source: Amazon Appstore, March 2014 
31% 
29% 
7% 
12% 
11% 
5% 
3% 
1% 
14% 
11% 
6% 
3% 
16% 
16% 
11% 
9% 
0% 
10% 
20% 
30% 
40% 
0.99 
1.99 
2.99 
4.99 
9.99 
19.99 
49.99 
99.99 
% of Assortment 
% of Sales 
Most of us have too muchCONCENTRATION ON LOW PRICES
Source: Amazon Appstore, March 2014 
Top 50 Apps: Assortment by Price Point 
28% 
15% 
10% 
13% 
11% 
9% 
9% 
5% 
32% 
19% 
7% 
4% 
10% 
12% 
5% 
4% 
0% 
10% 
20% 
30% 
40% 
0.99 
1.99 
2.99 
4.99 
9.99 
19.99 
49.99 
99.99 
% of Assortment 
% of Sales 
We find that theTOP GAMES ARE MORE BALANCED
Games with bigger selection 
RECEIVE MORE ORDERS 
Tutorials that teach buying and using 
HAVE HIGHER CONVERSION AND REPEAT ORDERS 
Highlighting customer value 
MAKES IT EASY TO SHOP 
Cater to your best and longest customers 
DIFFERENTIATE YOUR IAP CATALOG
Tuning Game Difficulty 
WILL ENCOURAGE LONGER SESSIONS 
Too hard, and users will abandon. Too easy, and they can get bored. Just right, and it becomes addictive!
Adopting Social 
CAN CREATE BUZZ AND KEEP USERS ENGAGED 
This will result in more friend-to-friend marketing as players share their achievements and ranks. Players will also compete with friends and leaders and stay engaged.
Leaderboards and Achievements are 
THE MINIMUM BAR FOR SOCIAL ENGAGEMENT
Design IAP into the fabric of your game 
MAKE IT EASY TO BUY 
Offering ways to buy your IAP items when they are needed will increase conversion.
Design IAP into the fabric of your game 
MAKE IT EASY TO BUY 
Offering ways to buy your IAP items when they are needed will increase conversion.
Design IAP into the fabric of your game 
MAKE IT EASY TO BUY 
Offering ways to buy your IAP items when they are needed will increase conversion. 
Apps that made it easy to shop 
INCREASED REVENUE 75% (ARPPU) 
Source: Amazon Appstore, March 2014
Increase time and count of sessions 
TWEAK GAME DIFFICULTY & ADD SOCIAL 
Increase engagement with IAP 
INTEGRATE IAP INTO APP DESIGN 
Know. Don’t guess 
IMPLEMENT A|B TESTING
How PlaytikaImplements Top 50 Strategy
Two big 
MARKETING QUESTIONS 
How much can we pay for traffic? What is our “Payback period”? 
What is going on with Daily Active Users? How can we grow it?
Assumptions about 
PAYBACKPERIOD 
First 7–14 days is critical (for monetization & payback) 
Game follows a typical arc
Reality about 
PAYBACKPERIOD 
Month 2 is super critical 
Our LTV is spread out over many months 
“Evergreen” game & “evergreen” content
Assumptions about 
DAILY ACTIVE USERS (DAU) 
Black magic 
Most of the DAUs are from recent acquisition activity so we need to keep topping up the funnel
Reality about 
DAILY ACTIVE USERS 
Over 33% of our players have 
played 2+ years! 
60% of our DAU comes from 
players over tenure > 1 year 
Retention & reactivation 
matters 
DAU Composition by Install Cohort
Tying back DAU & Buyers – How “potent” is our DAU? 
Very Cool Metric: Percentage % of DAU that are Payers 
17% 
18% 
19% 
20% 
21% 
22% 
23% 
Percentage of of DAU that Payers
To make a game profitable 
RETENTION MATTERS 
With good retention and reactivation 
YOUR PAYBACK PERIOD IS LONGER THAN YOU THINK 
Understand your Daily Active Users 
KNOW % OF DAU THAT ARE PAYING CUSTOMERS
Two big 
MONETIZATION QUESTIONS 
Who are our buyers? Are they gonnago away? 
Should I run a sale? Or am I training users? Will I get a Revenue Hangover?
52 
20% of Buyers represent 90% of Revenue 
6% 
14% 
81% 
65% 
24% 
11% 
Buyers % 
Revenue % 
Med 
Low 
High 
Importance of our VIP Payers 
WHO ARE OUR BUYERS? 
REVENUE PARETO PRINCIPLE
+93% YoY growth +59% YoY growth 
0 
10,000 
20,000 
30,000 
40,000 
50,000 
60,000 
High Spenders Cohort Population 
0 
20,000 
40,000 
60,000 
80,000 
100,000 
120,000 
140,000 
Medium Spenders Cohort Population 
The problem with revenue/user concentration: 
ARE THEY GONNA GO AWAY? 
Metric: Buyer Cohort Size Growth
83% 
55% 
87% 
65% 
90% 
74% 
0% 
20% 
40% 
60% 
80% 
100% 
PLAY 
PAY 
High Spender Play & Pay % over the last 30 / 60 / 90 Days 
Play - 30 Days 
Play - 60 Days 
Play - 90 Days 
65% 
29% 
71% 
38% 
76% 
47% 
0% 
20% 
40% 
60% 
80% 
100% 
PLAY 
PAY 
Medium Spender Play & Pay % over the last 30 / 60 / 90 Days 
Play - 30 Days 
Play - 60 Days 
Play - 90 Days 
Fostering good growth 
HOW ACTIVE ARE OUR BUYERS? 
Metrics: 1) Play % over the last 30/60/90 days2) Pay % over the last 30/60/90 days
Monitor and create offers for new buyers 
Daily New Buyers 
+25%in 
FTB 
Let’s not ignore our non payers… 
FOCUS ON FIRST TIME BUYERS (FTB)
Is it a good idea? 
SHOULD I RUN A SALE? 
We looked at: 
% of revenue coming from Normal Payment Page vs. Sale Page 
Staggered sale dates for unpredictability
Metric: Average Currency Balance of Payers 
•When balances are low, the timing is right 
•Content cadence is critical here 
When is 
THE RIGHT TIME TO RUN A SALE?
Metric: Absorption and Velocity of Paid Sale Currency 
74.6% 
49.0% 
11.4% 
27.1% 
4.9% 
19.5% 
0% 
10% 
20% 
30% 
40% 
50% 
60% 
70% 
80% 
90% 
100% 
Normal Day 
Sale 
Money supply can 
IMPACT FUTURE REVENUE
Jan-13 
Feb-13 
Mar-13 
Apr-13 
May-13 
Jun-13 
Jul-13 
Aug-13 
Sep-13 
Oct-13 
Nov-13 
Dec-13 
Jan-14 
Feb-14 
Mar-14 
Apr-14 
May-14 
Jun-14 
Revenue Trend(Daily Max, Min and Average) 
Max 
Min 
Average 
Sale Timing + Content CadenceHANGOVER MANAGEMENT 
Look at the Min & Max 
Steadily increase Min
Understand what your users are doing 
USE ANALYTICS 
Does 90% of revenue come from 20% of your buyers? 
MITIGATE CONCENTRATION RISK 
Optimal sale timing is… 
WHEN HARD CURRENCY BALANCES LOW 
To prevent sale hangovers 
PAIR SALES WITH NEW CONTENT
Metrics: Conversion, Monthly Buyers & ARPPU 
Monthly ARPPU 
Follow the best practices of the top 50 
Bottom Line 
BRINGING IT ALL TOGETHER
Most of your revenue will come from long-term users 
DIFFERENTIATE YOUR OFFERS 
Encourage longer sessions, long-term use, greater conversion, more reorders 
USE A|B TESTING TO TUNE APP YOUR APP 
Reduce revenue concentration, increase long-term payers 
MAKE OFFERS JUST FOR LONG-TERM NON-PAYERS 
Keep users engaged and encourage conversion 
COMBINE SALES AND CONTENT UPDATES
TO LEARN MORE… 
…about the Amazon Appstore and APIs that can help you monetize, visit the Amazon DevPortal: 
http://developer.amazon.com/API
NextSessions: 
Wed2:15 in Delfino4105 
AFF302: ResponsiveGame Design 
Thur11:00 in Murano3304 
AFF202: Everything You Need to Know about Building Apps for the Fire Phone 
Thur4:30 in Murano3304 
AFF301: Fire Phone: The Dynamic Perspective API, Under the Hood
https://developer.amazon.com/welcome 
https://developer.amazon.com/blogAndroidFire phoneKindle FireFire TV and Fire TV StickBB 10
http://bit.ly/awsevals

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(AFF201) What the Top 50 Games Do with In-App Purchasing That the Rest of Us Don't | AWS re:Invent 2014

  • 1. November 12, 2014 | Las Vegas, NV AFF201What the Top 50 Apps Do with IAP That the Rest of Us Don’tAnd How Playtika Uses This Knowledge to Maximize Revenue Mike Hines, Developer Evangelist, Amazon Salim Mitha, EVP Product + Monetization, Playtika (Caesars Interactive)
  • 2. •How the top 50 did vs. the rest of us •What the top 50 did differently •How Playtika uses Top 50 strategy
  • 3. 3 The Amazon Appstore reaches millions of customers in 236 countries and territories worldwideAndroidFire phoneKindle FireFire TV and Fire TV StickBB 10
  • 4.
  • 5. Group A: Top-50 Grossing Source: Amazon Appstore, March 2014 Group B: Rest of Freemium
  • 6. Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii 100 100 installed
  • 7. Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Iiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiii 41 42 In active 59 58 active
  • 8. Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Iiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii 13 18 uninstalled 59 58 active
  • 9. GroupA:Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii 13 18 uninstalled 59 58 active 3 3 paying
  • 10. 2.6 2.9 Source: Amazon Appstore, March 2014 Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii 13 18 uninstalled 59 58 active 3 3 paying # of sessions / active session length / active (minutes) × = avg. session length (minutes) 6.9 7.4 18 22
  • 11. 6.9 7.4 2.6 2.9 Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii = × # of items / paying 100% 112% avg. selling price 100% 136% 100% 154% ARPPU 13 18 uninstalled 59 58 active 3 3 paying # of sessions / active session length / active (minutes) × = avg. session length (minutes) 18 22
  • 12. Source: Amazon Appstore, March 2014 Group A: Top-50 Grossing ii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiii Group B: Rest of Freemium ii Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 17 25 uninstalled 34 37 active 1 1 paying = × # of items / paying 100% 106% avg. selling price 100% 107% 100% 114% ARPPU 6.7 7.7 3.2 3.5 21 27 = # of sessions / active
  • 13. Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 19 28 uninstalled 19 23 active = × # of items / paying 100% 107% avg. selling price 100% 122% 100% 131% ARPPU 2.6 3.2 15 25 = # of sessions / active
  • 14. Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 20 32 uninstalled 14 18 active = × # of items / paying 100% 102% avg. selling price 100% 121% 100% 124% ARPPU 5.7 7.4 2.6 3.2 15 24 = # of sessions / active
  • 15. Group A: Top-50 Grossing iiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiii iiiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 21 34 uninstalled 10 14 active = × # of items / paying 100% 111% avg. selling price 100% 108% 100% 120% ARPPU 5.7 7.3 2.5 3.1 14 22 = # of sessions / active
  • 16. Group A: Top-50 Grossing iiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiii iiiiiiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × = avg. session length (minutes) 22 36 uninstalled 4 8 active = × # of items / paying 100% 103% avg. selling price 100% 128% 100% 131% ARPPU 5.9 7.3 2.4 3.1 14 23 # of sessions / active
  • 17. Hours Since App Download Source: Amazon Appstore, March 2014 0 24 48 72 96 120 144 168 192 216 240 264 288
  • 18. Days User Owned App 80% 90% 100% 110% 120% 130% 140% 150% 160% 170% 1 4 7 10 13 16 19 22 25 28 Source: Amazon Appstore, March 2014 +60% average selling price
  • 19.
  • 20. What the top 50 do differentlyREVENUE
  • 21. ? GIVE THEM A REASON TO COME BACK MAKE IT EASY TO COME BACK ENGAGE CUSTOMER EARLY Source: Amazon Appstore, March 2014
  • 22. Apps with tutorials that introduce IAP items HAVE A 2.5xHIGHER CONVERSION RATE
  • 23. Apps that show users how to “consume” GET MORE REPEAT ORDERS Games that provide a post-purchasing tutorial generated 65%more repeat orders than the market average. Source: Amazon Appstore, March 2014
  • 24. 69% 100% 145% 1-5 Items 6-10Items 11-15Items Games with bigger selection RECEIVE MORE ORDERS PER CUSTOMER Developers that add new items regularly are able to re-engage their paying customers, and developers who differentiate offers for long-time customers sell more items at higher prices. Source: Amazon Appstore, March 2014
  • 25. 147% 101% 52% 0% 50% 100% 150% 200% 1-5PricePoints 6-10PricePoints 11-15PricePoints Don’t confuse your customerOFFER VARIETY, BUT NOT TOO MUCH Source: Amazon Appstore, March 2014
  • 26. To sell more IAP items, BE CLEAR ABOUT VALUE Make it obvious what the benefit is for buying different price items. Confused customers don’t buy anything. Source: Amazon Appstore, March 2014
  • 27. To sell more IAP items, BE CLEAR ABOUT VALUE Make it obvious what the benefit is for buying different price items. Confused customers don’t buy anything. Source: Amazon Appstore, March 2014
  • 28. Total Marketplace: Assortment by Price Point Source: Amazon Appstore, March 2014 31% 29% 7% 12% 11% 5% 3% 1% 14% 11% 6% 3% 16% 16% 11% 9% 0% 10% 20% 30% 40% 0.99 1.99 2.99 4.99 9.99 19.99 49.99 99.99 % of Assortment % of Sales Most of us have too muchCONCENTRATION ON LOW PRICES
  • 29. Source: Amazon Appstore, March 2014 Top 50 Apps: Assortment by Price Point 28% 15% 10% 13% 11% 9% 9% 5% 32% 19% 7% 4% 10% 12% 5% 4% 0% 10% 20% 30% 40% 0.99 1.99 2.99 4.99 9.99 19.99 49.99 99.99 % of Assortment % of Sales We find that theTOP GAMES ARE MORE BALANCED
  • 30. Games with bigger selection RECEIVE MORE ORDERS Tutorials that teach buying and using HAVE HIGHER CONVERSION AND REPEAT ORDERS Highlighting customer value MAKES IT EASY TO SHOP Cater to your best and longest customers DIFFERENTIATE YOUR IAP CATALOG
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  • 33. Tuning Game Difficulty WILL ENCOURAGE LONGER SESSIONS Too hard, and users will abandon. Too easy, and they can get bored. Just right, and it becomes addictive!
  • 34. Adopting Social CAN CREATE BUZZ AND KEEP USERS ENGAGED This will result in more friend-to-friend marketing as players share their achievements and ranks. Players will also compete with friends and leaders and stay engaged.
  • 35. Leaderboards and Achievements are THE MINIMUM BAR FOR SOCIAL ENGAGEMENT
  • 36. Design IAP into the fabric of your game MAKE IT EASY TO BUY Offering ways to buy your IAP items when they are needed will increase conversion.
  • 37. Design IAP into the fabric of your game MAKE IT EASY TO BUY Offering ways to buy your IAP items when they are needed will increase conversion.
  • 38. Design IAP into the fabric of your game MAKE IT EASY TO BUY Offering ways to buy your IAP items when they are needed will increase conversion. Apps that made it easy to shop INCREASED REVENUE 75% (ARPPU) Source: Amazon Appstore, March 2014
  • 39. Increase time and count of sessions TWEAK GAME DIFFICULTY & ADD SOCIAL Increase engagement with IAP INTEGRATE IAP INTO APP DESIGN Know. Don’t guess IMPLEMENT A|B TESTING
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  • 44. Two big MARKETING QUESTIONS How much can we pay for traffic? What is our “Payback period”? What is going on with Daily Active Users? How can we grow it?
  • 45. Assumptions about PAYBACKPERIOD First 7–14 days is critical (for monetization & payback) Game follows a typical arc
  • 46. Reality about PAYBACKPERIOD Month 2 is super critical Our LTV is spread out over many months “Evergreen” game & “evergreen” content
  • 47. Assumptions about DAILY ACTIVE USERS (DAU) Black magic Most of the DAUs are from recent acquisition activity so we need to keep topping up the funnel
  • 48. Reality about DAILY ACTIVE USERS Over 33% of our players have played 2+ years! 60% of our DAU comes from players over tenure > 1 year Retention & reactivation matters DAU Composition by Install Cohort
  • 49. Tying back DAU & Buyers – How “potent” is our DAU? Very Cool Metric: Percentage % of DAU that are Payers 17% 18% 19% 20% 21% 22% 23% Percentage of of DAU that Payers
  • 50. To make a game profitable RETENTION MATTERS With good retention and reactivation YOUR PAYBACK PERIOD IS LONGER THAN YOU THINK Understand your Daily Active Users KNOW % OF DAU THAT ARE PAYING CUSTOMERS
  • 51. Two big MONETIZATION QUESTIONS Who are our buyers? Are they gonnago away? Should I run a sale? Or am I training users? Will I get a Revenue Hangover?
  • 52. 52 20% of Buyers represent 90% of Revenue 6% 14% 81% 65% 24% 11% Buyers % Revenue % Med Low High Importance of our VIP Payers WHO ARE OUR BUYERS? REVENUE PARETO PRINCIPLE
  • 53. +93% YoY growth +59% YoY growth 0 10,000 20,000 30,000 40,000 50,000 60,000 High Spenders Cohort Population 0 20,000 40,000 60,000 80,000 100,000 120,000 140,000 Medium Spenders Cohort Population The problem with revenue/user concentration: ARE THEY GONNA GO AWAY? Metric: Buyer Cohort Size Growth
  • 54. 83% 55% 87% 65% 90% 74% 0% 20% 40% 60% 80% 100% PLAY PAY High Spender Play & Pay % over the last 30 / 60 / 90 Days Play - 30 Days Play - 60 Days Play - 90 Days 65% 29% 71% 38% 76% 47% 0% 20% 40% 60% 80% 100% PLAY PAY Medium Spender Play & Pay % over the last 30 / 60 / 90 Days Play - 30 Days Play - 60 Days Play - 90 Days Fostering good growth HOW ACTIVE ARE OUR BUYERS? Metrics: 1) Play % over the last 30/60/90 days2) Pay % over the last 30/60/90 days
  • 55. Monitor and create offers for new buyers Daily New Buyers +25%in FTB Let’s not ignore our non payers… FOCUS ON FIRST TIME BUYERS (FTB)
  • 56. Is it a good idea? SHOULD I RUN A SALE? We looked at: % of revenue coming from Normal Payment Page vs. Sale Page Staggered sale dates for unpredictability
  • 57. Metric: Average Currency Balance of Payers •When balances are low, the timing is right •Content cadence is critical here When is THE RIGHT TIME TO RUN A SALE?
  • 58. Metric: Absorption and Velocity of Paid Sale Currency 74.6% 49.0% 11.4% 27.1% 4.9% 19.5% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Normal Day Sale Money supply can IMPACT FUTURE REVENUE
  • 59. Jan-13 Feb-13 Mar-13 Apr-13 May-13 Jun-13 Jul-13 Aug-13 Sep-13 Oct-13 Nov-13 Dec-13 Jan-14 Feb-14 Mar-14 Apr-14 May-14 Jun-14 Revenue Trend(Daily Max, Min and Average) Max Min Average Sale Timing + Content CadenceHANGOVER MANAGEMENT Look at the Min & Max Steadily increase Min
  • 60. Understand what your users are doing USE ANALYTICS Does 90% of revenue come from 20% of your buyers? MITIGATE CONCENTRATION RISK Optimal sale timing is… WHEN HARD CURRENCY BALANCES LOW To prevent sale hangovers PAIR SALES WITH NEW CONTENT
  • 61. Metrics: Conversion, Monthly Buyers & ARPPU Monthly ARPPU Follow the best practices of the top 50 Bottom Line BRINGING IT ALL TOGETHER
  • 62. Most of your revenue will come from long-term users DIFFERENTIATE YOUR OFFERS Encourage longer sessions, long-term use, greater conversion, more reorders USE A|B TESTING TO TUNE APP YOUR APP Reduce revenue concentration, increase long-term payers MAKE OFFERS JUST FOR LONG-TERM NON-PAYERS Keep users engaged and encourage conversion COMBINE SALES AND CONTENT UPDATES
  • 63. TO LEARN MORE… …about the Amazon Appstore and APIs that can help you monetize, visit the Amazon DevPortal: http://developer.amazon.com/API
  • 64. NextSessions: Wed2:15 in Delfino4105 AFF302: ResponsiveGame Design Thur11:00 in Murano3304 AFF202: Everything You Need to Know about Building Apps for the Fire Phone Thur4:30 in Murano3304 AFF301: Fire Phone: The Dynamic Perspective API, Under the Hood