Not sure when (or if) to run a sale? Not sure what IAP items to offer? In this session, Playtika EVP Salim Mitha and Amazon show you what works. We share best practices and analytics data that we've aggregated from the top 50 in-app purchase (IAP) grossing games in the Amazon Appstore. We cover user retention and engagement data comparisons and examine several purchasing UI layouts to learn how to manage and present IAP item selection. We also cover how to manage IAP price points and how and when to tailor price variety, sales, and offers for customers. You get actionable data and suggestions that you can use on your current as well as future projects to help maximize IAP revenue.
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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
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
31.
32.
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.
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
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?
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