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How UI Impacts
Engagement & Monetization
in F2P Mobile Games
Jean-Vincent ‘JV’ Chardon	

EMEA Publisher Sales Manager
•  Introduction To Tapjoy	

•  New User Flow	

•  Store Design and Funnel 	

•  The Devil is in the Details	

•  Monetization	

•  Final Thoughts	

	

	

	

Overview
Tapjoy by the Numbers	

100 MM	

Monthly	

Active Users	

5,000	

Active Apps	

	

75,000 	

Historical Apps	

1.2 MM	

Daily Ad	

Engagements	

600 MM	

Daily	

Sessions
Tapjoy’s Mobile Value Exchange	

I can earn Coins by engaging
with ads via Tapjoy. 	

How it Works	

I need more Coins to gear up in TripleTown.	

I can buy Coins with
real money.	

1	

 2	

1	

2
New User Flow
New User Flow	

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

	

•  Use clear directions	

•  Show off the cool parts of the game	

•  Get the user playing as soon as you can	

	

	

You have 30 seconds to hook new users	

and under 5 minutes to teach them: 	

	

•  Shoot for 70% completion rate of the tutorial
Optimize the Download	

Tapjoy Network Conversion Rate (clicks to installs)	

Android	
  Conversion	
  rate:	
  
	
  	
  
•  0-­‐50mb	
   	
  50-­‐60%	
  
•  50-­‐100mb	
   	
  30-­‐45%	
  	
  
•  100+mb	
   	
  15-­‐20%	
  
iOS	
  Conversion	
  rate:	
  	
  
	
  
•  0-­‐50mb	
   	
  65-­‐75%	
  	
  
•  50-­‐100mb	
   	
  30-­‐40%	
  	
  
•  200+mb	
   	
  25-­‐30%	
  
Don’t lose users before they’ve opened the game!	

The smaller the file, the better the CVR!
Conquering the World with Localization	

•  Significantly improves your chances of getting featured in foreign territories	

Boost revenue and distribution upon app launch 	

•  +128% downloads and +26% revenue within a week of an app localizing 	

•  Asia is growing at an incredible rate – this is a market that can’t be ignored	

* Distimo	

** App Annie Report - 11/29/12
Don’t Force A Registration	

•  Forced registration hurts engagement and chart position	

User drop off 50 to 75% when forcing registration	

(incl. mandatory Facebook login)	

	

•  Think of mobile as a new, untapped audience and allow for mobile sign up	

•  Consider rewarding users for creating accounts	

•  If possible, create guest accounts 	

•  Even more so for new apps  on Android
A Confusing Tutorial	

•  Too wordy, use as little text as possible	

	

•  Walk users through the core mechanic, don’t
explain what it is	

	

•  Once a user leaves, they’ll likely never return. 	

•  The two user choices here are bad and worse 	

	

ý 	

The Bad	

Don’t lose them before they’ve even seen the good parts
Tutorial - 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 an engaged user	

•  You can’t display everything, show off your core loop and build from there 	

CSR Racing iOS	

ý 	

The Good
Engagement is key to monetization	

R	

•  As progress is more  more difficult, likelihood of monetization increases	

•  Allow for rapid progress at first and reward users often and early in the game	

ý 	

The Bad	

Level	
  4	
  of	
  this	
  game	
  
is	
  reached	
  only	
  	
  
aEer	
  80	
  minutes!	
  
Level	
  4	
  of	
  this	
  game	
  
was	
  easily	
  reached	
  	
  
aEer	
  10	
  minutes!	
  
More	
  engagement	
  
=	
  
More	
  moneLzaLon	
  
ý 	

The Good
Store Design 	

and Funnel
Store Funnel	

R	

•  No more than two clicks	

•  Make it easy for users to find your store and buy items. 	

•  Prompt to the store when currency runs out
Currency Store Design	

R	

•  Text is too small	

•  Nothing grabs users, no calls to action	

•  Unimaginative icons	

•  No clear prices for each package	

•  Put most popular items first 	

ý 	

The Bad
Currency Store Design	

R	

•  Use icons over text when possible	

•  Let users know they’re getting a deal	

•  A well designed, clean store = happy customers	

•  Design for the phone, not tablet, use all your real estate	

ý 	

The Good
Virtual Goods Store Design	

R	

•  Text is hard to read, color scheme is all the same	

•  What do I get for my upgrade? 	

•  Bank call out is not enticing	

•  Icons are poor to non existent	

ý 	

The Bad
Virtual Goods Store Design (The Good)	

R	

•  Easy to navigate and understand	

	

•  Upgrades are clear, I know what I’m getting	

	

•  Proper call outs to get more currency	

	

•  Large icons over text	

	

ý 	

The Good
The Devil is 	

In the Details
Loading Screens	

Loading screens are an opportunity to engage users with messages	

•  Loading screens are by nature time
consuming	

•  Give users helpful hints	

•  Make it humorous	

	

•  Make it what you want
Daily Rewards	

	

•  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	

Give your users a reward for coming back every day.
Build Daily Rewards Into Game Play (CSR Racing)
Build Daily Rewards Into Game Play (Subway Surfer)
Design is the Name of the Game	

•  Early games were web first designs, ported over to mobile	

•  New companies are moving to mobile first design
Don’t Let Rules Confine You	

•  Now take everything we’ve said
and throw it out the window:	

	

•  First to market	

•  Great game mechanic	

•  Great content	

•  Hardcore, niche audiences	

There are always exceptions to the rule
Monetization
Rewarded Offerwall	

Non-rewarded Offerwall	

Featured Ads	

Banner Ads	

Mobile Revenue: Ad Types	

1
Videos
Which Ad Units Are Right For My Game?	

HARDCORE	

	

	

Usage: 	

Highly Engaged User/Smaller User Base	

	

Monetization: 	

High ARPDAU ($.15-$1.00)	

	

Ad Solution:	

Alternative Payment Platform	

CORE	

	

	

Usage: 	

Engaged User/Large User Base	

	

Monetization: 	

Mid Level ARPDAU ($.04-$.15)	

	

Ad Solution:	

Alternative Payment Platform	

Featured Ads/Video Ads	

	

CASUAL	

	

Usage: 	

Low Engaged User/Massive User Base	

	

Monetization: 	

Low ARPDAU ($.01-$.04)	

	

Ad Solution:	

Alt Pay/Featured Ads/Video Ads	

Banner Ads/Cross Promo Wall	

Are you leaving revenue on the table? Are you balancing user engagement with
monetization? Have you got realistic revenue ambitions?
Final Thoughts
One of the advantages of mobile is the possibility to update your game
regularly. For every new game / iteration:	

	

•  Choose a region you want to use as you test group (New Zealand, Canada, Ireland)	

•  Make changes based on metrics findings, user feedback	

	

•  Launch new version and set minimum user group size 	

•  Review data on the changes, update and repeat 	

•  Push updates to entire user base when ready	

•  Keep updating your app with new content 	

GaaS: Gaming as a Service	

Key	
  Metrics	
  to	
  Collect	
  	
  	
  
•  Total	
  Installs	
  
•  Total	
  revenue	
  (Direct	
  and	
  Alt)	
  
•  ARPDAU	
  
•  Install	
  funnel	
  
•  Downloads,	
  	
  
•  Installs,	
  	
  
•  Tutorial	
  compleLon	
  
•  Tutorial	
  CompleLon	
  Percentage	
  
•  Level	
  progress	
  
Jean-Vincent ‘JV’ Chardon
JV@Tapjoy.com / JVChardon

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Israeli Game Developemnt Day 2013 - How ui impacts engagement and monetiza…

  • 1. How UI Impacts Engagement & Monetization in F2P Mobile Games Jean-Vincent ‘JV’ Chardon EMEA Publisher Sales Manager
  • 2. •  Introduction To Tapjoy •  New User Flow •  Store Design and Funnel •  The Devil is in the Details •  Monetization •  Final Thoughts Overview
  • 3. Tapjoy by the Numbers 100 MM Monthly Active Users 5,000 Active Apps 75,000 Historical Apps 1.2 MM Daily Ad Engagements 600 MM Daily Sessions
  • 4. Tapjoy’s Mobile Value Exchange I can earn Coins by engaging with ads via Tapjoy. How it Works I need more Coins to gear up in TripleTown. I can buy Coins with real money. 1 2 1 2
  • 6. New User Flow The new user flow is one of the most important parts of a successful game: •  Use clear directions •  Show off the cool parts of the game •  Get the user playing as soon as you can You have 30 seconds to hook new users and under 5 minutes to teach them: •  Shoot for 70% completion rate of the tutorial
  • 7. Optimize the Download Tapjoy Network Conversion Rate (clicks to installs) Android  Conversion  rate:       •  0-­‐50mb    50-­‐60%   •  50-­‐100mb    30-­‐45%     •  100+mb    15-­‐20%   iOS  Conversion  rate:       •  0-­‐50mb    65-­‐75%     •  50-­‐100mb    30-­‐40%     •  200+mb    25-­‐30%   Don’t lose users before they’ve opened the game! The smaller the file, the better the CVR!
  • 8. Conquering the World with Localization •  Significantly improves your chances of getting featured in foreign territories Boost revenue and distribution upon app launch •  +128% downloads and +26% revenue within a week of an app localizing •  Asia is growing at an incredible rate – this is a market that can’t be ignored * Distimo ** App Annie Report - 11/29/12
  • 9. Don’t Force A Registration •  Forced registration hurts engagement and chart position User drop off 50 to 75% when forcing registration (incl. mandatory Facebook login) •  Think of mobile as a new, untapped audience and allow for mobile sign up •  Consider rewarding users for creating accounts •  If possible, create guest accounts •  Even more so for new apps on Android
  • 10. A Confusing Tutorial •  Too wordy, use as little text as possible •  Walk users through the core mechanic, don’t explain what it is •  Once a user leaves, they’ll likely never return. •  The two user choices here are bad and worse ý The Bad Don’t lose them before they’ve even seen the good parts
  • 11. Tutorial - 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 an engaged user •  You can’t display everything, show off your core loop and build from there CSR Racing iOS ý The Good
  • 12. Engagement is key to monetization R •  As progress is more more difficult, likelihood of monetization increases •  Allow for rapid progress at first and reward users often and early in the game ý The Bad Level  4  of  this  game   is  reached  only     aEer  80  minutes!   Level  4  of  this  game   was  easily  reached     aEer  10  minutes!   More  engagement   =   More  moneLzaLon   ý The Good
  • 14. Store Funnel R •  No more than two clicks •  Make it easy for users to find your store and buy items. •  Prompt to the store when currency runs out
  • 15. Currency Store Design R •  Text is too small •  Nothing grabs users, no calls to action •  Unimaginative icons •  No clear prices for each package •  Put most popular items first ý The Bad
  • 16. Currency Store Design R •  Use icons over text when possible •  Let users know they’re getting a deal •  A well designed, clean store = happy customers •  Design for the phone, not tablet, use all your real estate ý The Good
  • 17. Virtual Goods Store Design R •  Text is hard to read, color scheme is all the same •  What do I get for my upgrade? •  Bank call out is not enticing •  Icons are poor to non existent ý The Bad
  • 18. Virtual Goods Store Design (The Good) R •  Easy to navigate and understand •  Upgrades are clear, I know what I’m getting •  Proper call outs to get more currency •  Large icons over text ý The Good
  • 19. The Devil is In the Details
  • 20. Loading Screens Loading screens are an opportunity to engage users with messages •  Loading screens are by nature time consuming •  Give users helpful hints •  Make it humorous •  Make it what you want
  • 21. Daily Rewards •  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 Give your users a reward for coming back every day.
  • 22. Build Daily Rewards Into Game Play (CSR Racing)
  • 23. Build Daily Rewards Into Game Play (Subway Surfer)
  • 24. Design is the Name of the Game •  Early games were web first designs, ported over to mobile •  New companies are moving to mobile first design
  • 25. Don’t Let Rules Confine You •  Now take everything we’ve said and throw it out the window: •  First to market •  Great game mechanic •  Great content •  Hardcore, niche audiences There are always exceptions to the rule
  • 27. Rewarded Offerwall Non-rewarded Offerwall Featured Ads Banner Ads Mobile Revenue: Ad Types 1 Videos
  • 28. Which Ad Units Are Right For My Game? HARDCORE Usage: Highly Engaged User/Smaller User Base Monetization: High ARPDAU ($.15-$1.00) Ad Solution: Alternative Payment Platform CORE Usage: Engaged User/Large User Base Monetization: Mid Level ARPDAU ($.04-$.15) Ad Solution: Alternative Payment Platform Featured Ads/Video Ads CASUAL Usage: Low Engaged User/Massive User Base Monetization: Low ARPDAU ($.01-$.04) Ad Solution: Alt Pay/Featured Ads/Video Ads Banner Ads/Cross Promo Wall Are you leaving revenue on the table? Are you balancing user engagement with monetization? Have you got realistic revenue ambitions?
  • 30. One of the advantages of mobile is the possibility to update your game regularly. For every new game / iteration: •  Choose a region you want to use as you test group (New Zealand, Canada, Ireland) •  Make changes based on metrics findings, user feedback •  Launch new version and set minimum user group size •  Review data on the changes, update and repeat •  Push updates to entire user base when ready •  Keep updating your app with new content GaaS: Gaming as a Service Key  Metrics  to  Collect       •  Total  Installs   •  Total  revenue  (Direct  and  Alt)   •  ARPDAU   •  Install  funnel   •  Downloads,     •  Installs,     •  Tutorial  compleLon   •  Tutorial  CompleLon  Percentage   •  Level  progress