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©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 1
How	
  to	
  Design	
  Annuities
Ted Verani, VP of Business Development
Pocket Gamer Connects, London
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 2
Scientific	
  Revenue	
  is	
  a	
  machine-­‐‑
learning	
  based	
  dynamic	
  pricing	
  
platform	
  for	
  in-­‐‑app	
  purchases
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 3
The	
  magic	
  of	
  selling	
  the	
  same	
  
thing	
  at	
  different	
  price	
  points
How	
  much	
  is	
  the	
  large	
  human	
  
bridle	
  worth?
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 4
Background
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 5
Typical	
  Game
• Your	
  conversion	
  is	
  between	
  .5%	
  and	
  3%
• ¼	
  to	
  ½	
  of	
  your	
  purchasers	
  buy	
  something	
  in	
  the	
  
first	
  two	
  days
• Somewhere	
  between	
  !
"⁄ and	
  $
"⁄ of	
  your	
  players	
  don’t	
  visit	
  
the	
  coin	
  store	
  at	
  all.	
  
• You	
  have	
  a	
  lot	
  of	
  people	
  who	
  will	
  never	
  purchase,	
  
but	
  who	
  will	
  play	
  the	
  game	
  for	
  a	
  extended	
  period	
  
of	
  time
• Some	
  of	
  them	
  have	
  money!
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 6
Classifying	
  Players
Long	
  Term	
  Players
Purchasers
First	
  Day	
  Purchasers
Impulse	
  Purchasers	
  
(“unplanned	
  
purchases”)
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 7
How	
  do	
  we	
  reach	
  players	
  that	
  don’t	
  
buy	
  on	
  impulse?	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 8
Inspiration
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 9
More	
  Inspiration:	
  Daily	
  Login	
  Rewards
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 10
On	
  Annuities
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 11
http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase
_Your_FreetoPlay_Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuit
ies.php
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 12
The	
  Simplest	
  Annuity	
  That	
  Actually	
  Works
• First,	
  implement	
  a	
  daily	
  reward	
  system	
  based	
  on	
  
currency
• Make	
  sure	
  it	
  works,	
  and	
  brings	
  people	
  back
• Make	
  sure	
  it	
  doesn’t	
  cannibalize	
  revenue
• On	
  a	
  selective	
  basis,	
  offer	
  to	
  double	
  the	
  daily	
  
login	
  reward for	
  fixed	
  price	
  to	
  people	
  who	
  have	
  
high	
  engagement	
  and	
  are	
  unlikely	
  to	
  buy	
  anything
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 13
KEY	
  GOAL:	
  Little	
  or	
  No	
  Cannibalization
• Annuities	
  should	
  NOT	
  replace	
  regular	
  IAP	
  spend
• Done	
  properly,	
  they	
  cause	
  grinders	
  to	
  become	
  spenders
• Done	
  properly,	
  they	
  often	
  increase	
  demand	
  for	
  goods	
  and	
  
currency	
  (teaser	
  /	
  taste	
  model)
• Add	
  people	
  to	
  the	
  conversion	
  pool	
  and	
  to	
  the	
  
long-­‐‑term	
  retention	
  pool
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 14
How	
  big	
  should	
  your	
  annuity	
  be?	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 15
Things	
  You	
  Must	
  Know	
  About	
  Your	
  Game
• Lifetime	
  Spending	
  Caps
• Is	
  it	
  possible	
  to	
  “Buy	
  the	
  game”
• Depth	
  versus	
  Breadth
• Do	
  players	
  “level	
  up”	
  their	
  gear	
  or	
  do	
  they	
  buy	
  new	
  things?
• Minimum	
  Values
• Daily	
  Login	
  Bonuses
• Easily	
  earned	
  currency	
  amounts	
  (typical	
  daily	
  earn)
• Maximum	
  Values
• Average	
  daily	
  spend
• Typical	
  “medium	
  end”	
  purchase	
  
• Annuities	
  shouldn’t	
  cover	
  your	
  spend	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 16
Design	
  Considerations	
  for	
  Annuity
• Duration
• Needs	
  to	
  be	
  long	
  enough	
  to	
  delay	
  most	
  of	
  the	
  reward
• Need	
  to	
  login	
  /	
  need	
  to	
  click
• It	
  shouldn’t	
  just	
  accumulate	
  while	
  the	
  user	
  is	
  inactive
• One	
  at	
  a	
  Time
• Do	
  not	
  let	
  people	
  purchase	
  or	
  receive	
  multiple	
  annuities	
  
simultaneously
• Exchange	
  Rate	
  for	
  how	
  much	
  
• Use	
  your	
  Black	
  Friday	
  sale	
  as	
  a	
  starting	
  point
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 17
Graduate	
  School
• Randomized	
  Rewards
• Intermittent	
  Availability
• Hyperbolic	
  Discounting
• Accumulations
• Punctuated	
  Rewards
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 18
The	
  Monetisation Design	
  Library
• SR	
  Resources	
  Page.
http://www.scientificrevenue.com/resources/
• On	
  Pay	
  to	
  Win	
  Strategies.	
  
http://www.gamasutra.com/blogs/WilliamGrosso/20161102/284598/Looking_at_Pay_to_Win.php
• On	
  Daily	
  Login	
  Bonuses.	
  
http://www.gamasutra.com/blogs/WilliamGrosso/20160613/274759/The_Science__Craft_of_Designing_D
aily_Rewards__and_Why_FTP_Games_Need_Them.php
• On	
  Annuities.
http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase_Your_FreetoPlay_
Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuities.php
• Our	
  IAP	
  Survey.
http://www.pocketgamer.biz/data-­‐‑and-­‐‑research/63436/scientific-­‐‑revenue-­‐‑survey/	
  and	
  
http://www.scientificrevenue.com/iap-­‐‑survey/
• On	
  Feeder	
  Apps.	
  
http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑turn-­‐‑free-­‐‑viral-­‐‑apps-­‐‑into-­‐‑feeder-­‐‑apps-­‐‑that-­‐‑actually-­‐‑
make-­‐‑money/
• On	
  Powerup Design.
http://www.scientificrevenue.com/blog-­‐‑posts/rescues-­‐‑buffs-­‐‑skips-­‐‑how-­‐‑to-­‐‑design-­‐‑mobile-­‐‑game-­‐‑power-­‐‑
ups-­‐‑for-­‐‑optimal-­‐‑iap/
• On	
  Payment	
  Wall	
  Design.
http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑design-­‐‑an-­‐‑in-­‐‑app-­‐‑purchase-­‐‑paywall-­‐‑that-­‐‑earns-­‐‑
you-­‐‑money-­‐‑without-­‐‑annoying-­‐‑your-­‐‑players/	
  
• On	
  Non-­‐‑virtual-­‐‑currency	
  IAP	
  Strategies.
http://www.gamasutra.com/blogs/WilliamGrosso/20160202/264646/IAP_Strategies_Most_Mobile_Game
rs_Dont_Hate__And_Most_AAA_Publishers_Should_Try.php
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 19
Continuing	
  the	
  Conversation
Twitter:
Excellent	
  Mailing	
  Lists:
https://mailman.stanford.edu/mailman/listinfo/gsb-­‐‑videogames
https://gaminginsiders.mobilize.io/users/sign_in
https://twitter.com/SciRevenue
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 20
Thank	
  You	
  
Ted Verani, VP of Business Development
ted@scientificrevenue.com
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 21
Pulling	
  it	
  togther
• Things	
  you	
  already	
  know….	
  	
  
• For	
  general	
  players,	
  annuity	
  should	
  be	
  193	
  coins
• Make	
  it	
  200	
  because	
  the	
  difference	
  is	
  small	
  and	
  200	
  is	
  
psychologically	
  more	
  friendly	
  
• What	
  is	
  the	
  cost?	
  	
  
• You	
  know	
  it	
  is	
  200	
  coins	
  x	
  28	
  days(Duration),	
  which	
  is	
  5600	
  
coins	
  in	
  total	
  
• Take	
  the	
  Black	
  Friday	
  Exchange	
  Rate,	
  which	
  is	
  $.004	
  for	
  
single	
  coin	
  
• Then,	
  the	
  annuity	
  cost	
  is	
  5600	
  x	
  $.004	
  =	
  $22.40	
  
• Which	
  is	
  $19.99	
  once	
  you	
  make	
  it	
  psychologically	
  friendly	
  

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On Annuity Design - Pocket Gamer London 2017

  • 1. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 1 How  to  Design  Annuities Ted Verani, VP of Business Development Pocket Gamer Connects, London
  • 2. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 2 Scientific  Revenue  is  a  machine-­‐‑ learning  based  dynamic  pricing   platform  for  in-­‐‑app  purchases
  • 3. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 3 The  magic  of  selling  the  same   thing  at  different  price  points How  much  is  the  large  human   bridle  worth?
  • 4. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 4 Background
  • 5. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 5 Typical  Game • Your  conversion  is  between  .5%  and  3% • ¼  to  ½  of  your  purchasers  buy  something  in  the   first  two  days • Somewhere  between  ! "⁄ and  $ "⁄ of  your  players  don’t  visit   the  coin  store  at  all.   • You  have  a  lot  of  people  who  will  never  purchase,   but  who  will  play  the  game  for  a  extended  period   of  time • Some  of  them  have  money!
  • 6. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 6 Classifying  Players Long  Term  Players Purchasers First  Day  Purchasers Impulse  Purchasers   (“unplanned   purchases”)
  • 7. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 7 How  do  we  reach  players  that  don’t   buy  on  impulse?  
  • 8. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 8 Inspiration
  • 9. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 9 More  Inspiration:  Daily  Login  Rewards
  • 10. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 10 On  Annuities
  • 11. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 11 http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase _Your_FreetoPlay_Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuit ies.php
  • 12. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 12 The  Simplest  Annuity  That  Actually  Works • First,  implement  a  daily  reward  system  based  on   currency • Make  sure  it  works,  and  brings  people  back • Make  sure  it  doesn’t  cannibalize  revenue • On  a  selective  basis,  offer  to  double  the  daily   login  reward for  fixed  price  to  people  who  have   high  engagement  and  are  unlikely  to  buy  anything
  • 13. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 13 KEY  GOAL:  Little  or  No  Cannibalization • Annuities  should  NOT  replace  regular  IAP  spend • Done  properly,  they  cause  grinders  to  become  spenders • Done  properly,  they  often  increase  demand  for  goods  and   currency  (teaser  /  taste  model) • Add  people  to  the  conversion  pool  and  to  the   long-­‐‑term  retention  pool
  • 14. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 14 How  big  should  your  annuity  be?  
  • 15. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 15 Things  You  Must  Know  About  Your  Game • Lifetime  Spending  Caps • Is  it  possible  to  “Buy  the  game” • Depth  versus  Breadth • Do  players  “level  up”  their  gear  or  do  they  buy  new  things? • Minimum  Values • Daily  Login  Bonuses • Easily  earned  currency  amounts  (typical  daily  earn) • Maximum  Values • Average  daily  spend • Typical  “medium  end”  purchase   • Annuities  shouldn’t  cover  your  spend  
  • 16. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 16 Design  Considerations  for  Annuity • Duration • Needs  to  be  long  enough  to  delay  most  of  the  reward • Need  to  login  /  need  to  click • It  shouldn’t  just  accumulate  while  the  user  is  inactive • One  at  a  Time • Do  not  let  people  purchase  or  receive  multiple  annuities   simultaneously • Exchange  Rate  for  how  much   • Use  your  Black  Friday  sale  as  a  starting  point
  • 17. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 17 Graduate  School • Randomized  Rewards • Intermittent  Availability • Hyperbolic  Discounting • Accumulations • Punctuated  Rewards
  • 18. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 18 The  Monetisation Design  Library • SR  Resources  Page. http://www.scientificrevenue.com/resources/ • On  Pay  to  Win  Strategies.   http://www.gamasutra.com/blogs/WilliamGrosso/20161102/284598/Looking_at_Pay_to_Win.php • On  Daily  Login  Bonuses.   http://www.gamasutra.com/blogs/WilliamGrosso/20160613/274759/The_Science__Craft_of_Designing_D aily_Rewards__and_Why_FTP_Games_Need_Them.php • On  Annuities. http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase_Your_FreetoPlay_ Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuities.php • Our  IAP  Survey. http://www.pocketgamer.biz/data-­‐‑and-­‐‑research/63436/scientific-­‐‑revenue-­‐‑survey/  and   http://www.scientificrevenue.com/iap-­‐‑survey/ • On  Feeder  Apps.   http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑turn-­‐‑free-­‐‑viral-­‐‑apps-­‐‑into-­‐‑feeder-­‐‑apps-­‐‑that-­‐‑actually-­‐‑ make-­‐‑money/ • On  Powerup Design. http://www.scientificrevenue.com/blog-­‐‑posts/rescues-­‐‑buffs-­‐‑skips-­‐‑how-­‐‑to-­‐‑design-­‐‑mobile-­‐‑game-­‐‑power-­‐‑ ups-­‐‑for-­‐‑optimal-­‐‑iap/ • On  Payment  Wall  Design. http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑design-­‐‑an-­‐‑in-­‐‑app-­‐‑purchase-­‐‑paywall-­‐‑that-­‐‑earns-­‐‑ you-­‐‑money-­‐‑without-­‐‑annoying-­‐‑your-­‐‑players/   • On  Non-­‐‑virtual-­‐‑currency  IAP  Strategies. http://www.gamasutra.com/blogs/WilliamGrosso/20160202/264646/IAP_Strategies_Most_Mobile_Game rs_Dont_Hate__And_Most_AAA_Publishers_Should_Try.php
  • 19. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 19 Continuing  the  Conversation Twitter: Excellent  Mailing  Lists: https://mailman.stanford.edu/mailman/listinfo/gsb-­‐‑videogames https://gaminginsiders.mobilize.io/users/sign_in https://twitter.com/SciRevenue
  • 20. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 20 Thank  You   Ted Verani, VP of Business Development ted@scientificrevenue.com
  • 21. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 21 Pulling  it  togther • Things  you  already  know….     • For  general  players,  annuity  should  be  193  coins • Make  it  200  because  the  difference  is  small  and  200  is   psychologically  more  friendly   • What  is  the  cost?     • You  know  it  is  200  coins  x  28  days(Duration),  which  is  5600   coins  in  total   • Take  the  Black  Friday  Exchange  Rate,  which  is  $.004  for   single  coin   • Then,  the  annuity  cost  is  5600  x  $.004  =  $22.40   • Which  is  $19.99  once  you  make  it  psychologically  friendly