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UD3. ARM
Feeding the Funnel
Juan Gabriel Gomila Salas
/joanby
@Joan_By
Juan Gabriel 

Gomila Salas
joanby
ARM Model
• Acquisition: How do I gain new users?
• Retention: How do I retain those users?
• Monetization: How do I make money?
CPA < LTV
Acquisition
Acquisition: types
• Paid acquisition
• Facebook Ads
• Google Adwords: Display y Banners
• Mobile Ads
• Email Marketing
• Incentivized Ads
• Affiliates
• Other: magazines, blogs, TV, Radio,…
Acquisition: types
• Organic acquisition
• Viral
• Social
• Public Relation (PR)
• Search Engine Optimization (SEO)
• Cross-Platform
• Corss-Promotion
Acquisition: Ads & Display
• Target: keywords, interests, demography…
• Creativities: format, sizes, CTR, CVR…
• Pricing: CPM, CPC, CPI, CPA…
• Examples: Facebook Ads, Google Adwords, Twitter Ads, Web
Impressions, Zetanet, Ad4Game, LinianAds, LifeStreetmedia…
Acquisition: Email Marketing
• Bounce Rates
• Spam Filters
• Open Rate
• Examples: Mailchimp
Acquisition: Social Media
• Facebook Fan Pages
• Twitter Account
• Youtube Channel
• Blogs
• Web
Acquisition: Press & Public Relations
• Talking to the Press
• Get your game reviewed
• Talking to your fans & gamers
• Gaming conferences
Acquisition: Virality
• Make easy to invite friends 

(Facebook, Twitter, Gmail…)
• Incentivized Vitalization
• Enhanced Vitalization
k-factor = % users who invita * avg. invitations * % friends who accepted
k-factor < 1
Retention
Retention: Engagement
• First 60 seconds
• DAU/MAU
• 1-day, 3-day, 7-day
• Monthly retention
• Average Session Length
• Number of sessions per day
• Reengagement
Retention Tools
• Leaderboards
Retention Tools
• Achievements
Retention Tools
• Collections & Badges
Retention Tools
• Tournaments
Retention Tools
• Missions & Challenges
Retention Tools
• Chats
Retention Tools
• Core Game Loops
Retention Tools
• XP and Level Models
Retention Tools
• Virtual Currencies
Retention Tools
• Rewards & Gifts
Monetization
Monetization: sell the game
• Advantages
• Fire and forget development
• Familiar process for many developers
• Similar revenue at launch
Monetization: sell the game
• Disadvantages
• Focus on launch day gives only one chance to maximize sales
• Limits ongoing relationship with gamers
• Typically higher price point
• Hard to offer a free version of the game
• Requires 100% of development budget to spend upfront
Monetization: subscription
• Advantages
• Recurring revenue stream
• Predictability of income
• Easy for consumer and 

developer to understand
Monetization: subscription
• Disadvantages
• Long-term commitment deters users
• Ongoing development costs
• Requires billing and consumer service infrastructure
• Hosting and server costs
• Limited upset opportunities
Monetization: premium
• Advantages
• Paid once, enjoy forever
• Offers clear value to

premium costumers
• Easy to code
Monetization: premium
• Disadvantages
• Means hobbling the free version (i.e. your prospects get a poor
experience)
• Needs different designs and layouts for each service, which adds
usability and testing headaches
• Requires billing and costumer service infrastructure
Monetization: virtual goods
• Advantages
• Allows the user to set 

the price they want to pay
• Easy to track and measure
• Flexible
• Often generates more revenue
Monetization: virtual goods
• Disadvantages
• Requires billing and customer service infrastructure
• Requires substantial investment in inventory management
• Hosting and server costs
• Ongoing development costs
Monetization: advertising
• Advantages
• Monetise traffic even 

if users aren’t paying
• Can be simple to 

implement
Monetization: advertising
• Disadvantages
• Can cheap your brand
• Requires active management to generate substantial revenues
• Most ads currently targeted at gamers are for rival games
• Unlikely to finance your entire game, even once the current
market improves
Monetization: sponsorship
• Advantages
• Substantial budgets available
• Can pay for the entire game
Monetization: sponsorship
• Disadvantages
• Work-for-hire revenue that simply swaps the publisher for a brand
• Requires significant and specialist business development work
with media agencies and brands
Monetization: offer walls
• Advantages
• Additional source of revenue 

for virtual goods business
• Offers alternative ways to pay 

for cash-strapped consumers
• Relatively simple to implement

(provided virtual goods have

already been implemented).
Monetization: offer walls
• Disadvantages
• Carries all the negatives of virtual goods
• Requires careful monitoring
Monetization: payment methods
• Bank transfers
• Credit & Debit cards
• eWallets (Paypal)
• Mobile payments
• SMS Premium
• Mobile eWallets
• Phone Calls
• Prepaid cards (physical & vouchers)
Think about the ARM funnel
Exercise #1
• What kind of metrics should track an Acquisition Manager?
• What kind of metrics should track a Retention Manager?
• What kind of metrics should track a Monetization Manager?
Acquisition - Retention - Monetization : Feeding the Funnel
Acquisition - Retention - Monetization : Feeding the Funnel

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