3. Business Models
• Premium
• Fremium
– free to play
– in game purchases
– advergame
– pay to win
• Money tournaments
4. Monetization Objects
• More goals
• Limited time offers (challenge)
• Social features (fame)
• Alternative ways - to get premium content
• Free time in the beginning
7. Marketing Strategy
• Product or Service
• Premium or Fremium
• Target audience - how to reach to them? *
• Platform *
• Geography – countries
• Budget - how much can be spent for marketing?
• Channels
• Measurement - what return you are getting from
various channels?
8. Marketing Channels
• Web site
• Google
• App stores
• Advertising
• Cross promoting networks
• Game review sites
• Social media
• Other channels?
Hinweis der Redaktion
Monetisation
Business models:
Game is free, buying hints cost money
First level is free, ...
First month is free, ...
Games have demo version
Games play to certain number of turns or to certain amount of points.
Player has limited amount of functionalities for free.
- Premium - product
- Fremium - service
Monetisation Integrated With the Game Design
Satisfy players needs - game design.
Some needs are needed for engagement - survive, progress, communicate
Some needs are good for monetisation - Achievements (goals, fame), Create (user generated content).
User acquisition - omandamine
User retention - hoidmine
Orher
Events
News
TV, Radio, Online (not likely)
Customer base from the previous game
Micro- sites ???