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Increasing	
  the	
  chance	
  of	
  
a	
  commercial	
  hit	
  
Paweł	
  Weder	
  
CPO,	
  Ganymede	
  
Focused	
  on	
  
synchronous	
  
mul3player	
  
games	
  for	
  most	
  of	
  
our	
  existence	
  
Office in
Kraków
city center
Online
gaming
company
60+	
  people	
  
and	
  
growing	
  
Social	
  casino,	
  
arcade	
  and	
  
skill	
  games	
  
Online
gaming
company
About	
  Us	
  
Founded	
  
10+	
  years	
  
ago	
  
Office	
  in	
  
Kraków	
  
city	
  center	
  
2
Social
casino
Casual
Multiplayer
•  Social casino
•  Casual multiplayer
•  Multiple platforms
•  Web
•  Social networks
•  Mobile
Our	
  Products	
  
To	
  have	
  a	
  Product	
  that	
  is	
  a	
  HIT	
  	
  
you	
  will	
  definitely	
  need:	
  
Experience	
   Funds	
  A	
  Vision	
   Motivated & Awesome
Employees
4
But	
  the	
  Key	
  to	
  having	
  a	
  Hit	
  Product	
  and	
  finally	
  making	
  money	
  
with	
  it	
  is	
  your…	
  
They	
  will	
  be	
  the	
  main	
  tool	
  for	
  making	
  Your	
  GAME	
  a	
  HIT	
  
So	
  lets	
  focus	
  on	
  them	
  ☺	
  
USER!	
  
Agenda	
  
6
Keep	
  
your	
  User	
  
Get	
  
your	
  User	
  
Define	
  
User	
  
Define	
  User	
  
7
Gender	
  
Country/	
  Language	
  
Age	
  
Lets	
  start	
  with	
  the	
  very	
  basics	
  
	
  
What	
  do	
  you	
  know	
  	
  
about	
  them?!	
  
?	
  
?	
  
?	
  
?	
  Game	
  Preferences	
  
Define	
  User	
  
8
Family	
  situaHon	
  
Even	
  Religion!	
  
Ethnicity	
  
Depending	
  on	
  the	
  genre	
  you	
  are	
  developing	
  for	
  
	
  
It	
  would	
  be	
  helpful	
  	
  
to	
  have:	
  
?	
  
?	
  
?	
  
9
A	
  User	
  from	
  the	
  business	
  perspec3ve?	
  
Wealth	
  factor	
  
Available	
  
PlaNorms	
  
How	
  “Social”	
  
are	
  they?	
  
CompeHHon	
  
awareness	
  
Define	
  User	
  
Researching	
  your	
  users	
  will	
  allow	
  you	
  	
  
to	
  understand	
  what	
  their	
  expecta3ons	
  are	
  
Acquiring	
  your	
  User	
  
Acquiring	
  your	
  User	
  
12
Paid	
  Acquisi3on	
  
The	
  “simple”	
  soluHon	
  
	
  
	
  
The	
  CPU	
  (Cost	
  Per	
  User)	
  	
  
depends	
  on	
  plaNorm/	
  genre…	
  
	
  
Is	
  it	
  really	
  that	
  “simple”?	
  	
  
NO	
  
	
  
CPI	
  (Cost	
  Per	
  Install)	
  
Low	
  ROI	
  =	
  High	
  Risk	
  
CPE	
  (Cost	
  Per	
  Engagement)	
  
is	
  the	
  new	
  king!	
  
The	
  acquired	
  user	
  is	
  much	
  
more	
  expensive	
  but	
  
the	
  conversion	
  rate	
  is	
  much	
  
higher	
  
Acquiring	
  your	
  User	
  
13
X-­‐Sell	
  	
  
	
  
	
  
Tune	
  the	
  X-­‐Sell	
  capabili3es	
  for	
  your	
  
products	
  that	
  work	
  best	
  together	
  	
  
	
  
	
  
•  X-­‐Sell	
  Systems	
  
	
  
Or	
  do	
  something	
  creaHve	
  
	
  
•  Create	
  Complimentary	
  products	
  
•  User	
  AcquisiHon	
  Games	
  
X-­‐Sell	
  	
  
works	
  great	
  	
  
when	
  it	
  	
  
IS	
  RELEVANT	
  	
  
14
Organic	
  
	
  
•  Is	
  basically	
  what	
  the	
  user	
  can	
  find	
  on	
  his	
  own	
  
•  It	
  covers	
  Search	
  Engine	
  OpHmizaHon	
  (SEO)	
  and	
  Appstore	
  Search	
  
OpHmizaHon	
  (ASO)	
  
	
  
65%	
  
Use	
  the	
  search	
  	
  
in	
  mobile	
  stores	
  	
  
(iTunes/Google	
  Play)	
  
Acquiring	
  your	
  User	
  
15
Organic	
  
	
  
	
  
•  The	
  Applica3on	
  name	
  is	
  the	
  most	
  powerful	
  “Key	
  Word”	
  for	
  iTunes	
  	
  
•  Google	
  Play	
  store	
  works	
  different!	
  The	
  descrip3on	
  will	
  be	
  used	
  as	
  a	
  
“keyword	
  collec3on”	
  
	
  
	
  
Humans	
  need	
  to	
  see	
  what	
  they	
  are	
  buying!	
  	
  
Show	
  them	
  the	
  most	
  catchy	
  Icons,	
  Screens…	
  
Some	
  hints	
  how	
  to	
  op3mize	
  
Acquiring	
  your	
  User	
  
16
Press	
  
External	
  Review	
  Sites	
  affect	
  SEO!	
  
+	
  these	
  websites	
  work	
  as	
  
an	
  awesome	
  promoHon	
  machine	
  
In	
  Google	
  Play	
  link-­‐building	
  works	
  best	
  –	
  so	
  get	
  	
  
your	
  App’s	
  links	
  on	
  every	
  possible	
  site!	
  
•  Find	
  as	
  much	
  coverage	
  as	
  possible!	
  
•  The	
  sites	
  with	
  the	
  most	
  impact	
  are	
  generally	
  free…	
  
•  …of	
  course	
  paid	
  Previews/Reviews	
  work	
  as	
  well	
  
Acquiring	
  your	
  User	
  
17
Virality	
  
Virality	
  
+	
  
Virality	
  
?	
  
%	
  
17
Yes,	
  
it	
  s3ll	
  works	
  	
  
(for	
  mobile	
  and	
  www)	
  
	
  
Design	
  the	
  game	
  with	
  
Virality	
  in	
  mind!	
  
Acquiring	
  your	
  User	
  
18
Virality	
  
Everything	
  
that	
  is	
  worth	
  
“a	
  click”	
  
will	
  be	
  shared	
  
Share	
  Successes	
  	
  
•  Scores	
  
•  New	
  Stages	
  
•  Achievements	
  
•  Level	
  Up’s	
  
•  Mastered	
  GamePlay	
  elements	
  
Gamers	
  are	
  naturally	
  compeHHve	
  –	
  Lets	
  
give	
  them	
  the	
  chance	
  to	
  show	
  what	
  they	
  
have	
  achieved	
  	
  
	
  
*ROI	
  of	
  Virality	
  features	
  is	
  much	
  higher	
  
than	
  buying	
  Users	
  
	
  
Acquiring	
  your	
  User	
  
19
Make	
  User	
  “Fails”	
  also	
  work	
  for	
  you!	
  
19
•  “Nega3ve”	
  shares	
  help	
  as	
  well!	
  	
  
•  When	
  player	
  dies:	
  
	
  “Damn,	
  I	
  can’t	
  beat	
  this	
  game!”	
  
•  Asking	
  for	
  help	
  
	
  “Can	
  someone	
  help	
  me	
  with	
  this	
  puzzle?”	
  
Using	
  “Fails”	
  in	
  Viral	
  Marke3ng	
  is	
  as	
  powerful	
  as	
  posi3ve	
  one.	
  
Forbidden	
  fruit	
  ohen	
  tastes	
  the	
  sweetest!	
  
?	
  
?	
  
?	
  
!	
  
Virality	
  
Acquiring	
  your	
  User	
  
Remember	
  that	
  nobody	
  likes	
  spam…	
  
	
  
Give	
  them	
  the	
  op3on	
  to	
  share	
  
but	
  don’t	
  force	
  them!	
  
21
Always	
  care	
  about	
  your	
  User	
  coming	
  back!	
  
The	
  more	
  o>en	
  Users	
  return	
  the	
  greater	
  your	
  chances	
  
that	
  they	
  will	
  pay	
  for	
  your	
  in	
  Game	
  Goods!	
  
“
”
Keeping	
  your	
  User	
  
Keeping	
  your	
  User	
  
22
Make	
  the	
  Core	
  Loop	
  FUN	
  
	
  
If	
  the	
  core	
  loop	
  is	
  not	
  fun	
  –	
  
Virality	
  and	
  retenHon	
  tools	
  become	
  
obsolete	
  
Reten3on	
  is	
  everything	
  
	
  
If	
  they	
  don’t	
  stay	
  to	
  play,	
  they’ll	
  
never	
  pay	
  
Gamers	
  need	
  to	
  feel	
  obligated	
  
to	
  use	
  your	
  product	
  everyday!	
  
1!	
   2!	
  
23
Design	
  
Smart!	
  
Engagement	
  supports	
  all	
  parts	
  of	
  your	
  product!	
  Not	
  only	
  the	
  
“GamePlay”	
  
Is	
  your	
  core	
  loop	
  engaging	
  
and	
  addic3ve?	
  	
  
That	
  is	
  fine!	
  
	
  
•  Think	
  about	
  making	
  your	
  “Menu”	
  Fun	
  as	
  well!	
  
•  Depending	
  on	
  your	
  game	
  add:	
  
•  Unlockables	
  
•  Achievements	
  
•  CollecHbles	
  
•  Features	
  
•  Consider	
  even	
  Loss	
  of	
  Progression	
  if	
  User	
  is	
  gone	
  for	
  too	
  long!	
  
Keeping	
  your	
  User	
  
24
Expanding	
  upon	
  your	
  core	
  game	
  loops	
  
24
Example:	
  
	
  
Auto	
  Daubing	
  Bingo	
  that	
  actually	
  plays	
  on	
  its	
  own	
  
Engage	
  users	
  with	
  addi3onal	
  features:	
  
•  Chat	
  
•  Various	
  Social	
  features	
  
•  Sending	
  stuff	
  to	
  friends	
  
•  CongratulaHon	
  mechanics	
  for	
  friends	
  wins	
  
•  Vote	
  Mechanics	
  
•  CollecHng	
  Coins	
  
•  Mini	
  Games	
  (Non	
  distracHve	
  minigames)	
  	
  
•  Flip	
  the	
  coin	
  
•  High	
  /	
  Low	
  
Depending	
  on	
  Collected	
  Data	
  –	
  Op3mize	
  this	
  features!	
  	
  
Don’t	
  be	
  afraid	
  of	
  removing	
  them	
  if	
  your	
  analyEcs	
  show	
  that	
  they	
  are	
  distracEng!	
  	
  
Keeping	
  your	
  User	
  
25
Focus	
  on	
  crea3ng	
  a	
  lifestyle	
  not	
  just	
  a	
  game	
  –	
  	
  
design	
  tools	
  to	
  do	
  this!	
  
25
	
  
For	
  example	
  –	
  an	
  Event	
  Calendar	
  
	
  
•  FuncHonality	
  of	
  a	
  Calendar	
  is	
  well	
  known	
  
•  Events	
  can	
  be	
  added	
  automaHcally…	
  
•  …Or	
  beger	
  as	
  a	
  User	
  choice.	
  
•  Then	
  NoHfy	
  him/	
  her	
  about	
  the	
  event!	
  (mail/
sms/push	
  noHficaHons)	
  
User	
  WILL	
  become	
  emo3onally	
  connected	
  to	
  your	
  game!	
  
The	
  same	
  way	
  you	
  think	
  about	
  a	
  doctor	
  appointment	
  
01 02 03 04
0706
15
09 10 1105
1413
08
16 17 1812
2120 22 23 24 2919
3130
WEDTUE THU FRI SAT SUNMON
May	
  2014	
  
Keeping	
  your	
  User	
  
26
Design	
  Player	
  Economy	
  
26
•  Integrate	
  beger	
  Affiliate	
  models	
  for	
  geing	
  
good	
  quality	
  Users	
  in	
  your	
  Game	
  
•  Give	
  them	
  the	
  opHon	
  to	
  Create	
  Content	
  and	
  
earn	
  with	
  it!	
  
•  CreaHng	
  Levels	
  
•  CreaHng	
  and	
  Maintaining	
  	
  
•  Clubs	
  
•  Tournaments	
  	
  
•  etc.	
  
•  CreaHng	
  Youtube	
  Videos	
  as	
  Tutorials	
  
etc.	
  
Make	
  your	
  customer	
  
work	
  for	
  you!	
  
	
  
Again:	
  Be	
  Smart	
  
Keeping	
  your	
  User	
  
27
Create	
  to	
  Engage	
  
27
•  Regular	
  Content	
  Updates	
  are	
  a	
  must	
  have	
  
•  Gamers	
  love	
  new	
  and	
  especially	
  free	
  stuff	
  
	
  
Content	
  announcements	
  are	
  not	
  treated	
  as	
  Spam	
  when	
  in	
  the	
  Newsleoer!	
  
Addi3onal	
  benefits	
  
•  Keep	
  the	
  agenHon	
  
•  Try	
  new	
  mechanics,	
  themes	
  &	
  styles	
  etc.	
  
•  Fresh	
  Stuff	
  makes	
  MarkeHng	
  Happy!	
  	
  
	
  
Keeping	
  your	
  User	
  
28
Mul3	
  Plaporm	
  is	
  one	
  of	
  THE	
  BEST	
  reten3on	
  tools	
  
28
•  Not	
  every	
  one	
  has	
  a	
  tablet	
  or	
  a	
  smartphone!	
  
•  There	
  are	
  people	
  who	
  Love	
  to	
  play	
  the	
  same	
  game	
  at	
  work	
  then	
  in	
  the	
  bus	
  etc.	
  
•  Perfect	
  Example:	
  Candy	
  Crush	
  
•  Let	
  them	
  play	
  where	
  and	
  when	
  they	
  want	
  
Keeping	
  your	
  User	
  
Every	
  plaporm	
  should	
  be	
  used	
  	
  
as	
  a	
  different	
  Viral/	
  Reten3on	
  Tool!	
  
	
  
•  Mobile	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Push	
  NoHficaHon	
  
•  FB	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Posts/	
  NoHficaHons	
  
•  Twiger	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Tweets	
  ☺	
  
•  Etc.	
  
29
Measure	
  the	
  Reten3on	
  in	
  your	
  game!	
  
29
Keeping	
  your	
  User	
  
•  OpHmizing	
  your	
  DAU/MAU	
  &	
  D1/7/30	
  &	
  LTV	
  to	
  jusHfy	
  high	
  markeHng	
  spend	
  
2.	
  Collect	
  data	
  
1.	
  A/B	
  Test	
   4.	
  Redesign	
  
3.	
  Analyze	
  
repeat...	
  
Iden3fy	
  &	
  Know	
  	
  
• Your	
  users	
  &	
  market	
  
• Your	
  KPIs	
  
Find	
  them	
  or	
  let	
  others	
  find	
  them	
  for	
  you	
  
Create	
  Tools	
  To	
  Keep	
  them!	
  
KEY	
  OBJECTIVES	
  
Care	
  about	
  your	
  User!	
  They	
  drive	
  your	
  Business	
  
THANK	
  YOU	
  
FOR YOUR ATTENTION
	
  
	
  
pweder@ganymede.eu	
  

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Increasing the chance of a commercial hit

  • 1. Increasing  the  chance  of   a  commercial  hit   Paweł  Weder   CPO,  Ganymede  
  • 2. Focused  on   synchronous   mul3player   games  for  most  of   our  existence   Office in Kraków city center Online gaming company 60+  people   and   growing   Social  casino,   arcade  and   skill  games   Online gaming company About  Us   Founded   10+  years   ago   Office  in   Kraków   city  center   2
  • 3. Social casino Casual Multiplayer •  Social casino •  Casual multiplayer •  Multiple platforms •  Web •  Social networks •  Mobile Our  Products  
  • 4. To  have  a  Product  that  is  a  HIT     you  will  definitely  need:   Experience   Funds  A  Vision   Motivated & Awesome Employees 4 But  the  Key  to  having  a  Hit  Product  and  finally  making  money   with  it  is  your…  
  • 5. They  will  be  the  main  tool  for  making  Your  GAME  a  HIT   So  lets  focus  on  them  ☺   USER!  
  • 6. Agenda   6 Keep   your  User   Get   your  User   Define   User  
  • 7. Define  User   7 Gender   Country/  Language   Age   Lets  start  with  the  very  basics     What  do  you  know     about  them?!   ?   ?   ?   ?  Game  Preferences  
  • 8. Define  User   8 Family  situaHon   Even  Religion!   Ethnicity   Depending  on  the  genre  you  are  developing  for     It  would  be  helpful     to  have:   ?   ?   ?  
  • 9. 9 A  User  from  the  business  perspec3ve?   Wealth  factor   Available   PlaNorms   How  “Social”   are  they?   CompeHHon   awareness   Define  User  
  • 10. Researching  your  users  will  allow  you     to  understand  what  their  expecta3ons  are  
  • 12. Acquiring  your  User   12 Paid  Acquisi3on   The  “simple”  soluHon       The  CPU  (Cost  Per  User)     depends  on  plaNorm/  genre…     Is  it  really  that  “simple”?     NO     CPI  (Cost  Per  Install)   Low  ROI  =  High  Risk   CPE  (Cost  Per  Engagement)   is  the  new  king!   The  acquired  user  is  much   more  expensive  but   the  conversion  rate  is  much   higher  
  • 13. Acquiring  your  User   13 X-­‐Sell         Tune  the  X-­‐Sell  capabili3es  for  your   products  that  work  best  together         •  X-­‐Sell  Systems     Or  do  something  creaHve     •  Create  Complimentary  products   •  User  AcquisiHon  Games   X-­‐Sell     works  great     when  it     IS  RELEVANT    
  • 14. 14 Organic     •  Is  basically  what  the  user  can  find  on  his  own   •  It  covers  Search  Engine  OpHmizaHon  (SEO)  and  Appstore  Search   OpHmizaHon  (ASO)     65%   Use  the  search     in  mobile  stores     (iTunes/Google  Play)   Acquiring  your  User  
  • 15. 15 Organic       •  The  Applica3on  name  is  the  most  powerful  “Key  Word”  for  iTunes     •  Google  Play  store  works  different!  The  descrip3on  will  be  used  as  a   “keyword  collec3on”       Humans  need  to  see  what  they  are  buying!     Show  them  the  most  catchy  Icons,  Screens…   Some  hints  how  to  op3mize   Acquiring  your  User  
  • 16. 16 Press   External  Review  Sites  affect  SEO!   +  these  websites  work  as   an  awesome  promoHon  machine   In  Google  Play  link-­‐building  works  best  –  so  get     your  App’s  links  on  every  possible  site!   •  Find  as  much  coverage  as  possible!   •  The  sites  with  the  most  impact  are  generally  free…   •  …of  course  paid  Previews/Reviews  work  as  well   Acquiring  your  User  
  • 17. 17 Virality   Virality   +   Virality   ?   %   17 Yes,   it  s3ll  works     (for  mobile  and  www)     Design  the  game  with   Virality  in  mind!   Acquiring  your  User  
  • 18. 18 Virality   Everything   that  is  worth   “a  click”   will  be  shared   Share  Successes     •  Scores   •  New  Stages   •  Achievements   •  Level  Up’s   •  Mastered  GamePlay  elements   Gamers  are  naturally  compeHHve  –  Lets   give  them  the  chance  to  show  what  they   have  achieved       *ROI  of  Virality  features  is  much  higher   than  buying  Users     Acquiring  your  User  
  • 19. 19 Make  User  “Fails”  also  work  for  you!   19 •  “Nega3ve”  shares  help  as  well!     •  When  player  dies:    “Damn,  I  can’t  beat  this  game!”   •  Asking  for  help    “Can  someone  help  me  with  this  puzzle?”   Using  “Fails”  in  Viral  Marke3ng  is  as  powerful  as  posi3ve  one.   Forbidden  fruit  ohen  tastes  the  sweetest!   ?   ?   ?   !   Virality   Acquiring  your  User  
  • 20. Remember  that  nobody  likes  spam…     Give  them  the  op3on  to  share   but  don’t  force  them!  
  • 21. 21 Always  care  about  your  User  coming  back!   The  more  o>en  Users  return  the  greater  your  chances   that  they  will  pay  for  your  in  Game  Goods!   “ ” Keeping  your  User  
  • 22. Keeping  your  User   22 Make  the  Core  Loop  FUN     If  the  core  loop  is  not  fun  –   Virality  and  retenHon  tools  become   obsolete   Reten3on  is  everything     If  they  don’t  stay  to  play,  they’ll   never  pay   Gamers  need  to  feel  obligated   to  use  your  product  everyday!   1!   2!  
  • 23. 23 Design   Smart!   Engagement  supports  all  parts  of  your  product!  Not  only  the   “GamePlay”   Is  your  core  loop  engaging   and  addic3ve?     That  is  fine!     •  Think  about  making  your  “Menu”  Fun  as  well!   •  Depending  on  your  game  add:   •  Unlockables   •  Achievements   •  CollecHbles   •  Features   •  Consider  even  Loss  of  Progression  if  User  is  gone  for  too  long!   Keeping  your  User  
  • 24. 24 Expanding  upon  your  core  game  loops   24 Example:     Auto  Daubing  Bingo  that  actually  plays  on  its  own   Engage  users  with  addi3onal  features:   •  Chat   •  Various  Social  features   •  Sending  stuff  to  friends   •  CongratulaHon  mechanics  for  friends  wins   •  Vote  Mechanics   •  CollecHng  Coins   •  Mini  Games  (Non  distracHve  minigames)     •  Flip  the  coin   •  High  /  Low   Depending  on  Collected  Data  –  Op3mize  this  features!     Don’t  be  afraid  of  removing  them  if  your  analyEcs  show  that  they  are  distracEng!     Keeping  your  User  
  • 25. 25 Focus  on  crea3ng  a  lifestyle  not  just  a  game  –     design  tools  to  do  this!   25   For  example  –  an  Event  Calendar     •  FuncHonality  of  a  Calendar  is  well  known   •  Events  can  be  added  automaHcally…   •  …Or  beger  as  a  User  choice.   •  Then  NoHfy  him/  her  about  the  event!  (mail/ sms/push  noHficaHons)   User  WILL  become  emo3onally  connected  to  your  game!   The  same  way  you  think  about  a  doctor  appointment   01 02 03 04 0706 15 09 10 1105 1413 08 16 17 1812 2120 22 23 24 2919 3130 WEDTUE THU FRI SAT SUNMON May  2014   Keeping  your  User  
  • 26. 26 Design  Player  Economy   26 •  Integrate  beger  Affiliate  models  for  geing   good  quality  Users  in  your  Game   •  Give  them  the  opHon  to  Create  Content  and   earn  with  it!   •  CreaHng  Levels   •  CreaHng  and  Maintaining     •  Clubs   •  Tournaments     •  etc.   •  CreaHng  Youtube  Videos  as  Tutorials   etc.   Make  your  customer   work  for  you!     Again:  Be  Smart   Keeping  your  User  
  • 27. 27 Create  to  Engage   27 •  Regular  Content  Updates  are  a  must  have   •  Gamers  love  new  and  especially  free  stuff     Content  announcements  are  not  treated  as  Spam  when  in  the  Newsleoer!   Addi3onal  benefits   •  Keep  the  agenHon   •  Try  new  mechanics,  themes  &  styles  etc.   •  Fresh  Stuff  makes  MarkeHng  Happy!       Keeping  your  User  
  • 28. 28 Mul3  Plaporm  is  one  of  THE  BEST  reten3on  tools   28 •  Not  every  one  has  a  tablet  or  a  smartphone!   •  There  are  people  who  Love  to  play  the  same  game  at  work  then  in  the  bus  etc.   •  Perfect  Example:  Candy  Crush   •  Let  them  play  where  and  when  they  want   Keeping  your  User   Every  plaporm  should  be  used     as  a  different  Viral/  Reten3on  Tool!     •  Mobile                          Push  NoHficaHon   •  FB                            Posts/  NoHficaHons   •  Twiger                            Tweets  ☺   •  Etc.  
  • 29. 29 Measure  the  Reten3on  in  your  game!   29 Keeping  your  User   •  OpHmizing  your  DAU/MAU  &  D1/7/30  &  LTV  to  jusHfy  high  markeHng  spend   2.  Collect  data   1.  A/B  Test   4.  Redesign   3.  Analyze   repeat...  
  • 30. Iden3fy  &  Know     • Your  users  &  market   • Your  KPIs   Find  them  or  let  others  find  them  for  you   Create  Tools  To  Keep  them!   KEY  OBJECTIVES   Care  about  your  User!  They  drive  your  Business  
  • 31. THANK  YOU   FOR YOUR ATTENTION     pweder@ganymede.eu