User Acquisition and Growth Marketing >> Freemium Games
Freemium Games
The performance of Zynga’s stock in the almost two years since its IPO has chilled public markets ambitions for gaming companies. But two Western gaming developers, both of which have capably navigated a transition from Facebook (and other web-based platforms) to mobile, currently contend for the distinction of most likely to undertake the first post-Zynga [...]
One of the more difficult adjustments to make when transitioning from academia to industry is the change in vernacular required in communicating the machinations of models. In academia, the formatting and notations used generally indicate concepts that are taken for granted by the author and sometimes included only because, at a theoretical level, not including [...]
(The model referenced throughout this post can be downloaded here) Supercell’s recent $100mm secondary financing round raises some interesting questions about how mobile game developers capitalize on a hit game. A title in the Top 10 grossing chart for the US can, as evidenced by a number of recent high-profile examples, generate upwards of $500,000 [...]
I’ve stated a number of times that, within the context of the freemium model, retention is the most important metric a product manager must track; in the Minimum Viable Metrics methodology, retention is the top-most of the top-line metrics. Retention is not only a proxy measurement for customer delight, but it’s also the input for [...]
The last country covered in the three-part overview of mobile gaming in Asia is Japan, which is fitting given the recent buzz around GungHo Entertainment, the Tokyo-based developer behind Puzzle & Dragons: last week it was reported that Japanese telecommunications firm SoftBank purchased a 58.5% stake in GungHo for $265 million. GungHo’s nearly half a [...]
Last month, Flurry Analytics projected a larger total smartphone and tablet install base in China than in the US (246 million versus 230 million). This usurpation of the top position is significant because 150 million of those nearly 250 million devices – or 60% – were added in 2012. China’s breathtaking pace of mobile device acquisition [...]
Until mid-2011, mobile gaming in South Korea was a niche activity, despite the country’s reputation as a gaming powerhouse. The reason was regulation: the South Korean government insisted on reviewing all games made available in localized app stores, meaning gamers interested in recent titles were forced to register foreign app store accounts. But since this [...]
The macro trend playing out in mobile gaming over the past six months has been the shift away from casual gaming toward the mid-core experience: niche games driving high ARPU values through extended retention profiles and engagement metrics. You know a trend has breached the public consciousness when Forbes writes about it, which it did [...]
Some consider the price point of 0 to be the central operating principle of the freemium business model. And by this standard, any product for which the transaction cost is 0 (for at least some basic functionality) is, commercially, a freemium product. Pirated media and software would fall under this umbrella definition given the premise [...]
The data-driven nature of the freemium model changes the way certain functional groups interact with each other during the product design and development process. Because analytics is a revenue driver and not a cost center in freemium, it isn’t implemented after a product launch as a means to reduce losses. Rather, the initialization of analytics [...]