ARPU

Soft launch product development using the Minimum Viable Metrics
By September 2, 2013 Read More →

Soft launch product development using the Minimum Viable Metrics

Soft launching a mobile title, which is the process of releasing a game in a test market and iterating upon it based on user data, has become an integral part of development strategy for large and small developers alike. The reasons are numerous: Ratings have a significant impact on an app’s discoverability, perception, and, ultimately, […]

King vs. Kabam on the road to IPO
By May 6, 2013 Read More →

King vs. Kabam on the road to IPO

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 […]

The economics of mobile game publishing
By April 15, 2013 Read More →

The economics of mobile game publishing

(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 […]

Mobile gaming revenues are shifting to tablets…and to Asia
By March 8, 2013 Read More →

Mobile gaming revenues are shifting to tablets…and to Asia

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 […]

Emerging Strategies to User Acquisition: Video from Casual Connect Panel
By February 20, 2013 Read More →

Emerging Strategies to User Acquisition: Video from Casual Connect Panel

Last week I participated in a panel at Casual Connect called “Emerging Strategies to User Acquisition”. I was honored to share the stage with Jussi Laakkonen from Applifier, Stefan Bielau, Erlend Christoffersen from Supercell, Gilad Rotem from InGaming, and Billy Shipp from Iddiction. Below you’ll find a video of the entire panel, which clocks in at […]

Minimum Viable Metrics for Mobile
By February 5, 2013 Read More →

Minimum Viable Metrics for Mobile

(Dashboard template can be found here; source code on GitHub here) In freemium mobile, my experience has been that the principles of the Minimum Viable Product as a product strategy are respected but sometimes necessarily abandoned because the concept isn’t perfectly transferable to mobile platforms. The MVP approach was designed for a platform (the web) that allows […]

A comprehensive free-to-play game model: revenue, DAU, virality, and retention (spreadsheet included)
By January 10, 2013 Read More →

A comprehensive free-to-play game model: revenue, DAU, virality, and retention (spreadsheet included)

The F2P Excel Model is free to download, but you must first subscribe to my e-mail list to access it. You’ll get updates each week when new posts are added, and you can unsubscribe at any time.  Last Edited: August 9th, 2013 As free-to-play transitions from an emerging, vaguely defined abstraction into the dominant business […]

Driving free-to-play revenue: Increase conversion rate or increase ARPPU?
By January 7, 2013 Read More →

Driving free-to-play revenue: Increase conversion rate or increase ARPPU?

One of the most frequently levied criticisms against the free-to-play model is its low intrinsic conversion rate: most players (usually more than 95%) will never monetize. In trying to increase revenues, are developers of free-to-play games better served by increasing conversion or by increasing the average revenue per paying user (ARPPU)?

Is day-one retention the most important gaming metric?
By October 30, 2012 Read More →

Is day-one retention the most important gaming metric?

I read this piece on GigaOM the other day about what VCs look for when investing in gaming start-ups, and this bit caught my eye: Hyatt’s number one metric for games that interest him as investment prospects: Day-one retention, i.e. whether new users come back the next day to play. This is an especially important way […]

The Lifetime Customer Value / Cost Per Acquisition spread
By October 9, 2012 Read More →

The Lifetime Customer Value / Cost Per Acquisition spread

The most fundamental concept in paid user acquisition, the Lifetime Customer Value / Cost per Acquisition spread describes how much profit each acquired user produces (the “spread” being the difference between the two values). But while the concept may be fairly simple to grasp, the actual calculation of these values can be nuanced. Many things […]