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Thanks For Coming!

Mobile Games: Understanding and Optimizing Behavior Across Platforms Sumit Gupta Founder & CEO Bash Gaming. Thanks For Coming!. Vegas, baby!. T hanks F or C oming!. Cross Platform Challenges Metrics That M attered Discussion. S hameless Self-Promotion .

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Thanks For Coming!

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  1. Mobile Games: Understanding and Optimizing Behavior Across PlatformsSumitGuptaFounder & CEO Bash Gaming

  2. Thanks For Coming! Vegas, baby! (c) BitRhymes Inc 2013

  3. Thanks For Coming! • Cross Platform Challenges • Metrics That Mattered • Discussion (c) BitRhymes Inc 2013

  4. Shameless Self-Promotion For more than a year, we’ve been: Top 10 Grossing on iPad Top 20 Grossing on Android Top 30 Grossing on Facebook Top 40 Grossing on iPhone Hell yeah!!! (c) BitRhymes Inc 2013

  5. Bingo bash Top of the charts (c) BitRhymes Inc 2013

  6. 25M+ Installs, mostly from western markets! More than 1.5Mpeople play daily, up to 45K concurrently! (c) BitRhymes Inc 2013

  7. Know Your Audience (c) BitRhymes Inc 2013

  8. Know Your Audience (c) BitRhymes Inc 2013

  9. Noobies.. Free stuff is nuff! • Measure everything (Google Analytics/Events, Flurry/Apsalar – events, Mixpanel cohorts - free!!) • Back your gut feelings up with numbers • Drive the game based on metrics and user feedback • Listen to your users: this can be your differentiator (c) BitRhymes Inc 2013

  10. Engagement, Engagement, Engagement • Median Session time, games/cards/spins per session • # of sessions per week • Optimize for time spent (c) BitRhymes Inc 2013

  11. User Acquisition • Launch in test market • How to know when you’re ready • Day 7 retention • 7-day ARPU • Different Day 7 for different platforms * Source: Flurry Blog (c) BitRhymes Inc 2013

  12. Test Markets Are Viable Worldwide Social casino revenues from 2011-2012 (c) BitRhymes Inc 2013 (Source: SuperData Research)

  13. First deposits (c) BitRhymes Inc 2013

  14. Cross Platform works (c) BitRhymes Inc 2013

  15. Cross Platform Woes • User A acquired from platform 1 • Starts playing on platform 2—is it a new user? • Starts spending on platform 2—which platform gets credit? • Treat each platform independently when it comes to LTV vs. CPI analysis (c) BitRhymes Inc 2013

  16. Take-Aways Now with 30% more cheese

  17. Game Design Zen! • DISRUPTION will happen • Think about how to combine entertainment and skill • Social gaming ≠ Zen • Smart phones and tablets are different • Interactivity matters (c) BitRhymes Inc 2013

  18. Challenge Paradigms • We have an average session time of 5 minutes on iPhone • More than 50% people play for 10+ minutes (c) BitRhymes Inc 2013

  19. Smartphone vs. Tablet • Never cut-and-paste • Smartphone ≠ Tablet • Level of engagement is deeper in Tablets • People play more sessions on iPhone, more session time on iPad (c) BitRhymes Inc 2013

  20. Our User Psychology • Believe they can • Beat the odds: Design for illusion of control • Predict future • Don’t like losing • Fix “loss moments" • Play to feel good • Incentivize repeat actions • Social moments (c) BitRhymes Inc 2013

  21. Questions? Where is the exit key? (c) BitRhymes Inc 2013

  22. We are hiring! Left and right • http://bashgaming.com/jobs • jobs@bashgaming.com (c) BitRhymes Inc 2013

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