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Business Model combines Magic and Algorithms in Mobile Gaming

Two years ago, I stepped into the mobile games market when I joined Planeto in Malmö, Sweden. With more than 5 million downloads, Planeto is a leader in knowledge-based mobile gaming. The experience at Planeto has changed me as a product creator and marketer.

Like many of my Scandinavian tech colleagues, I come from the planet where they build mobile phones. One step up the software stack to apps did not seem like a huge leap, especially as Planeto develops games for smartphones. As it turns out, one of the most talented game designers in Southern Scandinavia took me to a planet that was significantly different.

This is the third and final blog of a three part series on battle insights by a mobile game CEO.

Mobile Gaming as a Business

[tweetable]Even today, game designers prefer the traditional model of being paid up-front for games[/tweetable]. This business model allows them to devote most time on what is important to them, namely the game and it’s magical game play loop. Our world of algorithms has, however, made Free-to-Play (F2P) the dominant business model for successful games. Free is very powerful as a digital marketing tool for skillful individuals who are able to combine great gameplay with algorithm-winning distribution and marketing.

Ad revenue and In-App Purchases (IAPs) are the two traditional revenue sources in F2P games. Developers mix the two in different quantities depending on the game genre and design. Let’s explore one by one, before we look at the next possible frontiers in the mobile games business.

Getting the User to Buy Everyday

In our first game, we had one item for sale, namely a premium upgrade. This is not a good business model when your game has strong retention. We still have customers today who played our games nearly three years ago… incredible! These users love our games and, in our original game, their maximum spend was $2.99. That was it for three years of entertainment. 🙂

By implementing lifelines, offering new question packs, and decoupling game boards from the premium upgrade, we have in subsequent games removed the limit on how much money you can spend. Our best customers now spend more and in return we offer more features and content. A much better relationship than the original fire and forget model.

Because of this ongoing relationship, we also have become much more generous. We provide the users with some in-game currency for free, so they can try the different lifelines and game boards. That drives up our conversion, as the users get familiar with our in-game currency early on. Contact to support also triggers free stuff!

Third, we actively work with conversion of users through campaigns where we make seasonable items available either free or at heavily discounted rates. We have had great success with our X-mas tree game board. 🙂

Finally, our lifelines are micro purchases offered at a time where the user is most willing to spend – very similar to the extra turns in Candy Crush Saga.

Good IAP design is hard, and it needs to be closely integrated with the core game play loop.

Advertising as an Ongoing Adjustment Process

As mentioned in “The Science of Mobile Game Marketing“, F2P games need an ad mediation layer to be successful in the advertising space.

First, you need a mix of different types of ads from incentivized video, over normal video, to static interstitials, and banner ads. The mix allows you to adjust the ad types over the lifecycle of the user. Advertising is not something users love, so you want to avoid intrusive ad formats, like forced video ads, early in the lifecycle of a user. Later they might make sense depending on your game.

It is also important to ensure you drive up your fill rate. You will not have sufficient video ad inventory from one network available at all times, and hence you should backfill with interstitials from other networks.

Finally, you need to be able to play the different ad networks against each other to ensure the best possible CPM. The ad intermediation layer allows the developer to switch between many different ad networks and adjust advertising volume by network. On top of the automated CPM-based adjustments made by the mediation layer, we adjust our volume by network each week to make sure we get the best CPM per country.

Each advertising network has its own logic when it comes to buying advertising space in games, but generally speaking we’ve also seen that ad networks take advantage of developers who are stale, i.e. developers who do not tweak the number of impressions per ad network. So if you leave your ad network distribution untouched for more than two weeks, expect your revenue to start declining.

Tweak and learn!

The Real World as a Revenue Opportunity

Game developers often use other brands for marketing. Whether it is Kim Kardashian, CR7, or FIFA, it is obvious that real world brands sell games. Integrating the real world into games does not necessarily need to be a royalty expense. In fact, this can be a great opportunity for business model innovation in the mobile games market.

Brands, people, and organizations are finding it increasingly difficult to engage with their stakeholders in a positive, meaningful way. Designed correctly, games can be one such path.

At Planeto, we have worked with brands to create question packs about a specific topic for TV stations. One TV station worked with us on a question pack on the Premier League – they wanted to engage their viewers on knowledge about the Premier League. Another TV station wanted 250 questions on fashion for the Copenhagen Fashion Week. Great fun for our users and excellent exposure for the brands.

Think about your game – how can the real world increase your revenue or extend the lifecycle of your game by bringing in brands, information, or other stuff that your users care about? Be creative – people care about more than just celebrities and TV shows – what about the city you live in? Nature? Politics?

Big Data as a Revenue Opportunity

As we live in a world of algorithms, game developers have more information about their users and their users’ behavior than any other industry out there. Where traditional industries are looking to build up data about their customers, it often feels like we have excessive amounts of data in the mobile games industry.

Taking advantage of user data requires a thorough understanding of privacy – both from a legal perspective, but also from a product perspective, i.e. what value do you bring to your users and when you decide to generate revenue from data? Privacy must have priority over any revenue considerations. There are, however, cases where the two can go hand in hand.

In the past, we have successfully offered our users a free upgrade in return of receiving an offer for a popular science magazine subscription. This is a reasonable trade-off for the user. They know an upgrade costs $2.99. They know they will be offered a magazine that aligns nicely with knowledge-oriented games that they are playing. For that, they are willing to provide an email or a phone number.

Aggregated knowledge about the users might also be valuable. If you have personal statistics, high score lists, or achievements, could other stakeholders get any value from them, if they were presented in a slightly different way?

I would love to throw a game designer and a big data entrepreneur in a room for a few days to build a truly innovative game where data is the core monetization source.

…and We Are Only Just Beginning

These are only two examples of frontier-type business models. There are many more.

Education: I am not a big fan of the 1st generation of brain training apps. They are generally not fun to use and need such a huge commitment that they are unlikely to have any effect for 99% of their users. In the end, I do believe we will become better at using games for education. We are just not there yet.

Media: The traditional media industry is going through a tough spell at the moment. Great games where entertainment is integrated at the core of the game could be the future for some magazines, newspapers, and TV stations. SMS voting is one step in the right direction, but there must be more revolutionary designs waiting to be discovered.

Social: Games are good at bringing people together around a common interest. “Play first, date later!” could be an interesting business proposition to pursue.

I believe the next generation of big mobile game innovators will find business models that integrated a magical gameplay loop in weird and wonderful ways with the world of algorithms. What other innovative gaming business models have you seen or would you love to see?

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Business

The Science of Mobile Game Marketing

Two years ago, I stepped into the mobile games market when I joined Planeto in Malmö, Sweden. With more than 5 million downloads, Planeto is a leader in knowledge-based mobile gaming. The experience at Planeto has changed me as a product creator and marketer.

Like many of my Scandinavian tech colleagues, I come from the planet where they build mobile phones. One step up the software stack to apps did not seem like a huge leap, especially as Planeto develops games for smartphones. As it turns out, one of the most talented game designers in Southern Scandinavia took me to a planet that was significantly different.

This is part two of a three part series on battle insights by a mobile game CEO.

science-of-mobile-game-marketing

Living in a World of Algorithms

In my first blog post, I addressed the development of the magical gameplay loop, a process that involves human beings at a very fundamental level working with basic needs like happiness, competition, and the urge to progress. In stark contrast, [tweetable]the marketing of mobile games hardly involves any human beings at all[/tweetable].

The mobile gaming market is at the extreme end of the digital revolution. In other industries, there is an existing physical distribution and marketing channel that gently slows down the product life cycle. There are fashion shows ever so often. There are retailers, who stock up on new items once in a while. In mobile game distribution and marketing, there are no physical inventories. There are just algorithms and a furious pace.

In a world of appfication, anyone involved in product creation and marketing needs to understand the basics of algorithm-driven marketing. That is where we are heading.

Starting with the App Store

Most people find apps by browsing the App Store or Google Play. A close second is recommendations from friends and family. People across the globe discover games in those two ways. It is as simple as that.

Apple and Google have not disclosed how their search algorithms work, but app marketers suggest the following parameters have an impact:

  1. Title
  2. Keywords
  3. Rating value & numbers
  4. Downloads over time

Title and keyword optimization is a topic on its own. Let us instead explore how rating and downloads can be improved.

Getting Your 4+ Star Rating by Beating the Algorithm

If you have read my first post about the magical gameplay loop, then you already know that perfecting the gameplay loop is crucial to creating a good game. In most cases, a good game does not automatically guarantee a good review. Customers will give you a one star rating for many different reasons: connection errors, strange chat messages from other players, tiny features that they do not like, etc. Often bad reviews do not contain any text – just a single star, a negative impact on your ranking, and a customer that rapidly moves on to the next app.

To avoid the info-less one star review, you need to take the pace out of the rating algorithm by implementing a funnel system that leads customers to the right place. The objective is to get only happy customers, who are willing to spend time on your app, to leave reviews. Unhappy customers, who are also willing to spend time on your app, send you an email with their issues instead. Quite a simple change that actually provides much more valuable info – you may find the details here.

Boom… first small victory against the algorithms. 🙂

Cross-promotion is a Friendly Face in the Sea of Algorithms

Once you have your ratings sorted out, the next step is to drive downloads. By far [tweetable]the easiest and cheapest way to drive downloads is to cross-promote in your existing games[/tweetable]. This is of course not an option for first-time developers, who instead should be thinking of including mechanisms to cross-promote the next game. Never think of your business as a one game business. We have successfully used Appboy in all our products, and it works wonders for us. Chartboost is another option.

Create your own friendly faces!

Living with the User Acquisition Algorithms

If you do not have a successful app already, then you need to follow the painful path of acquiring new users. No friendly faces here. It all comes down to math. The basic equation you need to be aware of is this:

Average Cost Per Install (CPI) < Average Life-Time-Value (LTV) * k-factor

LTV can be calculated in many different ways, but in simple terms, it can be thought of as Average Revenue Per Daily Active User (ARPDAU) * Average retention in days. K-factor is the number of users invited by each new player. If your CPI is $2, your LTV is $1, and each player invites another player (k-factor = 2), then you are break-even.

As such, the concept is simple, but it explodes rapidly. There are hundreds of different advertising channels to use and hence CPI never stands still. ARPDAU is easy to calculate on a given day for all your users, but as soon as you break it down into segments/cohorts (time, advertising channel, segments, geo, etc.) it becomes very complex fast.

Very few developers win in their fight with the UA algorithms. This is truly a scary beast. Experiment with UA, but do not get carried away, until you have a winning formula. In general, nothing is 100% guaranteed. The formula might work for one geographical area and might be totally inoperative for another.

Apple Recognizes the Challenges with Algorithms

Over the last couple of years, the big game developers and publishers have gotten bigger and customers struggle to find new games – however good they are. Apple has been trying to curb the negative side effects of the App Store algorithms by including more editorial content. The aim is to promote quality games by letting human beings select the games that gets most visibility in the App Store. That has sparked an entirely new set of recommendations on how to get featured by Apple. Google stays true to its roots and is still working to solve the quality versus quantity issue with algorithms.

In a market where there are only two relevant stores, I am not sure I feel completely at ease with the thought that the storeowners decide what goes on the shelves. It drives up the bargaining power of those storeowners to new heights.

Optimizing Your Advertising Revenue by Playing Algorithms Against Each Other

Getting plenty of downloads is only one-half of a successful game. The other half is revenue. Most first-time F2P (Free to Play) game developers make the mistake of implementing their own advertising solution with one or two advertising networks. This does not work and it will hurt you badly, if your game makes it through the noise and becomes successful.

You need an ad mediation layer from the get-go – an algorithm that allows you to fight all the other ad algorithms for you. More about revenue options in the third and final blog post of the series.

…and That is Only the Beginning of Mobile Game Marketing

I have not touched on keyword optimization, user engagement campaigns (i.e. how do you convert users from free to paying users), user acquisition tracking, k-factor optimization (i.e. how do you get users to invite other users), and retention funnels. For each of these areas, there are plenty of algorithms to learn and speak.

To make your apps successful you need to take on the algorithms that govern the marketing and distribution of games. As a rule of thumb (and to set your developers’ expectations right), it is reasonable to budget with 50% of a quality free-2-play game development project being on components (in-house or 3rd party) that does not relate to the actual gameplay loop.
We all love to work on the magical gameplay loop – it is truly rewarding – but the right infrastructure components allows you to take advantage of the algorithms. Do not underestimate the power of the algorithms.

Interested in part three of the series on mobile gaming? Read about Business Models here

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Business

Forget about Gamification – It is All about the Gameplay Loop!

Two years ago, I stepped into the mobile games market when I joined Planeto in Malmö, Sweden. With more than 5 million downloads, Planeto is a leader in knowledge-based mobile gaming. The experience at Planeto has changed me as a product creator and marketer.

Like many of my Scandinavian tech colleagues, I come from the planet where they build mobile phones. One step up the software stack to apps did not seem like a huge leap, especially as Planeto develops knowledge-oriented games for smartphones. As it turns out, one of the most talented game designers in Southern Scandinavia took me to a planet that was significantly different.

This part one of a three part series on battle insights by a mobile game CEO.

The Magical Gameplay Loop

Having built products with some of the best people in their field, I claim to have a good understanding of how to approach a new product idea. In simple terms, the process involves a deep dive into the needs of the particular user, understanding what technical approach might deliver a product that caters to those needs, creating a first version (1.0), shipping it to the users, learning from the users, and then building an even better version 2.0. Each step has a number of tools you can use to deliver as much “bang for the bucks” as possible. You aim to capture as many facts as possible to keep learning and testing assumptions. Although user experience design and prototyping can make up significant parts, the overall creation process resembles a deductive science project where uncovering the truth is the overarching aim.

The magical gameplay loop makes mobile game creation a very different process. The magical gameplay loop builds on the fundamental premise that delivering entertainment is hard, but when you get there, it is obvious that you have arrived. You will see it in the smile, in the clenched fist raised in the air, or a loud “damn it!” – quite magical, when it happens. 🙂

Endless Iteration of the Loop

[tweetable]The gameplay loop is what the player does over and over again[/tweetable]. In a First Person Shooter (FPS) game, the gameplay loop goes like this:

  1. a target appears
  2. you aim at the target
  3. you pull the trigger
  4. the projectile moves towards the target
  5. you hit the target
  6. the target loses life

You will do this over and over again, so this loop has to work to perfection – because if not, the player will immediately notice a glitch in one of the steps. Sounds easy, but as soon as you start adding depth to the gameplay, you start challenging the loop: different targets (speed, size, life, etc.), different weapons (power, range, accuracy, etc.), different environments (complexity, dynamics, etc.), and so on.

Screen shots from Battlefield 4: Gameplay loop takes less than 3 secs from target spotted to kill confirmed, but type of enemy, weapon type, and environment adds depth to the loop, which is repeated over and over again!
Screen shots from Battlefield 4: Gameplay loop takes less than 3 secs from target spotted to kill confirmed, but type of enemy, weapon type, and environment adds depth to the loop, which is repeated over and over again!

[tweetable]The process of developing a mobile game starts with the gameplay loop[/tweetable]. You iterate the gameplay loop many times. Planeto is on more than 20 iterations of the next game. Forget about graphics. Forget about login. Forget about high score. It is all about getting the gameplay loop nailed down, testing it with real people, and observing whether you get a fist in the air or the “one more time!” that you are looking for.

It is an inductive process, in which you start with the gut feel and experience of the game designer, observe the reaction from the players, and then iterate until you get to something that is highly entertaining. Although you can access courses and tools, like “F2P Toolbox” creating great gameplay requires experience and a lot of patience. The development of the gameplay loop deals with human beings at a very fundamental level of basic needs, like happiness, competition, and the urge to progress.

Only when the gameplay loop is truly magical do you begin the “normal” development process.

Looking for the Loop

Once you realize the significance of the gameplay loop, you start playing games in a completely new way. You appreciate the beauty of the loop in good games and you become much better at looking beyond beautiful graphics and distilling the essence of a game. You also start benchmarking games against each other on a detailed level.

This brings out a number of interesting perspectives. First, can you find a gameplay loop in other types of products than games? Is there something that the user does repeatedly and therefore needs special attention and many development iterations? I have looked back at products that I have been involved in and I can point to the core loop in most of them. Some of the core loops were brilliant, but some of them were average to poor, as the features and general infrastructure detracted from the essence of what the product was supposed to deliver. My first take-away: look for the loop and make it perfect!

Gamification – a Contradiction in Terms?

My second take-away is about the inherent contradiction in the popular notion “gamification.” If the essence of a game is the gameplay loop, then you cannot gamify something that has an entirely different user experience loop and purpose.

Let’s take CRM as an example. The purpose of a CRM system is to improve the relationship with the customer. In other words, a CRM system offers a set of mechanisms that remind/drive the sales person to interact with the customer. A gamification project might introduce badges for different activities, high score lists for the best performing sales people, or other elements you might find in a game. Gamification does not, however, change the core user experience loop in a CRM system, which is: 1) enter data to qualify the relationship with the customer, 2) create a profile of the relationship with the customer, and 3) get notified about needs for actions/next steps, which in turn creates qualification data. This set of user actions is not a game. You might get a fist in the air when a deal is won, but sales people will still hate updating the account in the CRM system – even, if they get a nice “Sales Person of the Month” badge 🙂

Games Can be Much More than Fun

This does not mean a game cannot deliver more than just fun. As I will explore in my upcoming blog post “Mobile Gaming as a Business,” I am a firm believer that business model innovation is one of the biggest opportunities in the mobile games industry. At Planeto, games are used for lead generation. Games can also tell stories or educate. It is, however, essential that the starting point is the magical gameplay loop. If you do not get that right, then you cannot deliver on anything else.

Interested in how to combine Magic and Algorithms to create a successful Business Model? Read part three of this Blog series here.