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From Virtual Economy to Actual Revenue

Yaniv Nizan
February 08, 2013

From Virtual Economy to Actual Revenue

Using In-App Purchases in Mobile Games (research by www.soom.la)
Tips for Virtual Economy Design + Case Study
Tips for In-App Purchase Store Design + Case Study

Yaniv Nizan

February 08, 2013
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Transcript

  1. Yaniv Nizan – Short Bio • Monetizing Videos • The

    Other gaming EyeView • Monetizing blogs • Advertising INTENTclick • Monetizing games • In-App Purchase SOOMLA
  2. About SOOMLA • Established August 2012 • Backed by private

    investors including Oded Vardi • 100% month to month growth since launch • Over 1M end device installs • 5,000 Fans in Facebook
  3. The SOOMLA Framework • Series of Open Source Projects •

    Mission: To allow indies to collaborate • Do it once do it well • Cross Platform
  4. The SOOMLA Store Designer • In-App Purchase Store SDK •

    Creating seamless stores • Management Dashboard
  5. Mistake 0 – No Virtual Economy 91% of Revenue is

    in Selling Coins Users spend over 50% of the time in the store
  6. Mistake 1 – Focusing on Selling • Increased User Engagement

    • Users will buy if they have coins Soft Store Game Play Focus on Earning
  7. Mistake 2 – Balance = 0 • Give users some

    coins • Show them the Store before the game
  8. Mistake 3 – Goods lasts forever • Rentable or consumable

    are Better • Opportunities for tweaking • Sell Everlasting items only for hard currency
  9. Mistake 4 – Single Currency • Having 2 or 3

    currencies gives more opportunity for tweaking • Allows some of the goods to be purchasable only with real money
  10. Mistake 5 – Boring • Users should be exposed to

    new goods as they progress in the game • Complex Dependencies
  11. 2 Games in One • Building a Clan • Accumulating

    wealth • Investing in buildings • Training Soldiers • Fighting • Deploying troops • Waiting to see the result
  12. 2 Games in One • Building a Clan • Accumulating

    wealth • Investing in buildings • Training Soldiers • Fighting • Deploying troops • Waiting to see the result Resource Management Puzzle
  13. Clash of Clans in the Model Tip Clash of Clans

    Focus on Earning Multiple ways to earn. Virtual goods impact earning Starting Balance > 0 YES Virtual goods don‟t last Soldiers are killed, buildings are destroyed Number of Currencies 2 Soft currencies, 1 Hard Interesting Store Each items have multiple levels. Complex unlocking rules
  14. Tip 1 – Item attributes • Product Comparison • Reduced

    Complexity • Allow easy modification
  15. Tip 2 – Meta and ROI Items • Items that

    are “no brainer” • Coin magnet • Double coins • Currency Limitations • Gold storage
  16. Tip 3 – Double Verification • Verifying „soft‟ transactions •

    Reduces the mental difference • Get the player used to verifying • Make actual purchase easy
  17. Tip 4 – Hard Items • Some items are only

    available for hard currency purchases
  18. Tip 5 – Levels/Upgrades • Selling different levels of the

    same item • Shopping becomes an achievement • Keeps store fresh • Simplifies store
  19. 2 Games in One • Building a Car Fleet •

    Accumulating wealth • Investing in Cars and Upgrading • Tuning Car • Racing • Shifting Gears • Waiting to see the result
  20. 2 Games in One Resource Management Action / Puzzle •

    Building a Car Fleet • Accumulating wealth • Investing in Cars • Tuning Car • Racing • Shifting Gears • Waiting to see the result
  21. Stupid Simple • Virtual Goods • Cars (with levels) •

    Only 5 upgrades (with levels) • Infinite combinations • Everything is translated to 4 attributes
  22. CSR Racing in the Model Tip CSR Racing Item Attributes

    Everything boils down to 4 attributes Meta and ROI Items No specific item but it‟s an ROI driven game Double Verification Yes Number of Currencies 1 Hard, 1 Soft Interesting Store Everything is in levels Infinite options