Acquisition - Retention - Monetization : Feeding the Funnel
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Transcript of Acquisition - Retention - Monetization : Feeding the Funnel
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UD3. ARM Feeding the Funnel
Juan Gabriel Gomila Salas
/joanby@Joan_ByJuan Gabriel Gomila Salas
joanby
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ARM Model• Acquisition: How do I gain new users?
• Retention: How do I retain those users?
• Monetization: How do I make money?
CPA < LTV
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Acquisition
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Acquisition: types• Paid acquisition
• Facebook Ads
• Google Adwords: Display y Banners
• Mobile Ads
• Email Marketing
• Incentivized Ads
• Affiliates
• Other: magazines, blogs, TV, Radio,…
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Acquisition: types• Organic acquisition
• Viral
• Social
• Public Relation (PR)
• Search Engine Optimization (SEO)
• Cross-Platform
• Corss-Promotion
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Acquisition: Ads & Display• Target: keywords, interests, demography…
• Creativities: format, sizes, CTR, CVR…
• Pricing: CPM, CPC, CPI, CPA…
• Examples: Facebook Ads, Google Adwords, Twitter Ads, Web Impressions, Zetanet, Ad4Game, LinianAds, LifeStreetmedia…
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Acquisition: Email Marketing
• Bounce Rates
• Spam Filters
• Open Rate
• Examples: Mailchimp
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Acquisition: Social Media
• Facebook Fan Pages
• Twitter Account
• Youtube Channel
• Blogs
• Web
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Acquisition: Press & Public Relations
• Talking to the Press
• Get your game reviewed
• Talking to your fans & gamers
• Gaming conferences
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Acquisition: Virality
• Make easy to invite friends (Facebook, Twitter, Gmail…)
• Incentivized Vitalization
• Enhanced Vitalization
k-factor = % users who invita * avg. invitations * % friends who accepted
k-factor < 1
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Retention
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Retention: Engagement• First 60 seconds
• DAU/MAU
• 1-day, 3-day, 7-day
• Monthly retention
• Average Session Length
• Number of sessions per day
• Reengagement
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Retention Tools
• Leaderboards
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Retention Tools
• Achievements
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Retention Tools
• Collections & Badges
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Retention Tools
• Tournaments
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Retention Tools
• Missions & Challenges
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Retention Tools
• Chats
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Retention Tools
• Core Game Loops
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Retention Tools
• XP and Level Models
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Retention Tools
• Virtual Currencies
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Retention Tools
• Rewards & Gifts
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Monetization
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Monetization: sell the game
• Advantages
• Fire and forget development
• Familiar process for many developers
• Similar revenue at launch
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Monetization: sell the game• Disadvantages
• Focus on launch day gives only one chance to maximize sales
• Limits ongoing relationship with gamers
• Typically higher price point
• Hard to offer a free version of the game
• Requires 100% of development budget to spend upfront
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Monetization: subscription
• Advantages
• Recurring revenue stream
• Predictability of income
• Easy for consumer and developer to understand
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Monetization: subscription• Disadvantages
• Long-term commitment deters users
• Ongoing development costs
• Requires billing and consumer service infrastructure
• Hosting and server costs
• Limited upset opportunities
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Monetization: premium
• Advantages
• Paid once, enjoy forever
• Offers clear value topremium costumers
• Easy to code
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Monetization: premium
• Disadvantages
• Means hobbling the free version (i.e. your prospects get a poor experience)
• Needs different designs and layouts for each service, which adds usability and testing headaches
• Requires billing and costumer service infrastructure
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Monetization: virtual goods• Advantages
• Allows the user to set the price they want to pay
• Easy to track and measure
• Flexible
• Often generates more revenue
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Monetization: virtual goods
• Disadvantages
• Requires billing and customer service infrastructure
• Requires substantial investment in inventory management
• Hosting and server costs
• Ongoing development costs
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Monetization: advertising
• Advantages
• Monetise traffic even if users aren’t paying
• Can be simple to implement
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Monetization: advertising• Disadvantages
• Can cheap your brand
• Requires active management to generate substantial revenues
• Most ads currently targeted at gamers are for rival games
• Unlikely to finance your entire game, even once the current market improves
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Monetization: sponsorship
• Advantages
• Substantial budgets available
• Can pay for the entire game
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Monetization: sponsorship
• Disadvantages
• Work-for-hire revenue that simply swaps the publisher for a brand
• Requires significant and specialist business development work with media agencies and brands
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Monetization: offer walls• Advantages
• Additional source of revenue for virtual goods business
• Offers alternative ways to pay for cash-strapped consumers
• Relatively simple to implement (provided virtual goods have already been implemented).
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Monetization: offer walls
• Disadvantages
• Carries all the negatives of virtual goods
• Requires careful monitoring
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Monetization: payment methods• Bank transfers
• Credit & Debit cards
• eWallets (Paypal)
• Mobile payments
• SMS Premium
• Mobile eWallets
• Phone Calls
• Prepaid cards (physical & vouchers)
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Think about the ARM funnel
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Exercise #1
• What kind of metrics should track an Acquisition Manager?
• What kind of metrics should track a Retention Manager?
• What kind of metrics should track a Monetization Manager?
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