UX for Gamer Acquisition, Retention and Conversion

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UX for Gamer Acquisition, Retention and Conversion UX Scotland 2014 Tutorial Claudio Franco @dubit @clauzdifranco Esther Stringer @BCM_Tweets @EstherBCM

description

A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design. Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).

Transcript of UX for Gamer Acquisition, Retention and Conversion

Page 1: UX for Gamer Acquisition, Retention and Conversion

UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014 Tutorial

Claudio Franco@dubit @clauzdifranco

Esther Stringer@BCM_Tweets@EstherBCM

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Introduction

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Introduction: Dubit & Border Crossing Media

Senior Research Manager - Games and MediaDubit, digital entertainment studio based in LeedsOngoing Professional Doctorate (PhD)Digital books, storytelling and audience involvement

Managing Director – Border Crossing Media, User Specialists MMRS User research, analytics, facilitator and trainer

UX Scotland 2014

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Agenda

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● The freemium Empire: o What is freemium?o Some exampleso Our focus

● Acquisition: lowering barrierso Home and landing pageso Starting a game

● Retention: strategieso Overviewo Examples

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Agenda

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● Conversion: monetisation tacticso Overviewo Exampleso Reflection

● Key take aways

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The Freemium Empire

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Freemium

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FREE + PREMIUM = FREEMIUM

Freemium games are games that are free to install and play, but that also contain virtual goods and currencies acquired through in-app purchases yielding functional advantage and status to the player [...] paying players possess an advantage that can only be met by free players if they choose to grind.

[T]he freemium business model for games has become the go-to games business model [...] since the 2007 introduction of the iOS App Store.

Charles Kriel, game designer and author of the "Concise Dictionary of Freemium and Free-to-Play Game Design.

Freemium: What is Freemium?

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200M+ / $77M+ 200M+ / $50M+

70M+ / $30M+ 2-M+ / $80M+

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Freemium: Other Media / Products

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“CHEAPMIUM”cheap + premium

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● Distinct UX needs for different kinds of games● Children MMOs / virtual worlds and apps● Player acquisition and initial moments

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Freemium: Our Main Focus

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Acquisition: Attracting players and lowering barriers

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Acquisition: Targeted approaches

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Acquisition: Targeted approaches

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Source: http://fantasy-faction.com Source: http://corpserun.wordpress.com

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Acquisition: Meeting expectations

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Source: Gamasutra: Mark Robinson's Blog - Why do players leave your game? Top 5 reasons revealed

60-80% of players leave a game for good after a disappointing first session.

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Acquisition: The importance of first use

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Source: News: Mobile game survey finds players leave fast - CVG UK

Speed Dating?"It's a bit like a first date. If it's going to be effective, it needs to be effective quick."

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Acquisition: Homepages

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Acquisition: Homepages

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Acquisition: Registration

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Acquisition: Registration

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Acquisition: Starting a game - Tutorials

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Retention: Strategies

Claudio Franco
add key retention tactics - CP seasonal events; see comments
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● Balance of difficulty● Help for not-so-good players● Social features● Communication● Competition, leaderboards● Collaborative play● Collectible items● Achievements● Leveling-up

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Retention: Keeping players coming back

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● The Eternal BETA● Fine-tune● Game metrics● Player research● Large worlds● Range of playing styles● Audience involvement● Tapping into player creativity

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Retention: Keeping players coming back

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Conversion: monetisation tactics

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● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

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Conversion: Overview of tactics

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● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

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Conversion: Overview of tactics

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● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

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● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

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● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

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● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

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● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

Source: Glu Mobile

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Conversion: Overview of tactics

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Conversion: Ethics - money or fun experience?

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Source: PocketGamer.biz

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Conversion: Ethics - money or fun experience?

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● Freemium rules

● Lowering barriers to Acquisition is essential (targeting, registration, tutorials)

● Games lose players - retention and ongoing work is essential (eternal beta)

● Current conversion tactics are efficient but have to be used with care

● Player research, prototyping and testing should inform and refine assumptions

● There’s room in the market for more beautiful, creative games!

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Key Take Aways

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For more information contact:

Claudio Franco@dubit @clauzdifranco

Esther Stringer@BCM_Tweets@EstherBCM

Thank You