Date post: | 09-May-2015 |
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Entertainment & Humor |
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grgetherh
Playing with Pricing in Social Mobile Games
Oscar Clark EvangelistPapayaMobile Inc
Syllabus: Playing with Pricing
• Some of the theory behind Freemium billing models?
• Understanding Player Reward behaviours & Lifecycle
• The importance of the Free-Player, Minow & Whale
• Virtual Goods Techniques
• Working with Papaya
Image Source: http://jameslao.com/2008/04/
Billing and Game Design: Theories
Image Source: http://harmonyartmom.blogspot.co.uk/2009/04/sketch-tuesday-take-seat.html
Lets start with some economic principles
•Consumer Purchase Process•Price Elasticity of Demand•Barriers to Purchase•Short Term and Long Term
Risk
...and how they apply to Social Games
Consumer Purchase Process
Give your users a reason to buy goods
• How easy it is to buy?• What drives anticipation?• Are there blocking
events?• What motivates users?• What gives them
‘Permission?’
Blo
ckin
g E
ven
ts
Sti
mu
lus
Motivation
Consideration
Awareness
Permission
Purchase
Remorse
Review
Pricing Elasticity of Demand
Maximize the opportunity
•Price affects supply•Revenue = Price times users•$0 to $0.001 is huge barrier•$0.001 to $1 is easier•Multiple low price purchases
easier than fewer high price
Pricing Elasticity of Demand
Maximize the opportunity
•Price affects supply•Revenue = Price times users•$0 to $0.001 is huge barrier•$0.001 to $1 is easier•Multiple low price purchases
easier than fewer high price
≠
Short term and long term
Nagging has an impact on long term loyalty
•Consumables are easy short term •Durables are east longer term•The existence of both affects player confidence & willing to buy
•Durables should reduce the nagging/Blocking Events
Short term and long term
Nagging has an impact on long term loyalty
•Consumables are easy short term •Durables are east longer term•The existence of both affects player confidence & willing to buy
•Durables should reduce the nagging/Blocking Events
Short term and long term
Nagging has an impact on long term loyalty
•Consumables are easy short term •Durables are easy longer term•The existence of both affects player confidence & willing to buy
•Durables should reduce the nagging/Blocking Events
Short term and long term
Nagging has an impact on long term loyalty
•Consumables are easy short term •Durables are east longer term•The existence of both affects player confidence & willing to buy
•Durables should reduce the nagging/Blocking Events
Syllabus: Playing with Pricing
• Some of the theory behind Freemium billing models?
• Understanding Player Reward behaviours & Lifecycle
• The importance of the Free-Player, Minow & Whale
• Virtual Goods Techniques
• Using the Papaya Game Engine for rapid Social Game Development
Image Source: http://jameslao.com/2008/04/
Where does Social come in?
Image found via Flikr (Erica Glasier)
Keep me entertained
Build my trust
Who else plays?
Let me show off
Make the most of the game
Maslow’s Hierachy• Gamers need to be
entertained• Trust influences buying
decision making• Social Influences affect buying
choices• Players typically purchase
‘Customization’ items first • ‘True Fans’ spend most on
game accelerators
Who are your players?
Different Players buy for different reasons
• Collector: – "Got to catch them all"
• Explorer: – "Where can I go today?"
• Socialiser: – "I want to be popular"
• Competitor: – "I'm going to Pwn ya!"
What do your players want now?
Mobile Players play based on Mood & Mode
• Entertain Me:– "Keep me from going mad"
• Max my time:– "Just two minutes to fill"
• Show and tell: – "Too cool for you"
• Habit Forming: – "My guilty pleasure"
The life of the game
Image Source: http://www.agilemodeling.com/essays/proof.htm
Where are your users in their lifecycle
• Products have a lifecycle• Players also have a
lifecycle• Early stages are vital• Push past the 'chasm'
Revenue starts here!
Syllabus: Playing with Pricing
• How does the billing model affect game design?
• Understanding Player Reward behaviours & Lifecycle
• The importance of the Free-Player, Minow & Whale
• Virtual Goods Techniques
• Working with Papaya
Image Source: http://jameslao.com/2008/04/
Why do people buy?
Understand the True Fans
True Fans are happy to spend money
•Don't break the Free Player experience
•Takes 8-12 days to start paying•Make it great to spend the first $1•Nurture one-time spenders & Minows
•What are your ‘Gateway’ purchases?
Talking Social: Total Lifetime Value
We don't just want a one night stand
•True fans can take 8-12 days to start spending
•Work with the user lifecycle to keep them engaged
•Build Anticipation between Games
•Cross-Game Virtual Currency
Typical number of Games an X-City player where spends money
Compulsion Loops
Give Players a reason to keep coming back
•Schedule of reinforcement•Grinding & flow•Visible achievement stream•"Just one more turn"•What happens between sessions?
Syllabus: Playing with Pricing
• How does the billing model affect game design?
• Understanding Player Reward behaviours & Lifecycle
• The importance of the Free-Player, Minow & Whale
• Virtual Goods techniques
• Working with Papaya
Image Source: http://jameslao.com/2008/04/
Applying The Theory
Offer low cost Consumables
• Each with their own play/refresh profiles
• Pay with Grind only• Pay with Cash only• Limit access by ‘Level’• Pay to skip ‘Cool-down’
Applying The Theory
Balance with different Durables
• Each with their own art style & impact on gameplay
• Encourage emergent play
• Grind or in-game currency
• Offset nagging of consumables
Applying The Theory
Image Source: http://www.speedrungames.com/?cat=5
Reward repeat play with Collections
• Each with an art style relevant to their source
• Encourage gifting/trade with friends
• Trade in for Consumables • Trade-in for Unique
Durables
Monetization 3.0
Make buying goods part of the fun
• Collection Cash-in• Grind relief goods• Level limited items• Purchase only items• Special “Level-
clearance” items
Things to Avoid…
Casual Gamers expect more fun
• Don’t Punish Players• Don’t require purchases
to continue• Don’t make the game
painful without spending• Don’t sell goods players
can’t show off
Syllabus: Playing with Pricing
• How does the billing model affect game design?
• Understanding Player Reward behaviours & Lifecycle
• The importance of the Free-Player, Minow & Whale
• Virtual Goods Techniques
• Working with Papaya
Image Source: http://jameslao.com/2008/04/
Socialize your game and connect to millions of engaged, active users
1.Integrated social features
2.Integrated social features
3.Virtual currency
4.Support major develop tools
5.Language support
Social SDK
A Cross-Platform Social Game Engine for Mobiles
1.Integrated social features
2.Virtual currency
3.Script based language
4.Advanced 2D graphics
5.Cross platform
6.Cloud server hosting
7.Language support
Social Game Engine
Summary
Image Source: http://www.speedrungames.com/?cat=5
Pricing should enhance gameplay
• Keep players entertained• Meaningful interaction
with others• Social Capital for
purchases• Consumables & Durables• Manage user lifecycle