How To Make A Successful Business Out Of Your Game
summary
Yodo1 condenses nine years and reach to 1.5 billion players into a monetization playbook: mobile market is 80% free-to-play, so designs mix rewarded video and IAP with live A/B geo-testing to tune impressions per DAU and tolerance for interstitials. Rodeo Stampede case shows incentivized ads initially drive ~70% revenue, IAP 30%, later IAP rises to 40% after $1–$4 map price elasticity tests and adding direct purchases; LTV increases after balancing time, ad, and money currencies and running continuous liveops experiments.
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chapters (15)
- 0:00Intro
- 3:06RULE #1 Anybody can download and play your game without having to pay
- 3:31THE FOCUS How do I make money?
- 4:55DEMOGRAPHICS Knowing the demographic makeup of your player base is critical to designing a successful monetization strategy
- 9:56OPTIONAL ADS The challenge in designing optional ads is in creating incentives for players to watch more ads
- 11:57TIME CURRENCY Time invested in the game by players
- 12:07AD CURENCY watching in-game ads
- 14:27VANITY CONTENT Non-functional content that improves the look and feel of the gaming experience
- 15:24Create a desire to purchase
- 15:38Promote and price content packages to create a perception of value for players
- 17:26Price your content affordably and attractively to all demographics
- 18:08DEMOGRAPHIC PRICING Consider what price is affordable for each audience playing your game
- 20:19OBJECTIVES Pricing game content affordably for all demographic audiences
- 24:22IAP INSIGHTS Introducing IAPsl for obtaining maps was extremely effective
- 26:12CHANGE IS A CONSTANT Finding the right balance between price elasticity and perception of value is an ever-changing process
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