How to Optimise Game Success & Monetisation With the Right Brand Partners
summary
Argues that g-commerce turns game lobbies into non‑disruptive stores that monetize every player, claiming a multi‑trillion opportunity across 3 billion gamers and 955,000 App Store titles; delivers purchases (examples: Nike shoes) with a double‑digit revenue share and rewards that boost retention and LTV; includes an NFT marketplace and IAB‑compliant billboards; integration via a one‑hour SDK with brand sourcing handled by the platform; survey shows 90% of surveyed players are willing to buy when rewarded.
AI-written summary · about
chapters (8)
- 0:00Start
- 0:14Partnership with Brands
- 4:13Demographic Changes
- 6:16What Is G-Commerce
- 8:31Why Movies
- 24:15Does G-Commerce Work with Premium Games
- 29:00Game Makers Need To Focus on Making Great Games
- 35:07Google Take a Share of the Revenue
related talks
18mIs this really all there is? More ways to monetise mobile games
18mGame Monetization: How We Got Here and Where to Go
19mSession: From Steps to Spending: A New Motivation Loop That Turns Player Movement Into Engagement...
21mPanel: Running DTC at Scale - Lessons From Mobile Game Leaders.
20mBroadening audiences through expansions
50mThe Business of Art
25mOptimizing your app’s revenue: flexible monetization tools
09mSession: What’s Really Limiting Publisher Monetisation Today
