Panel: Doubling Down on Repeat Players- Moving to Retention as a Focus to Making Money
summary
Panel argues a retention-first strategy: build early D1/D7 hooks, then layer monetization. Player analytics (DeltaDNA now inside Unity) and sensitivity analysis model tradeoffs so changes don’t tank economies — failure to monitor forces sunsetting (example: Smash Monsters). Real-time voice/video (Agora) and community features (Roll20 marketplace, Party in My Dorm’s tribal PvP) drive sticky social loops; rewarded ads correlate with spending (claimed 3–5x uplift in likelihood to convert), and ML is used to pick tutorials and personalized offers.
AI-written summary · about
chapters (14)
- 0:00Panel introduction
- 1:02Panelist introductions
- 3:09Retention vs monetization
- 9:09Retention over game lifetime
- 16:54Ad vs IAP monetization
- 26:46Machine learning personalization
- 30:15Top retention features
- 34:48Dual monetization funnels
- 36:15Sensitivity analysis insights
- 39:01Tracking retention metrics
- 40:05iOS vs Android retention
- 44:16Push notification strategies
- 48:06Games with great retention
- 51:15Closing remarks
related talks
50mPanel: How to Optimise Revenue & Retention for Your Games
46mPanel: Alternative ways to Monetise Your Games
52mPanel: Playing Together How To Boost Retention by Adding World-class Multiplayer Options
37mHypercasual monetisation versus long-term retention monetisation
29mPanel: Beyond Downloads: The New Rules Of Games Marketing
49mMonetisation Design - A Story of Love and Retention
48mPanel: A Love Story: Essential Strategies to Attract (& Keep) an Audience.
45mDesigning games for maximum monetisation
