~/talk

Monetisation Design - A Story of Love and Retention

Talkat Pocket Gamer Connects Jordan 2019 · 2019-11-02..11-03· [game-development]
linkedin:oscarclark
slides:none on file

Compares hyper‑casual to long‑term live games and gives concrete levers: design for competence, completion, control and social capital; trigger purchases with anticipation, fear of missing out and permission to abnegate chores; monetise via rewarded and interstitial ads, one‑offs, subscriptions/battle passes and hybrid mixes; sell subsistence, shortcuts, social and strategy goods delivered as consumable, generator, capacity or aspiration items. Calls out benchmarks (day‑1 retention ~35–40% so ~60% drop, <50% ever spend, ~30% ads‑only, ~3% one‑off, ~0.5% recurring, ~0.1% big upsells) and insists on testing hypotheses.

AI-written summary · about

  1. 0:00Intro
  2. 1:30Why play games
  3. 9:05Breaking down games
  4. 12:39What games mean
  5. 17:39What goods mean
  6. 22:39Aspiration goods
  7. 27:39Super engaging
  8. 32:39Upsells
  9. 42:39Impulse
  10. 45:39Time Limiting
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