Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
2. MONETIZATION
The means in which a game produces revenue,
by applying game mechanics that make players
pay with actual money
ARPU / ARPPU kDAU LIFE TIME VALUE
Average Revenue Per The revenue generated The Revenue generated by
Player (monthly) by every 1,000 daily a player during his life time
active users in the game
3. CURRENCY
Digital games use a variety of virtual resources,
used by players to purchase in-game goods,
trade and nurture their game play
SOFT CASH HARD CASH JUST CASH!
Game world currency. Currency used to Direct cash payment is
Acquired by purchase premium goods becoming a popular
performing actions and services. Acquired by choice in virtual games
within the game spending real money
4.
5. VIRTUAL GOODS
In-Game items/assets that have a unique visual
or functional value within the game world.
Purchased by conducting Micro Transactions
VANITY UTILITY CONSUMABLES
Goods with a visual Virtual Items that have a Utility goods consumed
aspect only; Capes, game-altering effect: upon usage, having a time-
Clothware, Tattoos, Boots that grant speed, limited effect on the game
emblems, etc Weapon, etc (potions, boosters, etc)
6.
7. PREMIUM CONTENT
Top Quality game content, deprived from
Freemium users.
Offering a unique visual or utility incentive
EYE-CANDIES GAME LEVELS CONTENT!
Portraits, symbols, Unique game areas or Actual premium content
emblems, backgrounds and levels that can only be such as music tracks, video
visual assets accessed by premium clips and inside stories
users
8.
9. RULE OF CONVERSION
When dealing with Micro-Transactions,
Only a small amount of players will actually
convert to become paying users
90 9
non paying paying users
1
power users
$0 $5-$60 $100-$1000
10. CONSUMABLES
Limited quantity goods, used by players to
affect gameplay and bend the rules
Can be limited by time-frame or Quantity
BUFFS HEX REGENERATOR
Buffs are positive Hex are negative effect A consumable that
effects applied on the applied on opponents regenerates a lost attribute
player or his comrades (slowing or weakening (health, energy, etc)
them)
11.
12. RESOURCES
A gameplay unit, used to measure/limit the
amount of activity a player can conduct in every
game session
PLAY MORE QUICKENING
Usually used in skill games, Play- A quickener enables a player to bypass
More resource enables a player to “grinding” and access game content
conduct more game sessions upon instant gratification
(Energy, Coins, Tokens, etc)
13.
14. PETS & AVATARS
Virtual beings controlled by the player, offering
Vanity and Utility game-value
DRESS UP NURTURING PROGREESSION
Many pets enable precise Pets may require feeding, Advanced systems may
customization: clothware, grooming or other means offer a complete
hair/fur, color scheme, of nurturing requiring leveling, XP and
accessories, etc consumable goods evolution paths for pets
15.
16. SUBSCRIPTION
A monthly fee paid by a player, entitling access
and free usage of the game
BUNDLES PRICE POINTS
Subscription is usually purchased in Reduced Price points are assigned to
bundles of 1,3,6 and 12 months, each bundle, offering a major
each offering a reduced price point incentive for long-time offerings
17.
18. ADVERTISEMENT
Advertisement is a common monetization
engine for numerous games, enabling
developers to monetize returning traffic
CPM / CPC CPV / CPA / CPI OFFER WALL
Monetize each 1000 Monetize specific actions Reward players with
impressions or every conducted by players, virtual resources by
individual click such as watching a video requiring them to fulfill
or installing an application real-world tasks
19.
20. FEE MODEL
Fee-Based games enable players to purchase
the game for a one time fee, ranging between
$0.99-$19.99
TRY BEFORE U BUY MICRO TRANSACTION
A sale technique, enabling A technique in which “layers”
players to test the game for a of the game (levels, worlds,
limited period prior to purchase etc) are sold for minimal fees