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WWW.SWRVE.COM
Game Daily Connect |8-28-19
SWRVE.COM/DEMOSWRVE.COM/DEMO
Staying on Top of Your Game:
Converting Players in an Evolving Landscape
Alex Gray - Vice President of Solutions Consulting
SWRVE.COM/DEMO | ©2019 Swrve 2
Turning players into payers since 2010
Our methodology/analysis covers a three month period of player
behavior, chosen to minimize the impact of seasonal events
● Hundreds of billions of user actions
● Tens of millions of in-app purchases
● Freemium games only, revenue driven by IAPs only
○ Only IAPs with valid receipts are counted
Full report available at Swrve’s booth and on www.swrve.com
SWRVE.COM/DEMO | ©2019 Swrve 3
Where are these numbers coming from?
SWRVE.COM/DEMO | ©2019 Swrve 4
FTUE is exactly as important
as you think it is
SWRVE.COM/DEMO | ©2019 Swrve 5
25% 48% 69h
in 40 minutes in 24 hours
Avg Time to
Convert
Fast money
$
(except when it isn’t)
● Onboarding should change as your
game, and player, evolves
SWRVE.COM/DEMO | ©2019 Swrve 6
What can developers do with this?
● Onboarding is not just the first session.
Half of all users who convert do so nearly
3 days after install, with many converting
much later.
○ Regular, relevant messaging (be it
push notifications, in-app messages,
or any other channel sensible for
your game) is critical to keep players
engaged.
SWRVE.COM/DEMO | ©2019 Swrve 7
Time horizons are increasing:
Players are taking more time to evaluate a
game and make decisions
SWRVE.COM/DEMO | ©2019 Swrve
Time to purchase (over time)
8
First
Purchase
Second
Purchase
100 minutes
First Session
14 hours
Download
SWRVE.COM/DEMO | ©2019 Swrve
Time to purchase (over time)
9
Download
First Session
First
Purchase
Second
Purchase
68 hours69 hours
Continuing the conversation with your players,
and the presentation of value of in-app
purchases, are critical. For example:
● In-tutorial grants (e.g. give a free
consumable item)
● Deepen your connection to players
High value-for-money and time dependent SKUs
such as battle passes create the right incentives
for players to become invested
SWRVE.COM/DEMO | ©2019 Swrve 10
Communication is key
SWRVE.COM/DEMO | ©2019 Swrve 10
SWRVE.COM/DEMO | ©2019 Swrve 11
Fewer players contribute
more revenue than ever
before
SWRVE.COM/DEMO | ©2019 Swrve 12
16%
Players that
make a
purchase
248%
Increase in
revenue share
of $51+IAPs
72%
Purchasers that
buy only once
Revenue concentrates in fewer players,
fewer purchases per user
SWRVE.COM/DEMO | ©2019 Swrve 12
What to do about it?
VIP players should be exposed to:
● In-tutorial grants (exposure to mechanics, push notifications, in-app
messages, etc.
● Targeting: one-size-fits all communications underperform
Continue 1:1 communication and present the value of in-app purchases
● Special packs can effective at creating urgency
Stay in constant contact with VIP players and high spenders to ensure they
have their needs and desires heard
13SWRVE.COM/DEMO | ©2019 Swrve 13
SWRVE.COM/DEMO | ©2019 Swrve 14

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Staying on Top of Your Game: Engaging and Converting Players in an Evolving Landscape | Alex Gray

  • 2. SWRVE.COM/DEMOSWRVE.COM/DEMO Staying on Top of Your Game: Converting Players in an Evolving Landscape Alex Gray - Vice President of Solutions Consulting
  • 3. SWRVE.COM/DEMO | ©2019 Swrve 2 Turning players into payers since 2010
  • 4. Our methodology/analysis covers a three month period of player behavior, chosen to minimize the impact of seasonal events ● Hundreds of billions of user actions ● Tens of millions of in-app purchases ● Freemium games only, revenue driven by IAPs only ○ Only IAPs with valid receipts are counted Full report available at Swrve’s booth and on www.swrve.com SWRVE.COM/DEMO | ©2019 Swrve 3 Where are these numbers coming from?
  • 5. SWRVE.COM/DEMO | ©2019 Swrve 4 FTUE is exactly as important as you think it is
  • 6. SWRVE.COM/DEMO | ©2019 Swrve 5 25% 48% 69h in 40 minutes in 24 hours Avg Time to Convert Fast money $ (except when it isn’t)
  • 7. ● Onboarding should change as your game, and player, evolves SWRVE.COM/DEMO | ©2019 Swrve 6 What can developers do with this? ● Onboarding is not just the first session. Half of all users who convert do so nearly 3 days after install, with many converting much later. ○ Regular, relevant messaging (be it push notifications, in-app messages, or any other channel sensible for your game) is critical to keep players engaged.
  • 8. SWRVE.COM/DEMO | ©2019 Swrve 7 Time horizons are increasing: Players are taking more time to evaluate a game and make decisions
  • 9. SWRVE.COM/DEMO | ©2019 Swrve Time to purchase (over time) 8 First Purchase Second Purchase 100 minutes First Session 14 hours Download
  • 10. SWRVE.COM/DEMO | ©2019 Swrve Time to purchase (over time) 9 Download First Session First Purchase Second Purchase 68 hours69 hours
  • 11. Continuing the conversation with your players, and the presentation of value of in-app purchases, are critical. For example: ● In-tutorial grants (e.g. give a free consumable item) ● Deepen your connection to players High value-for-money and time dependent SKUs such as battle passes create the right incentives for players to become invested SWRVE.COM/DEMO | ©2019 Swrve 10 Communication is key SWRVE.COM/DEMO | ©2019 Swrve 10
  • 12. SWRVE.COM/DEMO | ©2019 Swrve 11 Fewer players contribute more revenue than ever before
  • 13. SWRVE.COM/DEMO | ©2019 Swrve 12 16% Players that make a purchase 248% Increase in revenue share of $51+IAPs 72% Purchasers that buy only once Revenue concentrates in fewer players, fewer purchases per user SWRVE.COM/DEMO | ©2019 Swrve 12
  • 14. What to do about it? VIP players should be exposed to: ● In-tutorial grants (exposure to mechanics, push notifications, in-app messages, etc. ● Targeting: one-size-fits all communications underperform Continue 1:1 communication and present the value of in-app purchases ● Special packs can effective at creating urgency Stay in constant contact with VIP players and high spenders to ensure they have their needs and desires heard 13SWRVE.COM/DEMO | ©2019 Swrve 13