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Harnessing gameplay to keep them coming
back again and again
Nicholas Lovell, GAMESbrief
Nicholas Lovell, GAMESbrief
 Author, How to Publish a Game
 Director, GAMESbrief
 Clients include Atari, Channel 4,
Channelflip, Firefly, nDreams and
Rebellion
 @nicholaslovell / @gamesbrief
 I’ll get some visitors
 Some who visit will register
 Some who register will
subscribe
 Subscribers will spend an
average of £10 per month
 I’ll put my Maserati on order
1% convert = £1,000.00
1% convert = £10.00
Say each costs £0.10
Only if the average user
stays for 100 months!
How most people start
ARM yourself
 Hoping for the best is not good enough, you need to
ARM yourself
 ACQUISITION: How do I get people through the door
cost-effectively?
 RETENTION: How do I keep people coming back for
more?
 MONETISATION: How do I build money-making
strategies into gameplay
 Most developers focus on one of these
 All three are really important
The funnel
Users
Profits
The equations
Why the funnel matters
 The funnel matters because it is your entire business
 To emphasise that, we need Equation I
CPA < LTV = good business
CPA > LTV = trouble
 Where:
 CPA is cost to acquire a user
 LTV is the Life Time Value of a user
 You can improve your business by decreasing CPA or by
increasing LTV
The old Holy Grail: virality
 A viral business can be an insanely profitable business
 CPA is close to zero, so even if LTV is low, your business is
great
 Time for Equation II:
Viral coefficient = A% x B x C%
 Where
 A% = Percentage of your users who invite a friend
 B = Number of friends they invite
 C% = Percentage of friends who accept the invitation
 If viral coefficient > 1.3, time to order the Maserati
Viral businesses
TRUE FALSE
 Virality != spam
 Viral businesses add value to their users through virality,
not just to themselves
 Chasing virality is a fool’s errand; chase retention instead
The new Holy Grail: Retention
 Buying customers is expensive
 Buying customers is necessary
 Pouring customers into a leaky bucket is stupid
 Ergo: Retention is the new Holy Grail
 And the most forgotten
How to chase retention
 Retention is in your control: it is all about gameplay
 Ask yourself:
How can I make it fun and rewarding to
come back every day
 Remember that different gamer-types find different things
rewarding
Special Offers
Three days in a row
Maintenance
Commitment I
Commitment II
Six social techniques
 Social proof
 Reciprocity
 Commitment / consistency
 Authority
 Likeability
 Scarcity
Read this book
Conclusion
 RETENTION is a gameplay issue
 Think about game mechanics which can reward,
delight and entertain players (while making them
come back)
 Make the transition from ONE MORE GO to COME
BACK TOMORROW
When acquiring users isn't enough: retention is the answer bgf2010

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When acquiring users isn't enough: retention is the answer bgf2010

  • 1. Harnessing gameplay to keep them coming back again and again Nicholas Lovell, GAMESbrief
  • 2. Nicholas Lovell, GAMESbrief  Author, How to Publish a Game  Director, GAMESbrief  Clients include Atari, Channel 4, Channelflip, Firefly, nDreams and Rebellion  @nicholaslovell / @gamesbrief
  • 3.  I’ll get some visitors  Some who visit will register  Some who register will subscribe  Subscribers will spend an average of £10 per month  I’ll put my Maserati on order 1% convert = £1,000.00 1% convert = £10.00 Say each costs £0.10 Only if the average user stays for 100 months! How most people start
  • 4. ARM yourself  Hoping for the best is not good enough, you need to ARM yourself  ACQUISITION: How do I get people through the door cost-effectively?  RETENTION: How do I keep people coming back for more?  MONETISATION: How do I build money-making strategies into gameplay  Most developers focus on one of these  All three are really important
  • 7. Why the funnel matters  The funnel matters because it is your entire business  To emphasise that, we need Equation I CPA < LTV = good business CPA > LTV = trouble  Where:  CPA is cost to acquire a user  LTV is the Life Time Value of a user  You can improve your business by decreasing CPA or by increasing LTV
  • 8. The old Holy Grail: virality  A viral business can be an insanely profitable business  CPA is close to zero, so even if LTV is low, your business is great  Time for Equation II: Viral coefficient = A% x B x C%  Where  A% = Percentage of your users who invite a friend  B = Number of friends they invite  C% = Percentage of friends who accept the invitation  If viral coefficient > 1.3, time to order the Maserati
  • 9. Viral businesses TRUE FALSE  Virality != spam  Viral businesses add value to their users through virality, not just to themselves  Chasing virality is a fool’s errand; chase retention instead
  • 10. The new Holy Grail: Retention  Buying customers is expensive  Buying customers is necessary  Pouring customers into a leaky bucket is stupid  Ergo: Retention is the new Holy Grail  And the most forgotten
  • 11. How to chase retention  Retention is in your control: it is all about gameplay  Ask yourself: How can I make it fun and rewarding to come back every day  Remember that different gamer-types find different things rewarding
  • 13. Three days in a row
  • 17. Six social techniques  Social proof  Reciprocity  Commitment / consistency  Authority  Likeability  Scarcity
  • 19. Conclusion  RETENTION is a gameplay issue  Think about game mechanics which can reward, delight and entertain players (while making them come back)  Make the transition from ONE MORE GO to COME BACK TOMORROW