Peggy Salz (Lead Analyst & Founder at Mobile Groove) talks about how to engage with users and keep coming back again and again. with Steve Moy (Product Director at Product Madness - Casino Games), Tatu Petersen-Jessen (Art Director at Rovio - Casual Puzzle Games specifically), Ada Dubrawska (Associate Product Manager at Clue - Femtech Startup) and Murad Musakaev (Project & Business Dev Manager at Full HP - Hardcore Arcade Shooter Games).
You want to understand where the user journey starts: the creative ad that you're showing and to which audience. Because depending on the kind of audiences you're driving to your game you will get a totally different kind of engagement and retention numbers.
Understand why the user is there in order to influence engagement. You can have a poll asking users early-on what is their main focus. This informs the best time to engage with them or the additional information you want to expose them to.
For Full HP the best way to acquire loyal users is App Store Optimization: keywords, localizations, icons, screenshots, description, etc.. A/B testing and localization to different markets makes a huge difference in performance and following engagement.
Some ads that works in FB might not work on ad network. Understand the user experience of watching the ad. Is it skippable or are you forced to watch it until the end?
It's important to have your product and marketing teams work together. A misleading ad might give you a ton of users but if users are not performing once in the app it is not that valuable.
Rovio is using bots and machine learning to try and predict churn. In casual games and puzzle games churn is mostly related to the level funnel so they use the data from bots to make better funnels. They also use the churn predictions to keep players engaged (e.g. sending them to another app).
Product Madness has models for churn prediction that might trigger: CRM offers, free virtual currency, deal for a purchase.
Full HP divides its retention politic in 2 parts: game designing elements (new content, systems to progress through the game) are feeding social media campaigns (target audience is Gen Z and they reach them through TikTok, FB, etc.)
It's important to have a solid LTV model because if you can accurately predict D90 or even D365 it makes it much easier to be confident in your campaign budgets.
Technical KPIs are often overlooked. Example: framerates, loading times, size of device, ANR on Google Play.
Track users' sentiment via NPS or volume of customer support tickets to understand if your players are happy in general because in the end it is a service and you want customers to be satisfied. It can help you better anticipate retention issue.
Clue had success grouping some regions that behave similarly when running A/B tests concepts (translating but not localizing for each country) : countries in the EU vs. US vs. Korea/Japan.
If Clue sees a drop off in tracking or drop off in sessions per month for a user they try to reactivate with push. Example: "Are you getting the most value? Do you want to activate a reminder?"
You want to understand where the user journey starts: the creative ad that you're showing and to which audience. Because depending on the kind of audiences you're driving to your game you will get a totally different kind of engagement and retention numbers.
Understand why the user is there in order to influence engagement. You can have a poll asking users early-on what is their main focus. This informs the best time to engage with them or the additional information you want to expose them to.
For Full HP the best way to acquire loyal users is App Store Optimization: keywords, localizations, icons, screenshots, description, etc.. A/B testing and localization to different markets makes a huge difference in performance and following engagement.
Some ads that works in FB might not work on ad network. Understand the user experience of watching the ad. Is it skippable or are you forced to watch it until the end?
It's important to have your product and marketing teams work together. A misleading ad might give you a ton of users but if users are not performing once in the app it is not that valuable.
Rovio is using bots and machine learning to try and predict churn. In casual games and puzzle games churn is mostly related to the level funnel so they use the data from bots to make better funnels. They also use the churn predictions to keep players engaged (e.g. sending them to another app).
Product Madness has models for churn prediction that might trigger: CRM offers, free virtual currency, deal for a purchase.
Full HP divides its retention politic in 2 parts: game designing elements (new content, systems to progress through the game) are feeding social media campaigns (target audience is Gen Z and they reach them through TikTok, FB, etc.)
It's important to have a solid LTV model because if you can accurately predict D90 or even D365 it makes it much easier to be confident in your campaign budgets.
Technical KPIs are often overlooked. Example: framerates, loading times, size of device, ANR on Google Play.
Track users' sentiment via NPS or volume of customer support tickets to understand if your players are happy in general because in the end it is a service and you want customers to be satisfied. It can help you better anticipate retention issue.
Clue had success grouping some regions that behave similarly when running A/B tests concepts (translating but not localizing for each country) : countries in the EU vs. US vs. Korea/Japan.
If Clue sees a drop off in tracking or drop off in sessions per month for a user they try to reactivate with push. Example: "Are you getting the most value? Do you want to activate a reminder?"
You want to understand where the user journey starts: the creative ad that you're showing and to which audience. Because depending on the kind of audiences you're driving to your game you will get a totally different kind of engagement and retention numbers.
Understand why the user is there in order to influence engagement. You can have a poll asking users early-on what is their main focus. This informs the best time to engage with them or the additional information you want to expose them to.
For Full HP the best way to acquire loyal users is App Store Optimization: keywords, localizations, icons, screenshots, description, etc.. A/B testing and localization to different markets makes a huge difference in performance and following engagement.
Some ads that works in FB might not work on ad network. Understand the user experience of watching the ad. Is it skippable or are you forced to watch it until the end?
It's important to have your product and marketing teams work together. A misleading ad might give you a ton of users but if users are not performing once in the app it is not that valuable.
Rovio is using bots and machine learning to try and predict churn. In casual games and puzzle games churn is mostly related to the level funnel so they use the data from bots to make better funnels. They also use the churn predictions to keep players engaged (e.g. sending them to another app).
Product Madness has models for churn prediction that might trigger: CRM offers, free virtual currency, deal for a purchase.
Full HP divides its retention politic in 2 parts: game designing elements (new content, systems to progress through the game) are feeding social media campaigns (target audience is Gen Z and they reach them through TikTok, FB, etc.)
It's important to have a solid LTV model because if you can accurately predict D90 or even D365 it makes it much easier to be confident in your campaign budgets.
Technical KPIs are often overlooked. Example: framerates, loading times, size of device, ANR on Google Play.
Track users' sentiment via NPS or volume of customer support tickets to understand if your players are happy in general because in the end it is a service and you want customers to be satisfied. It can help you better anticipate retention issue.
Clue had success grouping some regions that behave similarly when running A/B tests concepts (translating but not localizing for each country) : countries in the EU vs. US vs. Korea/Japan.
If Clue sees a drop off in tracking or drop off in sessions per month for a user they try to reactivate with push. Example: "Are you getting the most value? Do you want to activate a reminder?"
Notes for this resource are currently being transferred and will be available soon.
Murad (Full HP)
Tatu (Rovio) - boost for Puzzle games with covid.
Steve (Product Madness)
Ada (Clue)
Steve (Product Madness)
Tatu (Rovio)
Murad (Full HP)
Ada (Clue)
Murad (Full HP)
Tatu (Rovio)
Steve (Product Madness)
Ada (Clue)
Tatu (Rovio)
Steve (Product Madness)
Murad (Full HP)
Tatu (Rovio)
Steve (Product Madness)
Ada (Clue)
Ads on questionable websites? How to do deal with groups like Sleeping Giants? How to be politically correct and economically profitable?
How to cope with trying to grow many apps in many countries at the same time from a localization perspective?
Paid retargeting for users predicted to churn?
Murad (Full HP)
Tatu (Rovio) - boost for Puzzle games with covid.
Steve (Product Madness)
Ada (Clue)
Steve (Product Madness)
Tatu (Rovio)
Murad (Full HP)
Ada (Clue)
Murad (Full HP)
Tatu (Rovio)
Steve (Product Madness)
Ada (Clue)
Tatu (Rovio)
Steve (Product Madness)
Murad (Full HP)
Tatu (Rovio)
Steve (Product Madness)
Ada (Clue)
Ads on questionable websites? How to do deal with groups like Sleeping Giants? How to be politically correct and economically profitable?
How to cope with trying to grow many apps in many countries at the same time from a localization perspective?
Paid retargeting for users predicted to churn?
Murad (Full HP)
Tatu (Rovio) - boost for Puzzle games with covid.
Steve (Product Madness)
Ada (Clue)
Steve (Product Madness)
Tatu (Rovio)
Murad (Full HP)
Ada (Clue)
Murad (Full HP)
Tatu (Rovio)
Steve (Product Madness)
Ada (Clue)
Tatu (Rovio)
Steve (Product Madness)
Murad (Full HP)
Tatu (Rovio)
Steve (Product Madness)
Ada (Clue)
Ads on questionable websites? How to do deal with groups like Sleeping Giants? How to be politically correct and economically profitable?
How to cope with trying to grow many apps in many countries at the same time from a localization perspective?
Paid retargeting for users predicted to churn?