CEO Bill Grosso published this blog post in Pocketgamer.biz building on previous articles he’s written and talks at industry conferences. It provides additional background information on how Scientific Revenue thinks about the evolution of IAP monetization in free-to-play mobile games. The goal is to convince you that the future of IAP monetization involves highly differentiated offers and offer types. As part of this, annuities are briefly described.
Find out what’s new
Places we’ll be, recent buzz, and more.
This blog post was published in Gamasutra and builds on previous articles I've written and talks I’ve given. It gives more background information and context on how Scientific Revenue thinks about the evolution of IAP monetization, leading up to a brief discussion of annuities. The goal is to convince you that the future of IAP monetization involves highly differentiated offers and offer types. As part of this, annuities are briefly described. In a subsequent article, we’ll discuss, in detail, how to design annuities.
On January 16th our CEO William Grosso will be a featured speaker at Pocket Gamer Connects in London, where he will explain ‘How to Design A Simple Annuity’. Pocketgamer.biz interviewed him to get an early preview and better understand why annuities are a powerful monetization tool which maximizes IAP revenue and which mobile game developers should consider adding to their games. The interview begins by discussing the basics of annuities:
Bill Grosso addresses concerns that free-to-play games with in-app purchases are inherently bad for creating robust gaming communities in his Expert Blog post “Looking at Pay to Win” in Gamasutra. Bill shares how game design and monetization work hand in hand to make a great gaming experience using examples from Clash Royale. You can read the full article here.
Next week our CEO Bill Grosso will be a featured speaker in the Monetization track at Pocket Gamer Connects in Helsinki. In advance, Pocketgamer.biz interviewed Bill to get his take on the biggest monetization mistakes most developers make, the importance of dynamic pricing for IP, the impact of rewarded video and more. You can read full interview about "Asking the right questions: Scientific Revenue on the monetisation mistakes most developers make." here.
We are pleased to announce the availability of our first IAP Best Practices Survey. It draws on in-depth surveys of leading game developers and publishers. The report and some key findings from it are featured by Pocket Gamer.
"The Science & Craft of Designing Daily Rewards" is the latest post on Bill Grosso's Expert Gamasutra blog, where Scientific Revenue's founder and CEO explains how free-to-play games can optimize this mechanic to increase retention, while also providing background on the behavioral economic principles at work. For instance, here's Bill on optimizing a consecutive reward feature:
"Want to Increase Your Free-to-Play Game Revenue & Retention? Experiment With Virtual Currency Annuities" is a new featured Expert Blog post by Isaac Knowles, a resident staff economist. A PhD candidate at Indiana University under virtual economy pioneer Ted Castronova, Isaac argues that annuities are a revenue model capable of growing both revenue and engagement:
Decoding Silicon Valley: The Insider's Guide is a new book by Michelle Messina and Jonathan C. Baer, and we're proud to say one of those insiders is our own Bill Grosso, interviewed alongside Valley stars like Ann Winblad of Hummer Winblad, Dave McClure of 500 Startups, and Joe Kennedy of Pandora. The authors were nice enough to send us a glimpse of Bill's interview (above), in which he explains his philosophy for earning new customers. We think it's great advice whether you're working in mobile games, dynamic pricing, or pretty much any other industry:
"When it comes to talking to potential customers, I use a low-key sales pitch. I don’t go to a potential customer and use hyperbole or make outlandish claims. I make it educational — so that when they talk with me, they get valuable information regardless of whether they buy or not."
"Dynamic Pricing Strategies: Do You Want More Revenue, or More Engagement?" is a new, featured Gamasutra post by our CEO Bill Grosso, explaining the two most important strategies for mobile game developers:
In the article, he covers these three strategies:
- Free Download/Try Before You Buy IAP Unlock
- Driving In-App Purchases With Opt-In Ads
- IAP Linked to Incremental DLC/Expansions
As the F2P model matures, so there are some interesting developments happening in terms of dynamic or personalised retailing. One company hoping its platform approach will become a standard is San Francisco-outfit Scientific Revenue. Already available in iOS and Android games with over 100 million cumulative downloads, it also supports eight game engines, including Unity, Cocos2d-X, Unreal, Corona and Adobe Air. And early data released by the company suggests that developers can use its Pricing Cloud tech to increase their profitability.
We loved reading Dean Takahashi’s VentureBeat interview with our fearless CEO this week because it captures the essence of what we’re doing here at Scientific Revenue and where we fit in the mobile gaming ecosystem.
In his excellent article Make Your Game a Hit With Analytics, Mark Rosner (Applovin's Chief Revenue Officer) talks about how to get started using analytics to manage live games. It's an excellent article, and we're glad he highlighted the growing need for first-class pricing optimization in games.