

Controlling in Gaming industry

- Ameya Khasnis (Senior video game designer, EIPIX)

Introduction to gaming industry ! !
1960s
Main stream popularity : 1970-80s









Entertainment media industry market share


Types of games and platforms by revenue


General trend


Gaming in Serbia



Games as service: Free 2 Play model (Hook – Habit –Hobby)

Revenue per day !!


Number of apps available in leading app stores as of 1st quarter 2019


Life-cycle of a F2P game

Game concept - Target audience - Market research - Core-loop with

- Iterative sprint cycles - Prioritizing features - Balancing systems - Anticipate hypothesis testing - Bug fixes

- Minimum Viable Product (MVP)
- Retention (D1 – D7 – D30 - D90)
- UA Tier 3 countries (Low CPI)
- Monetization
- UA Tier 1 countries (High CPI) - A/B, Virality, Funnel tests
- Improve metrics or Kill project

- App store optimizations - Influencers - Periodical content & feature addition - Special events - Metric driven design decisions - Cohort targeting - Increasing revenue
Low DAU and MAU
Low ARPU

Low LTV - Project not sustainable
- Terminated - Players informed

Monetization strategies
Consumables vs Durables





4 C Strategy
Monetization

Average 1-5% actually pay
Whale targeting: special experience, custom offers, etc.
Country sensitive in-app targeting
Rest 95% monetized with video advertisements + invaluable data

Important KPIs

KPIs
D1 – D7 – D30 – D90
DAU & MAU
Sticky factor = DAU/MAU (What % of players turn up each day)
Churn/attrition rate (if high check funnels)
ARPU,ARPDAU,ARPPU (Minnow 1$, Dolphins 5$, Whale 20$, Super whales 100-1000$ or more)
Session lengths, Sessions per day
K factor = a*c (shared activity seen audience* percentage of players installed game)


