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How UI Impacts
Engagement and
Monetization in F2P
Mobile Games
Brian Sapp
Director, Developer Partnerships
Overview
?   Introduction To Tapjoy
?   New User Flow
?   Store Design and Funnel
?   The Devil is in the Details
?   Monetization
?   Final Thoughts
Tapjoy by the Numbers
                        5,000
                        Active Apps
                        75,000
                        Historical Apps



                        1.2 MM
                        Daily Ad
                        Engagements



                        600 MM
                        Daily
                        Sessions




                        100 MM
                        Monthly
                        Active Users
Tapjoy¡¯s Mobile Value Exchange
How it Works
I need more Coins to gear up in Triple Town.




             1


                              2




           I can buy Coins                     I can earn Coins by
      1    with real money.           2        engaging with ads via
                                               Tapjoy.
New User Flow
Optimize the Download
Tapjoy Network Android Conversion Rate:
(clicks to installs)

                         Total      Conversion
                       Megabytes    Rate (CVR)

                          0-50        50-60%
                        50-100        30-45%
                         100+         14-20%
                         The smaller the file,
                         the better the CVR.
Don¡¯t Force A Registration
User drop off is typically 50%-75% when forcing registration,
including a mandatory Facebook login

?  Not only hurts engagement, but also your chart position, especially for
   new apps and especially on Android
? Think of mobile as a new, untapped audience
? Consider rewarding users for creating accounts with virtual currency or extra conte
? If possible, create guest accounts
New User Flow

The new user flow is one of the most important parts of a
successful game.

?   Optimize the download (<50 MBs)
?   Show off the cool parts of the game
?   Use clear directions
?   Get the user playing as soon as you can


You have @ 30 seconds to hook your users and
under 5 mins to teach them.

? The goal is to shoot for 70% tutorial
  completion rate
A Confusing Tutorial

                       ? Too wordy, use as little text as possible

                       ? Walk users through the core
                         mechanic, don¡¯t explain what it is

                       ? The two user choices here are bad and
                         worse

                       ? Once a user leaves, they¡¯ll likely never
                         return. Don¡¯t lose them before they¡¯ve
                         even seen the good parts
Tutorial - Start Off Simple
Take Users by the Hand and Guide Them Into the App


     ?   During the first 30 seconds put the user on rails, don¡¯t let them get lost
     ?   This is your chance to take an uncertain user and create a engaged user
     ?   You can¡¯t display everything, show off your core loop and build from there




                                CSR Racing iOS
Store Design
 and Funnel
R
Store Funnel
?   Make it easy for users to find your store and buy items.
?   No more then two clicks
?   Prompt to the store when currency runs out
R
 Currency Store Design (The Bad)
? Text is too small
? Unimaginative icons
? Nothing grabs the user, no calls to action
? How much does each package cost? Put most
  popular purchase first.
R
  Currency Store Design (The Good)
? Use icons over text when possible
? Design for the phone, not tablet, use all your real estate
? Let users know they¡¯re getting a deal
? A well designed, clean store = happy customer
R
Virtual Goods Store Design (The Bad)
?   Text is hard to read, color scheme is all the same
?   Icons are poor to non existent
?   What do I get for my upgrade?
?   Bank call out is not enticing
R
Virtual Goods Store Design (The Good)
? Easy to navigate and understand
? Large icons over text
? Upgrades are clear, I know what I¡¯m getting
? Proper call outs to get more currency
The Devil is
In the Details
Loading Screens
Loading screens are an opportunity to engage users with messages


? Loading screens by nature are
  time consuming
? Give users helpful hints
? Make it humorous
? Make it what you want
Daily Rewards

Give your users a reward for coming back every day.
? In the later days of the reward cycle give the users bigger or exclusive
  rewards
? Show them what they earned and also show them what is coming up
Build Daily Rewards Into Game Play (CSR
Racing)
Build Daily Rewards Into Game Play (Subway
Surfer)
Design is the Name of the Game
  ?   Early games were web first designs, ported over to mobile
  ?   New companies are moving to mobile first design
  ?   Polish, polish, polish
  ?   Where will it go next?
Don¡¯t Let Rules Confine You
 There are always exceptions to the rule

? Now take everything I¡¯ve said
  and throw it out the window
? First to market
? Great game mechanic
? Great content
? Hardcore, niche audiences
Monetization
Mobile Revenue: Ad Types
           5


                                                                 3
                                                       2




                                                             4
                    1
1
1   Rewarded Offerwall       3   Featured Ads   5   Videos

2   Non-rewarded Offerwall   4   Banner Ads
Which Ad Units Are Right For My
Game?

         HARDCORE                                 CORE                             CASUAL
                                                  Usage:                             Usage:
               Usage:                                                   Low Engaged User/Massive User Base
Highly Engaged User/Smaller User Base   Engaged User/Large User Base

                                                Monetization:                     Monetization:
           Monetization:                                                     Low ARPDAU ($.01-$.04)
     High ARPDAU ($.15-$1.00)           Mid Level ARPDAU ($.04-$.15)

                                                  Ad Solution:                       Ad Solution:
              Ad Solution:                                                 Alt Pay/Featured Ads/Video Ads
     Alternative Payment Platform        Alternative Payment Platform
                                            Featured Ads/Video Ads         Banner Ads/Cross Promo Wall




 Are you leaving revenue on the table? Are you balancing user
 engagement with monetization?
Final Thoughts
Final Thoughts

? "It's about empathy for the user.¡±
   Luke Muscat (Creator of Fruit Ninja and Jetpack Joyride)


? If you can¡¯t build it better, don¡¯t build it.


? Small teams are primed for innovation.


? Play, play, play.
Thank You!
                                                                        Brian.Sapp@tapjoy.com
                                                                              @sappalicious




? 2013 Tapjoy, Inc. All Rights Reserved. Tapjoy, Inc. Confidential and Proprietary - Please Do Not Copy or Distribute Without Tapjoy,
Inc.¡¯s Prior Written Consent. The data provided herein is for information purposes only and while all efforts are made to ensure
accuracy, errors may arise. Tapjoy and the Tapjoy logo are trademarks or registered trademarks of Tapjoy, Inc. All third party logos and
trademarks mentioned are the property of their respective owners.

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How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013

  • 1. How UI Impacts Engagement and Monetization in F2P Mobile Games Brian Sapp Director, Developer Partnerships
  • 2. Overview ? Introduction To Tapjoy ? New User Flow ? Store Design and Funnel ? The Devil is in the Details ? Monetization ? Final Thoughts
  • 3. Tapjoy by the Numbers 5,000 Active Apps 75,000 Historical Apps 1.2 MM Daily Ad Engagements 600 MM Daily Sessions 100 MM Monthly Active Users
  • 4. Tapjoy¡¯s Mobile Value Exchange How it Works I need more Coins to gear up in Triple Town. 1 2 I can buy Coins I can earn Coins by 1 with real money. 2 engaging with ads via Tapjoy.
  • 6. Optimize the Download Tapjoy Network Android Conversion Rate: (clicks to installs) Total Conversion Megabytes Rate (CVR) 0-50 50-60% 50-100 30-45% 100+ 14-20% The smaller the file, the better the CVR.
  • 7. Don¡¯t Force A Registration User drop off is typically 50%-75% when forcing registration, including a mandatory Facebook login ? Not only hurts engagement, but also your chart position, especially for new apps and especially on Android ? Think of mobile as a new, untapped audience ? Consider rewarding users for creating accounts with virtual currency or extra conte ? If possible, create guest accounts
  • 8. New User Flow The new user flow is one of the most important parts of a successful game. ? Optimize the download (<50 MBs) ? Show off the cool parts of the game ? Use clear directions ? Get the user playing as soon as you can You have @ 30 seconds to hook your users and under 5 mins to teach them. ? The goal is to shoot for 70% tutorial completion rate
  • 9. A Confusing Tutorial ? Too wordy, use as little text as possible ? Walk users through the core mechanic, don¡¯t explain what it is ? The two user choices here are bad and worse ? Once a user leaves, they¡¯ll likely never return. Don¡¯t lose them before they¡¯ve even seen the good parts
  • 10. Tutorial - Start Off Simple Take Users by the Hand and Guide Them Into the App ? During the first 30 seconds put the user on rails, don¡¯t let them get lost ? This is your chance to take an uncertain user and create a engaged user ? You can¡¯t display everything, show off your core loop and build from there CSR Racing iOS
  • 12. R Store Funnel ? Make it easy for users to find your store and buy items. ? No more then two clicks ? Prompt to the store when currency runs out
  • 13. R Currency Store Design (The Bad) ? Text is too small ? Unimaginative icons ? Nothing grabs the user, no calls to action ? How much does each package cost? Put most popular purchase first.
  • 14. R Currency Store Design (The Good) ? Use icons over text when possible ? Design for the phone, not tablet, use all your real estate ? Let users know they¡¯re getting a deal ? A well designed, clean store = happy customer
  • 15. R Virtual Goods Store Design (The Bad) ? Text is hard to read, color scheme is all the same ? Icons are poor to non existent ? What do I get for my upgrade? ? Bank call out is not enticing
  • 16. R Virtual Goods Store Design (The Good) ? Easy to navigate and understand ? Large icons over text ? Upgrades are clear, I know what I¡¯m getting ? Proper call outs to get more currency
  • 17. The Devil is In the Details
  • 18. Loading Screens Loading screens are an opportunity to engage users with messages ? Loading screens by nature are time consuming ? Give users helpful hints ? Make it humorous ? Make it what you want
  • 19. Daily Rewards Give your users a reward for coming back every day. ? In the later days of the reward cycle give the users bigger or exclusive rewards ? Show them what they earned and also show them what is coming up
  • 20. Build Daily Rewards Into Game Play (CSR Racing)
  • 21. Build Daily Rewards Into Game Play (Subway Surfer)
  • 22. Design is the Name of the Game ? Early games were web first designs, ported over to mobile ? New companies are moving to mobile first design ? Polish, polish, polish ? Where will it go next?
  • 23. Don¡¯t Let Rules Confine You There are always exceptions to the rule ? Now take everything I¡¯ve said and throw it out the window ? First to market ? Great game mechanic ? Great content ? Hardcore, niche audiences
  • 25. Mobile Revenue: Ad Types 5 3 2 4 1 1 1 Rewarded Offerwall 3 Featured Ads 5 Videos 2 Non-rewarded Offerwall 4 Banner Ads
  • 26. Which Ad Units Are Right For My Game? HARDCORE CORE CASUAL Usage: Usage: Usage: Low Engaged User/Massive User Base Highly Engaged User/Smaller User Base Engaged User/Large User Base Monetization: Monetization: Monetization: Low ARPDAU ($.01-$.04) High ARPDAU ($.15-$1.00) Mid Level ARPDAU ($.04-$.15) Ad Solution: Ad Solution: Ad Solution: Alt Pay/Featured Ads/Video Ads Alternative Payment Platform Alternative Payment Platform Featured Ads/Video Ads Banner Ads/Cross Promo Wall Are you leaving revenue on the table? Are you balancing user engagement with monetization?
  • 28. Final Thoughts ? "It's about empathy for the user.¡± Luke Muscat (Creator of Fruit Ninja and Jetpack Joyride) ? If you can¡¯t build it better, don¡¯t build it. ? Small teams are primed for innovation. ? Play, play, play.
  • 29. Thank You! Brian.Sapp@tapjoy.com @sappalicious ? 2013 Tapjoy, Inc. All Rights Reserved. Tapjoy, Inc. Confidential and Proprietary - Please Do Not Copy or Distribute Without Tapjoy, Inc.¡¯s Prior Written Consent. The data provided herein is for information purposes only and while all efforts are made to ensure accuracy, errors may arise. Tapjoy and the Tapjoy logo are trademarks or registered trademarks of Tapjoy, Inc. All third party logos and trademarks mentioned are the property of their respective owners.

Editor's Notes

  • #7: If cost is same, add visuals and only list price once. Put the most popular purchase for each user ahead In the UI.
  • #18: I could go through endless things to focus on, but I just want to point out a few.
  • #20: Give away less well selling items. Variations of popular items. Horse is selling well offer a pony. Users like sets.
  • #23: Problems with porting over from web. Not editing text to fix small screen. ¡°Next¡±, ¡°Info¡± buttons. Rewrite Tutorials. Resolution of images.
  • #29: We¡¯re service providers. It¡¯s not us verse them. Look how smart I am. Don¡¯t try to outsmart the audience.
  • #30: Possible QuestionsQ: Should we let users opt out of tutorials?A: The answer is yes and now. There is a certain minimum amount of info that should be taught with the details being optional. Force the core loop in 5 steps or less and either make more information available in another section.Q: When is a good time to get users to register?A: If the registration is incentivized than throw a reminder to register every time they don¡¯t have enough currency. If the registration is not incentivized then throw a reminder after a high score or major achievement as an opportunity for the user to brag.