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How to make IAP-based monetization
  really work on mobile platforms?

    Julia Palatovska, BizDev Director
   Alish Yakubov, Executive Producer
We Publish and Develop Free-to-play & Casual Games




   We focus on games for smartphones and tablets
   More distribution channels to be added in 2012
G5 - Publisher
 Over 70 Million Game Downloads, Millions of DAU
 Over 200 game apps in portfolio, cross-selling
 Numerous games that made over USD 1M
 One game a week, pipeline for a year ahead
 Millions of dollars paid to developers
 Contracts with 70 developers and growing fast
Free-to-Play Game


 Released in Sep-Dec
    2011
   Free-to-play game
   Casual city simulator
   Top 10 Grossing Game
    in 103 countries
   $1M revenue and first
    million downloads in a
    couple of months
Your Casual Game Can Become a Free-to-Play Hit!

                                  Virtual City Playground
                                  for iPad




CityVille Hometown iPad
How to monetize f2p game?
 Give players a way to pay to overcome natural obstacles:
    For extra energy and longer sessions
    To speed up construction
    To unlock new content ahead of time
    To unlock more space on the map
    To build exclusive buildings


Goals:
 Those who don’t want to pay need to be able to play for free
 Those who want to have extra fun should be able to spend
  money
Add progress stoppers
 Slow down player’s progress with:
    Energy consumption
    Lack of resources
    Lack of virtual currency


Goals:
 Players who are eager to pay should progress faster than not
  paying users
Add progress stoppers
Add time consumption
Additional ways to slow down progress:
 Raise constructing time
 Raise production time


Goals:
 Make players want to boost construction and
  production for premium currency
Let unlock content ahead of time
 Unlock new constructions and grades
 Unlock territory on map
 Unlock new Items
 Unlock bonuses and boosts


Goal:
 Players who are curious should be able to progress further
  for premium currency
Let unlock content ahead of time
Add premium content
 More productive premium buildings
 Premium tools
 Boosters and power-ups
 Premium consumable bonuses



Goals:
 Allow paying players enjoy the game more than other players
Add premium content
Add exclusive content
 Landmarks
 Exclusive decorations
 Cool outfit
 New skins


Goals:
 Allow paying players stand out of the rest
Add exclusive content
Retain a player in the game
Add FREE features which will keep a player in the game
and expand session time:
 Moving constructions
 Grinding actions
 Collecting items


Goal: Expand player’s session time. The more time they
spend in the game, the more eagerly they spend money
Keep a player in the game




Revenue boost after update with additional free features
Make it easy to purchase
Make the path from any game location to monetization
screen as short as possible:
 Add shortcuts
 Predict player’s wishes
 Make attractive suggestions to purchase


Goal: every time when players want to buy something,
they should be able to do this intuitively within 1 click
Make it easy to purchase
Make it easy to purchase
What G5 can do for you
 We give you a dedicated producer and share best practices
 Great terms, advances / full development funding
 Cross-platform Talisman technology
 Cross-platform QA
 Localization to 11 languages
 Marketing and traffic acquisition for your games all over the
  world
 Cross-sell with G5 games for access to millions of users


 F2P approach can be applied to any genre!
Join the mobile revolution!


    developers@g5e.com
       www.g5e.com

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How to make IAP-based monetization really work on mobile platforms? - Julia Palatovska, Alish Yakubov - G5

  • 1. How to make IAP-based monetization really work on mobile platforms? Julia Palatovska, BizDev Director Alish Yakubov, Executive Producer
  • 2. We Publish and Develop Free-to-play & Casual Games We focus on games for smartphones and tablets More distribution channels to be added in 2012
  • 3. G5 - Publisher  Over 70 Million Game Downloads, Millions of DAU  Over 200 game apps in portfolio, cross-selling  Numerous games that made over USD 1M  One game a week, pipeline for a year ahead  Millions of dollars paid to developers  Contracts with 70 developers and growing fast
  • 4. Free-to-Play Game  Released in Sep-Dec 2011  Free-to-play game  Casual city simulator  Top 10 Grossing Game in 103 countries  $1M revenue and first million downloads in a couple of months
  • 5. Your Casual Game Can Become a Free-to-Play Hit! Virtual City Playground for iPad CityVille Hometown iPad
  • 6. How to monetize f2p game?  Give players a way to pay to overcome natural obstacles:  For extra energy and longer sessions  To speed up construction  To unlock new content ahead of time  To unlock more space on the map  To build exclusive buildings Goals:  Those who don’t want to pay need to be able to play for free  Those who want to have extra fun should be able to spend money
  • 7. Add progress stoppers  Slow down player’s progress with:  Energy consumption  Lack of resources  Lack of virtual currency Goals:  Players who are eager to pay should progress faster than not paying users
  • 9. Add time consumption Additional ways to slow down progress:  Raise constructing time  Raise production time Goals:  Make players want to boost construction and production for premium currency
  • 10. Let unlock content ahead of time  Unlock new constructions and grades  Unlock territory on map  Unlock new Items  Unlock bonuses and boosts Goal:  Players who are curious should be able to progress further for premium currency
  • 11. Let unlock content ahead of time
  • 12. Add premium content  More productive premium buildings  Premium tools  Boosters and power-ups  Premium consumable bonuses Goals:  Allow paying players enjoy the game more than other players
  • 14. Add exclusive content  Landmarks  Exclusive decorations  Cool outfit  New skins Goals:  Allow paying players stand out of the rest
  • 16. Retain a player in the game Add FREE features which will keep a player in the game and expand session time:  Moving constructions  Grinding actions  Collecting items Goal: Expand player’s session time. The more time they spend in the game, the more eagerly they spend money
  • 17. Keep a player in the game Revenue boost after update with additional free features
  • 18. Make it easy to purchase Make the path from any game location to monetization screen as short as possible:  Add shortcuts  Predict player’s wishes  Make attractive suggestions to purchase Goal: every time when players want to buy something, they should be able to do this intuitively within 1 click
  • 19. Make it easy to purchase
  • 20. Make it easy to purchase
  • 21. What G5 can do for you  We give you a dedicated producer and share best practices  Great terms, advances / full development funding  Cross-platform Talisman technology  Cross-platform QA  Localization to 11 languages  Marketing and traffic acquisition for your games all over the world  Cross-sell with G5 games for access to millions of users  F2P approach can be applied to any genre!
  • 22.
  • 23. Join the mobile revolution! developers@g5e.com www.g5e.com