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Классификация мобильных игр
By Monetization Model
Paid/Premium Freemium SubscriptionFree to Play (F2P)
Console-like, pay once,
(almost) no iAp
purchases and no system
for monetization
Alto’s adventure,
Geometry Dash,
LIMBO
Monetized mainly with app purchases
sometimes with iAPs
Games shifted from
Premium, seeking for
wider audience or/and games
w/o strong iAP economy
Cut the Ropes series,
Angry birds,
2048
Monetized with Ads (85%) + iAPs
(15%)
Games with strong
in-game economy, where
players that ‘pay’
progress faster
Clash Royale
Candy Crush
Heartstone
Monetized mainly with
iAPS, sometimes with Ads
Not a model of AS and GP,
however Very popular
in Tier 3 markets and
alternative channels
App Puchases 100%
Ads 0%
iAPs 15%
Ads 85%
iAPs 85%
Ads 15%
By Genres
Action Adventure
Sports
Education
Role-Playing
Simulation StrategyPuzzle
Platformer
Shooter
Fighter
RPG
MMORPG
Choices
Fantasy
Life Simulation
Veficle simulation
Construction
Management
simulation
Trivia/Word
Card/Board
Match3
Tower defence
Wargame
Real-time strategy (RTS)
Real time tactics (RTT)
By Audience
Hardcore = insider knowledge, knowledge of tech and
hardware, commitment to games
Casual = 90% of remaining population
Hardcore
Midcore
Casual
Only Rewarded Video
Rewarded video + Interstitials
Banners, Interstitials, rarely - RV
One more new thing…with Ads
Thanks!

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Обзор игровой аудитории

  • 3. By Monetization Model Paid/Premium Freemium SubscriptionFree to Play (F2P) Console-like, pay once, (almost) no iAp purchases and no system for monetization Alto’s adventure, Geometry Dash, LIMBO Monetized mainly with app purchases sometimes with iAPs Games shifted from Premium, seeking for wider audience or/and games w/o strong iAP economy Cut the Ropes series, Angry birds, 2048 Monetized with Ads (85%) + iAPs (15%) Games with strong in-game economy, where players that ‘pay’ progress faster Clash Royale Candy Crush Heartstone Monetized mainly with iAPS, sometimes with Ads Not a model of AS and GP, however Very popular in Tier 3 markets and alternative channels App Puchases 100% Ads 0% iAPs 15% Ads 85% iAPs 85% Ads 15%
  • 4. By Genres Action Adventure Sports Education Role-Playing Simulation StrategyPuzzle Platformer Shooter Fighter RPG MMORPG Choices Fantasy Life Simulation Veficle simulation Construction Management simulation Trivia/Word Card/Board Match3 Tower defence Wargame Real-time strategy (RTS) Real time tactics (RTT)
  • 5. By Audience Hardcore = insider knowledge, knowledge of tech and hardware, commitment to games Casual = 90% of remaining population Hardcore Midcore Casual Only Rewarded Video Rewarded video + Interstitials Banners, Interstitials, rarely - RV
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. One more new thing…with Ads
  • 12.