ux for gamer acquisition, retention and conversion

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UX for Gamer Acquisition, Retention and Conversion UX Scotland 2014 Tutorial Claudio Franco @dubit @clauzdifranco Esther Stringer @BCM_Tweets @EstherBCM

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A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design. Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).

TRANSCRIPT

Page 1: UX for Gamer Acquisition, Retention and Conversion

UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014 Tutorial

Claudio Franco@dubit @clauzdifranco

Esther Stringer@BCM_Tweets@EstherBCM

Page 2: UX for Gamer Acquisition, Retention and Conversion

Introduction

Page 3: UX for Gamer Acquisition, Retention and Conversion

Introduction: Dubit & Border Crossing Media

Senior Research Manager - Games and MediaDubit, digital entertainment studio based in LeedsOngoing Professional Doctorate (PhD)Digital books, storytelling and audience involvement

Managing Director – Border Crossing Media, User Specialists MMRS User research, analytics, facilitator and trainer

UX Scotland 2014

Page 4: UX for Gamer Acquisition, Retention and Conversion

Agenda

UX Scotland 2014

● The freemium Empire: o What is freemium?o Some exampleso Our focus

● Acquisition: lowering barrierso Home and landing pageso Starting a game

● Retention: strategieso Overviewo Examples

Page 5: UX for Gamer Acquisition, Retention and Conversion

Agenda

UX Scotland 2014

● Conversion: monetisation tacticso Overviewo Exampleso Reflection

● Key take aways

Page 6: UX for Gamer Acquisition, Retention and Conversion

The Freemium Empire

Page 7: UX for Gamer Acquisition, Retention and Conversion

Freemium

UX Scotland 2014

Page 8: UX for Gamer Acquisition, Retention and Conversion

FREE + PREMIUM = FREEMIUM

Freemium games are games that are free to install and play, but that also contain virtual goods and currencies acquired through in-app purchases yielding functional advantage and status to the player [...] paying players possess an advantage that can only be met by free players if they choose to grind.

[T]he freemium business model for games has become the go-to games business model [...] since the 2007 introduction of the iOS App Store.

Charles Kriel, game designer and author of the "Concise Dictionary of Freemium and Free-to-Play Game Design.

Freemium: What is Freemium?

UX Scotland 2014

Page 9: UX for Gamer Acquisition, Retention and Conversion

200M+ / $77M+ 200M+ / $50M+

70M+ / $30M+ 2-M+ / $80M+

UX Scotland 2014

Page 10: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Page 11: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Page 12: UX for Gamer Acquisition, Retention and Conversion

Freemium: Other Media / Products

UX Scotland 2014

Page 13: UX for Gamer Acquisition, Retention and Conversion

“CHEAPMIUM”cheap + premium

UX Scotland 2014

Page 14: UX for Gamer Acquisition, Retention and Conversion

● Distinct UX needs for different kinds of games● Children MMOs / virtual worlds and apps● Player acquisition and initial moments

UX Scotland 2014

Freemium: Our Main Focus

Page 15: UX for Gamer Acquisition, Retention and Conversion

Acquisition: Attracting players and lowering barriers

Page 16: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Page 17: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Acquisition: Targeted approaches

Page 18: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Acquisition: Targeted approaches

Page 19: UX for Gamer Acquisition, Retention and Conversion

Source: http://fantasy-faction.com Source: http://corpserun.wordpress.com

UX Scotland 2014

Acquisition: Meeting expectations

Page 20: UX for Gamer Acquisition, Retention and Conversion

Source: Gamasutra: Mark Robinson's Blog - Why do players leave your game? Top 5 reasons revealed

60-80% of players leave a game for good after a disappointing first session.

UX Scotland 2014

Acquisition: The importance of first use

Page 21: UX for Gamer Acquisition, Retention and Conversion

Source: News: Mobile game survey finds players leave fast - CVG UK

Speed Dating?"It's a bit like a first date. If it's going to be effective, it needs to be effective quick."

UX Scotland 2014

Page 22: UX for Gamer Acquisition, Retention and Conversion

Acquisition: Homepages

Page 23: UX for Gamer Acquisition, Retention and Conversion

Acquisition: Homepages

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UX Scotland 2014

Acquisition: Registration

Page 25: UX for Gamer Acquisition, Retention and Conversion

Acquisition: Registration

UX Scotland 2014

Page 26: UX for Gamer Acquisition, Retention and Conversion

Acquisition: Starting a game - Tutorials

UX Scotland 2014

Page 27: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Page 28: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Page 29: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Page 30: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Page 31: UX for Gamer Acquisition, Retention and Conversion

Retention: Strategies

Claudio Franco
add key retention tactics - CP seasonal events; see comments
Page 32: UX for Gamer Acquisition, Retention and Conversion

● Balance of difficulty● Help for not-so-good players● Social features● Communication● Competition, leaderboards● Collaborative play● Collectible items● Achievements● Leveling-up

UX Scotland 2014

Retention: Keeping players coming back

Page 33: UX for Gamer Acquisition, Retention and Conversion

● The Eternal BETA● Fine-tune● Game metrics● Player research● Large worlds● Range of playing styles● Audience involvement● Tapping into player creativity

UX Scotland 2014

Retention: Keeping players coming back

Page 34: UX for Gamer Acquisition, Retention and Conversion

Conversion: monetisation tactics

Page 35: UX for Gamer Acquisition, Retention and Conversion

● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

Page 36: UX for Gamer Acquisition, Retention and Conversion

● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

Page 37: UX for Gamer Acquisition, Retention and Conversion

● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

Page 38: UX for Gamer Acquisition, Retention and Conversion

● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

Page 39: UX for Gamer Acquisition, Retention and Conversion

● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

Page 40: UX for Gamer Acquisition, Retention and Conversion

● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

UX Scotland 2014

Conversion: Overview of tactics

Page 41: UX for Gamer Acquisition, Retention and Conversion

● Walled areas● Added functionality● Try your luck● Slowing progress● Time gates● Vanity items● Collectibles● Making it social

Source: Glu Mobile

UX Scotland 2014

Conversion: Overview of tactics

Page 42: UX for Gamer Acquisition, Retention and Conversion

UX Scotland 2014

Conversion: Ethics - money or fun experience?

Page 44: UX for Gamer Acquisition, Retention and Conversion

Source: PocketGamer.biz

UX Scotland 2014

Conversion: Ethics - money or fun experience?

Page 45: UX for Gamer Acquisition, Retention and Conversion

● Freemium rules

● Lowering barriers to Acquisition is essential (targeting, registration, tutorials)

● Games lose players - retention and ongoing work is essential (eternal beta)

● Current conversion tactics are efficient but have to be used with care

● Player research, prototyping and testing should inform and refine assumptions

● There’s room in the market for more beautiful, creative games!

UX Scotland 2014

Key Take Aways

Page 46: UX for Gamer Acquisition, Retention and Conversion

For more information contact:

Claudio Franco@dubit @clauzdifranco

Esther Stringer@BCM_Tweets@EstherBCM

Thank You