Learning from the Game Industry CANDIDATE LIST What could be tried in other industries as well? · · · · · · · · · · 4 · · BENJI BANANAS ON ANDROID Freemium A/B testing Rewarding e.g. based on activity Efficient usage of different forums for information sharing and crowd-sourcing (e.g. Facebook, Twitter, wikis and user forums) Social attraction built inside the application Utilizing data collected by the application Enforced upgrades Stimulating user creativity Login decoys User experience, e.g. user interface, design, flow effect Distribution channels Business ecosystems (e.g. in-game advertising) APPROACHES • • • • ~20M downloads Topped at 1.3M DAU Down to 350k DAU ~45k new users / day · · · · Personal gaming experiences Interviews of players Interviews of game industry Data analysis A/B Testing DAU = Daily active users ARPDAU = Average Revenue Per Daily Active User 1. 0 1. 1 A 1. 1 B 1. 2 A 1. 2 B 1. 3 A 1. 3 B 1. 4 A 1. 4 B 1. 4 C Original Vision Top Grossing = Freemium Percentage still with us – Real world retention tracking (20 days) Version / Game 1.1 1.2 1.3 1.4 1.5 1.5 non-Tapjoy 1 33% 64% 65% 69% 77% 96% 5 7% 24% 33% 48% 45% 77% 10 5% 17% 23% 41% 37% 67% 15 3% 14% 18% 37% 33% 58% 25 2% 10% 12% 32% 26% 48% 50 0.5% 6% 7% 21% 17% 33% 100 0.5% 2% 3% 11% 9% 21% NOT Freemium
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