tapjoy mobile revenue best practices

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  • 8/2/2019 Tapjoy Mobile Revenue Best Practices

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    Rob CarrollDirector of Publishing

    Tapjoy

    Best Practices & Tips for Driving

    Revenue on Mobile Games

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    Tapjoy Inc. Confidential : : : 2

    Founded: 2007

    Headquarters: San Francisco, with

    offices in London, Tokyo, New York and

    Silicon Valley

    Reach: 35+ million Monthly Active Userson Android, iOS, Windows Phone 7 &

    HTML5 (coming soon)

    The Leading Mobile App Network

    Tapjoy is embedded into more

    than 80% of the leading Free-to-

    Play mobile gaming applications

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    Tapjoy Inc. Confidential : : : 3

    Our Audience

    280 Millionmobile consumers

    53%female

    28avg. age

    61%have B.A.

    64%in North

    America

    male

    female

    0

    20

    40

    60

    80

    100

    < 18 18 - 49 Over 50

    61% Tapjoy users have B.A.

    U.S. avg., 28% North

    America

    Europe

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    Tapjoy Inc. Confidential : : : 4

    Smart Banner Ad Placement

    You earn revenue (eCPM) through users looking at and clicking on banner ads

    As a developer you need to have a balance betweeninterfering with the look of your game and having enough

    banner views to earn revenue.

    Try to place ads in less conspicuous areas where users must

    go through:

    Inventory screens Loading pages

    Landing screen

    Results screens

    Your goal should be to place banners

    on pages you know your users will begoing through. You may not get as

    many views as banners on the screens

    where the user is playing, but youre

    also not deterring from your

    gameplay.

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    Tapjoy Inc. Confidential : : : 5

    Tapjoy Services: Non-Incentivized Installs

    Featured Ads

    Featured ads are a full screen take over you present to your users atsome point in their use of your app. The full page has a much higher

    click through rate, which leads to more revenue.

    While Feature ads are much more intrusive than normal banner ads,

    you can use them in places like the end of levels or after results pages

    for high click through rates without affecting gameplay.

    Feature ads can also be used to cover load time in the game, if youplace the ad call before the start of the loading process, the ad will

    display while your session is loading in the background.

    Banner AdsBanners are the more traditional ads that most users are

    familiar with. Its important to place the ad in the right

    orientation for the actions the user will be doing,

    landscape vs. portrait.

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    Tapjoy Inc. Confidential : : : 6

    Tapjoy Services: In-App Video

    In-App Video AdsStarting with our latest SDK (8.1.2+) we will be offering videos for users to download

    directly in our offerwall. This does not require any additional buttons or integration points

    to be added to your app. The videos will be displayed as they are available, and if the user

    has watched all the available videos, the rest of offers will still be displayed, removing the

    no content available messages that can be a negative experience for users.

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    Sizzle Trailers

    Tapjoy Mobile Value ToolsVideo Game TrailersWith the addition of our new video product,

    Tapjoy offers a new way for developers to drive

    user acquisition, promotional trailers.

    These trailers have been used in Hollywood and

    traditional console games. Developers can make15 or 30 second videos of their games that give

    users a complete picture of the game.

    At the end of the video the user can be directed

    to install the app, Like it on Facebook or other

    actions that developers want.

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    8/13Tapjoy Inc. Confidential : : : 8

    Tips for Getting Users to Spend: Good Market UI

    Markets and Inventory

    Make the buttons large and easy totap.

    Whenever possible use art and icons

    to direct the player. They look good

    and are language agnostic.

    Dont make your users scroll throughlong item lists. If you have too many

    items on one page try breaking the

    inventory down into tabs.

    Dos Don'ts

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    Tips for Getting Users to Spend: Call to Action

    Always give your users options

    Never just tell a user no. If they dont have enough currency for the action they want totake, direct them to the store to get more currency. For things like level locked content let

    the user know what level they need to get that item, encourage them to stay engaged.

    Dont assume the user will go to the store on their own, give them a button and link them

    directly to it.

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    Tips for Getting Users to Spend: Clear Payment Options

    Payment options

    Make it clear to the user what they are buying and how much

    they get.

    Offer bonuses to the user to buy the larger packages. Give extra

    credits and rare game items to encourage them to buy.

    Offer both Direct and Alternate payment options in the same

    screen. Many users wont want to pay cash for items but theywill do offers to get credits for free.

    Alternate payment, like Tapjoys Offerwall, can account for

    around 30-40% of your revenue on iOS & up to 50% on Android.

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    Featured Placement

    Feature and Limited Time Items

    When the user first logs in, you should give

    them a limited time or featured item to buy.

    This type of placement feeds the impulse buy

    of your users.

    Items in this featured location will often have a

    sales increase of 150% over the normal store.

    This content needs to be changed often,

    ranging from every day to once a week

    depending on sales.

    This is a great place to feature seasonal items.

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    Set Realistic Expectations

    Banner Ad Revenue

    eCPMs for Banner ads in games

    will range from $0.35 to $0.90.

    Top apps can get in the range of

    $2.00 eCPMs

    ARPDAU (Average Revenue per Daily Active User)

    for Virtual Good Games

    In a free to play game, expect to get around 5-10% of

    your user base to monetize

    Games that dont have a strong need for the users to buy

    virtual goods should expect around $0.005 to $0.01

    Games with items the users want and need, can get up

    to $0.15+ ARPDAU

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    Thank you!

    For more info, contact [email protected]