Monetizing Free-to-Play 3.0: In-App Purchases vs. Ads | Sampada TELANG VIDEO
Delivered at Casual Connect USA, July 2014
In-app purchases comprise a large share of in-game revenue today but are driven by paying power users (a.k.a ‘whales’) which typically make up less than five percent of the total user base. Ads can supplement monetization for the remaining ninety-five percent of non-paying users, but concerns around cannibalization and user experience for the whales prevents developers from implementing ads. As the gaming industry moves toward a hybrid of monetization models, targeting users across platforms becomes key. How do you show the right screen to the right user at the right time?
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Tags: Sampada Telang
Google (Award Winner)
Free-to-play (Video Game Genre)
Casual Connect USA
Casual Connect
Casual Connect USA 2014
In-App Purchases
Monetization
Video Game Industry (Industry)
Video Game (Industry)
Monetization Models
Advertising (Interest)