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© 2017. Company Confidential and Not for Redistribution. [email protected] 1 How to Design Annuities Ted Verani, VP of Business Development Pocket Gamer Connects, London

On Annuity Design - Pocket Gamer London 2017

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Page 1: On Annuity Design  - Pocket Gamer London 2017

©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                [email protected] 1

How  to  Design  AnnuitiesTed Verani, VP of Business DevelopmentPocket Gamer Connects, London

Page 2: On Annuity Design  - Pocket Gamer London 2017

©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                [email protected] 2

Scientific  Revenue  is  a  machine-­‐‑learning  based  dynamic  pricing  platform  for  in-­‐‑app  purchases

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The  magic  of  selling  the  same  thing  at  different  price  points

How  much  is  the  large  human  bridle  worth?

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Background

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Typical  Game

• Your  conversion  is  between  .5%  and  3%• ¼  to  ½  of  your  purchasers  buy  something  in  the  first  two  days• Somewhere  between  ! "⁄ and  $ "⁄ of  your  players  don’t  visit  

the  coin  store  at  all.  

• You  have  a  lot  of  people  who  will  never  purchase,  but  who  will  play  the  game  for  a  extended  period  of  time• Some  of  them  have  money!

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Classifying  Players

Long  Term  Players

Purchasers

First  Day  Purchasers

Impulse  Purchasers  (“unplanned  purchases”)

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How  do  we  reach  players  that  don’t  buy  on  impulse?  

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Inspiration

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More  Inspiration:  Daily  Login  Rewards

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On  Annuities

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http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase_Your_FreetoPlay_Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuities.php

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The  Simplest  Annuity  That  Actually  Works

• First,  implement  a  daily  reward  system  based  on  currency• Make  sure  it  works,  and  brings  people  back• Make  sure  it  doesn’t  cannibalize  revenue

• On  a  selective  basis,  offer  to  double  the  daily  login  reward for  fixed  price  to  people  who  have  high  engagement  and  are  unlikely  to  buy  anything

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KEY  GOAL:  Little  or  No  Cannibalization

• Annuities  should  NOT  replace  regular  IAP  spend• Done  properly,  they  cause  grinders  to  become  spenders• Done  properly,  they  often  increase  demand  for  goods  and  

currency  (teaser  /  taste  model)

• Add  people  to  the  conversion  pool  and  to  the  long-­‐‑term  retention  pool

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How  big  should  your  annuity  be?  

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Things  You  Must  Know  About  Your  Game

• Lifetime  Spending  Caps• Is  it  possible  to  “Buy  the  game”

• Depth  versus  Breadth• Do  players  “level  up”  their  gear  or  do  they  buy  new  things?

• Minimum  Values• Daily  Login  Bonuses• Easily  earned  currency  amounts  (typical  daily  earn)

• Maximum  Values• Average  daily  spend• Typical  “medium  end”  purchase  • Annuities  shouldn’t  cover  your  spend  

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Design  Considerations  for  Annuity

• Duration• Needs  to  be  long  enough  to  delay  most  of  the  reward

• Need  to  login  /  need  to  click• It  shouldn’t  just  accumulate  while  the  user  is  inactive

• One  at  a  Time• Do  not  let  people  purchase  or  receive  multiple  annuities  

simultaneously

• Exchange  Rate  for  how  much  • Use  your  Black  Friday  sale  as  a  starting  point

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Graduate  School

• Randomized  Rewards• Intermittent  Availability• Hyperbolic  Discounting• Accumulations• Punctuated  Rewards

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The  Monetisation Design  Library• SR  Resources  Page.

http://www.scientificrevenue.com/resources/• On  Pay  to  Win  Strategies.  

http://www.gamasutra.com/blogs/WilliamGrosso/20161102/284598/Looking_at_Pay_to_Win.php• On  Daily  Login  Bonuses.  

http://www.gamasutra.com/blogs/WilliamGrosso/20160613/274759/The_Science__Craft_of_Designing_Daily_Rewards__and_Why_FTP_Games_Need_Them.php

• On  Annuities.http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase_Your_FreetoPlay_Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuities.php

• Our  IAP  Survey.http://www.pocketgamer.biz/data-­‐‑and-­‐‑research/63436/scientific-­‐‑revenue-­‐‑survey/  and  http://www.scientificrevenue.com/iap-­‐‑survey/

• On  Feeder  Apps.  http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑turn-­‐‑free-­‐‑viral-­‐‑apps-­‐‑into-­‐‑feeder-­‐‑apps-­‐‑that-­‐‑actually-­‐‑make-­‐‑money/

• On  Powerup Design.http://www.scientificrevenue.com/blog-­‐‑posts/rescues-­‐‑buffs-­‐‑skips-­‐‑how-­‐‑to-­‐‑design-­‐‑mobile-­‐‑game-­‐‑power-­‐‑ups-­‐‑for-­‐‑optimal-­‐‑iap/

• On  Payment  Wall  Design.http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑design-­‐‑an-­‐‑in-­‐‑app-­‐‑purchase-­‐‑paywall-­‐‑that-­‐‑earns-­‐‑you-­‐‑money-­‐‑without-­‐‑annoying-­‐‑your-­‐‑players/  

• On  Non-­‐‑virtual-­‐‑currency  IAP  Strategies.http://www.gamasutra.com/blogs/WilliamGrosso/20160202/264646/IAP_Strategies_Most_Mobile_Gamers_Dont_Hate__And_Most_AAA_Publishers_Should_Try.php

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Continuing  the  Conversation

Twitter:

Excellent  Mailing  Lists:

https://mailman.stanford.edu/mailman/listinfo/gsb-­‐‑videogames

https://gaminginsiders.mobilize.io/users/sign_in

https://twitter.com/SciRevenue

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Thank  You  Ted Verani, VP of Business [email protected]

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Pulling  it  togther

• Things  you  already  know….    • For  general  players,  annuity  should  be  193  coins• Make  it  200  because  the  difference  is  small  and  200  is  

psychologically  more  friendly  

• What  is  the  cost?    • You  know  it  is  200  coins  x  28  days(Duration),  which  is  5600  

coins  in  total  • Take  the  Black  Friday  Exchange  Rate,  which  is  $.004  for  

single  coin  • Then,  the  annuity  cost  is  5600  x  $.004  =  $22.40  • Which  is  $19.99  once  you  make  it  psychologically  friendly