Upload
juliet-carson
View
219
Download
0
Embed Size (px)
Citation preview
Monetization Strategies for Windows 8 Games
Shai HinitzSr. Program ManagerWindows PC Planning & Ecosystem
Agenda
Windows 8 and the store opportunity
Monetization facts and strategies
Windows 8 store tools for maximum return
Xbox LIVE gamer services trends
3 million downloads
400 million new PCs
450 million Windows 7
500 million Windows 8-ready devices
1.25 billion Windows users worldwide
Well-established industry numbers
Reimagined user experienceNew application modelForm factor diversityUser diversity
Unified commerceDiscoveryAnalyticsFlexibility
Windows 8
The Windows 8 Store
App listing
Editorial promotion Category
Internet Explorer integration
Web traffic (for example: search & social)
Windows 8 Store: Global Reach & Transparency Commerce in 200+ markets at launch
Store & apps in 100+ languages at
launch
Local currencies in 70+ markets at
launch
App submission in 40+ markets at
launch
Many market-specific catalogs
Predictable
Concise
Clear
Safe
Fair
Best Economics
Revenue sharing for new app: 70% to start
Revenue sharing after app grosses $25K: 80%
You control the pricing of your app: $1.49 - $999.99
Existing relationship
Subscriptions
Consumable purchases
Use your existing commerc
e
Time-limited trials
Feature-differentiated trials
One-time
purchase
Persistent purchases
Expiring purchases
In-App purchas
es & DLC
Flexibility of Windows 8 Store Commerce
Choice of ad services
Ad- supporte
d
Purchases roam across devices and CPU architectures
Some Monetization Facts
Source: The Windows Phone Developer blog, March 2011
10% conversion
70× downloads
10× revenue
Trials matter
Trials the Easiest Way — No Code Required
Select a time period for your trial
Let the Windows Store handle the rest.
Initialize Settings for Trial Mode
Void Simple3DGame::InitializeGameConfig(){
// Initialize trial versionm_gameConfig.isTrial = true;// Allow Add-on offers in Premium version onlym_gameConfig.autoFire = false; m_controller->AutoFire (false);m_gameConfig.backgroundAvailable[0] = true; for (int i = 1; i <
GameRendererConstants::MaxBackgroundTextures; i++){
m_gameConfig.backgroundAvailable[i] = false; }
}
Check the Game’s License// Get the current license informationthis->m_licenseInformation = CurrentAppSimulator::LicenseInformation;
// Set up the event handler to be notified when the license changesthis->m_licenseInformation->LicenseChanged += ref new LicenseChangedEventHandler(this, &App::OnLicenseChanged);
// Populate the (available) information for display on the game’s store fly-outthis->m_mainPage->SetProductItems(nullptr, m_licenseInformation);
// Update the game by calling the license changed handlerthis->OnLicenseChanged();
// Get the current license informationthis->m_licenseInformation = CurrentApp::LicenseInformation;
Load the Game’s Listing Data// Load the listing informationtask<ListingInformation^> listingTask(CurrentAppSimulator::LoadListingInformationAsync());listingTask.then([=](ListingInformation^ listing) {
this->m_listingInformation = listing;
// Call OnLicenseChanged to update items as the information is availablethis->OnLicenseChanged();});
// Get the product’s name and pricem_title = listing->Name;m_formattedPrice = listing->FormattedPrice;
$ 5.99 € 5.99 ¥ 5.990
<ListingInformation> <App> <MarketData xml:lang="en-us"> <Name>Simple 3D Game</Name> <Description>1st person shooter</Description> <Price>5.99</Price> <CurrencySymbol>$</CurrencySymbol> </MarketData> </App></ListingInformation>
Prompt For Purchase
// Confirm the license is active and a trial version
if (m_licenseInformation->IsActive && m_licenseInformation->IsTrial)
{
// Make an asynchronous call to the store to purchase the full app
task<void> purchaseTask(CurrentAppSimulator::RequestAppPurchaseAsync());
purchaseTask.then([this](task<void> previousTask)
{
// Update the game title UI to “Full Version”
});
}
Some Monetization Facts
Source: Distimo, August 2011
72% of revenue comes from apps that feature in-app offers
48% of revenue is solely from in-app offers
In-app offers matter
Check the Game’s Add-on Features License// Get the current license informationthis->m_licenseInformation = CurrentAppSimulator::LicenseInformation;
// Extract the license information for the list of featuresProductLicense^ productLicense = m_licenseInformation->ProductLicenses->Lookup(m_productId);m_isProductActive = productLicense->IsActive;
// Populate the (available) information for display on the game’s store fly-out this->m_mainPage->SetProductItems(nullptr, m_licenseInformation);
// Update the game by calling the license changed handlerthis->OnLicenseChanged();
Load the Listing Data// extract the listing information for each specified featureProductListing^ productListing = m_listingInformation->ProductListings->Lookup(m_productId);m_title = productListing->Name;m_formattedPrice = productListing->FormattedPrice;
<Product ProductId="AutoFire"> <MarketData xml:lang="en-us"> <Name>Automatic Firing</Name> <Price>1.99</Price> <CurrencySymbol>$</CurrencySymbol> </MarketData></Product><Product ProductId="NightsBackground"> <MarketData xml:lang="en-us"> <Name>Nighttime Background</Name> <Price>1.99</Price> <CurrencySymbol>$</CurrencySymbol> </MarketData></Product>
Prompt for Add-on Purchase
// Confirm active and non-trial licenseif (m_licenseInformation->IsActive && !m_licenseInformation->IsTrial){ // Full version of the game, so OK to purchase the add-on if (!m_licenseInformation->ProductLicenses->Lookup(productId)->IsActive) { task<void> purchaseTask(CurrentAppSimulator::RequestProductPurchaseAsync(productId)); purchaseTask.then([=](task<void> previousTask)
{// Update the game UI to reflect new features});
}
?40,000,000 users
2,100,000,000 hours played per month
>6,300,000,000 achievements granted
176,802,201,383 gamer points scored
Monetization: Best Practices
One app for both trial and full functionality
Tell users about limitations of the trial
Register callback for license changes
Encourage additional purchases
Increase engagement = grow game value over time
Time to Act
Biggest opportunity. Ever.
Windows 8 Consumer Preview is now available.
Check out the store.
Go build great games.
http://dev.windows.com
Talk to Xbox LIVE representatives about your game.
Related Sessions, Reading and Documentation
GDC Sponsored Sessions
Developing a Great Metro Style Game for Windows 8
Xbox LIVE Multiplayer Gaming on Windows 8 and Other Devices
//build Sessions
Introducing the Windows Store
Enabling trials and in-app offers in Metro style apps
Documentation Making money with your app Choosing monetization opportunities
Thank You
© 2012 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be
interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.