Today we are updating the HoneyTracks Panel with some nice improvements to make the selection of date cohorts even more convenient and with an extra dose of smartness to it:
95% of your players will never spend money in your game
The reality we must accept in free to play gaming is that the majority of people who install or sign up for a game will never spend a cent on it.The amount can vary depending on the genre, target audience of your game as well as the platform your game is published on.
This naturally leads to ask what is the magic ingredient that turns players into paying users. While your game design knowledge will tell you what works in theory, you will still need to find out what works for your game and what doesn’t.
In this post we will show you:
1. Which metrics you can look at
2. How you can segment and filter your users to understand what drives your payers.
Getting started with game analytics can be a daunting task for an aspiring game developer. The importance of using analytics to improve games is widely stressed on games conventions and in journals and blogs but it’s seldom discussed how that topic can be approached by starters.
Lots of game developers start the journey without knowing how to actually benefit from analytics. In this post we will answer some typical questions and make suggestions on things you should be looking at first after a game launch to get actual insights from using analytics.
Since we started HoneyTracks barely 4 years ago, our vision has been to provide game companies with a strong set of analytics solutions that will help them understand their audience, their game performance and help them increase their monetization through greater knowledge. We hunkered down and built a state-of-the-art platform from scratch, all the while bootstrapping the company. Today we are proud to announce the next chapter in HoneyTracks’ history as we have been acquired by iQU, an insight-driven cross-platform games marketing based in Haarlem, The Netherlands.
iQU has established itself as one of the leading independent games-vertical performance marketing specialist for AAA+/AA games developers, and is one of the principal marketing partners for Electronic Arts, Wargaming and Kabam.
Haarlem (The Netherlands) and Munich (Germany), 12 August 2014 – iQU and HoneyTracks announced today that they have reached an agreement for iQU to acquire HoneyTracks for an undisclosed sum.
iQU’s acquisition of HoneyTracks reinforces its commitment to provide game developers and publishers with a complete package of real-time solutions across the entire acquisition, retention and monetization (ARM)-funnel. iQU can now provide clients with a comprehensive overview of a player’s entire journey in real-time, starting with identifying a new player through to their point of game entry and their complete game lifecycle. The company will now be able to provide an understanding of how each key component, such as player cohorts, virtual goods and level progression, within a game is performing across all channels and, by definition, having a direct positive impact on client’s marketing ROI and portfolio value. The clients will be able to benefit tremendously from enhanced, targeted RTB acquisition campaigns, increased in-game events and higher player engagement.
With countless games being released every day, game devs and publishers spend gigantic amounts on marketing or bet on being the next viral hit.
Dozens of marketing options are on the market and they all claim to bring you the best, most loyal and most likely to spend players.
So how do you make sure you invest in the right marketing partners when quality of advertisers differs vastly?
We’ve assembled a list of metrics you should look at to determine quality of your marketing partners with your own data.
A/B testing is a randomized test in which two variants of a product are tested against each other with the goal of optimization.
The most common example would be to test “red button” vs “blue button” to see which is clicked more often.
In this post we will give an example of how you can use A/B testing to optimize monetization, based on our the insights of our last blog “4 steps to better understand your ingame-economy” and teach you how to track and analyze results in HoneyTracks.
Typically more than 70% of revenues in free to play games are generated through in-app purchases, regardless of other monetization options like in-game advertising or hybrid-models with subscription et al. So it’s vital for your success to understand what makes people spend money in your game.
Hence today we are starting our new series “Optimizing game monetization”.