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Monetization Mobile Game
13 min read
#Ads & Monetization

10 Monetization Tips for Mobile Games in 2017

Speak to anyone in the mobile gaming industry and the topic of conversation will always turn to one thing: monetization. Who can blame them? Statista predict that mobile games will generate $40.6 billion in revenue by the end of 2017. That’s more than double Facebook’s 2015 revenue. Not a number to sneer at. Perhaps more noteworthy is that – as of January 2016 – this revenue was generated by less than 1.9% of the overall player base, showing a 0.4% increase from the same study in 2014, according to a report by the mobile marketing automation platform, Swrve. Mobile gamers are spending more Their study aggregates data from over 10 million purchasing players – from the minnows, to the dolphins, and the whales. Interestingly, at just 0.19% of the demographic the “whales” account for a whopping 48% of the total revenue....
Common GameAnalytics Questions
5 min read
#Data & Analytics

6 Game Analytics Questions: Answered by Data Scientists

Top 6 GameAnalytics questions: Can I use the same pair of keys for all platforms I am targeting? What common KPIs should I track using design events? I have sent events but I cannot see them in the tool. Where are they? I’ve setup IAP validation but all my monetization data is still invalid. Why? Can I automate the data export feature? Why did my funnel report fail to process? If none of the above concern you – good stuff. Maybe check out our recently updated post: how to increase your game revenue by 510% 😀 1. Can I use the same pair of keys for all of the platforms that I am targeting? Short answer: This is possible but we don’t recommend it. Long answer: We suggest that all users create a unique game entity for every platform that they target....
7 min read
#Data & Analytics

The power of benchmarking in your game

Benchmarks allow you to determine how well your game is performing compared to similar titles on the app store, without requiring any changes to your code. This knowledge can help you make decisions and focus your development on improving game metrics and making a better game. Your core KPIs are the central metrics that we benchmark. KPIs are particularly important as they are usually simplified numbers which quickly inform you about the health of your game. Retention, for instance, is a measure of addictiveness or stickiness, as people come back and play your game again the next day. ARPU is a measure of monetization and pricing.  High ARPUs require good game design in presentation and purchase so that a user understands the benefit and value of their purchase. Let’s take a deeper look at how you can use the Benchmarking feature from GameAnalytics in your game today. Understanding Benchmark...
5 min read
#Data & Analytics

5 most common mistakes of data analysts

This is a guest post by Peter Fodor, the founder of AppAgent, a service for mobile developers who are launching a game or app but need help with marketing and user acquisition. Did you know that there are 1,736,111 Likes on Instagram; 284,722 shared snaps on Snapchat; and 590,278 swipes on Tinder every minute of every day? The growth in the usage of mobile apps and games has created a mountain of data. Millions of users generate significant traces of their behaviour – all of which has value. Crunching the numbers are the legions of data analysts whose skills are increasingly in demand. The need to find meaningful connections from this data is increasingly putting pressure on these analysts, whose insights and conclusions can affect billion-dollar businesses. Eating numbers for breakfast Historically analysts were people with a narrow expertise in...
11 min read
#Data & Analytics

8 ways of spotting and fixing the reasons why players are leaving your game

The following article is based on a previous one we published on the GameAnalytics blog: 16 reasons players are leaving your game, which you can find here, written by Nathan Lovato. This article has been trending on our blog, and it’s a hot topic among developers who are looking to optimize their user experience. Considering this, we’ve thought to complement Nathan’s piece with examples of how you’d use analytics to spot and fix the problems listed. Share the post with this ready-to-go tweet 🙂 To make sense of it all, we’ll follow a similar structure to what Nathan used: listing the reason and the way you can investigate it through the use of analytics. Note our numbering will differ as we won’t be discussing all the reasons. If you didn’t get a chance to read the 16 reasons…, do so now –...
9 min read
#Data & Analytics

Chinese Gamers: in-game behaviour of players from China

During the last few years, the Chinese market has become a massive opportunity for game developers. There are 550 million active smartphones and tablets in the country, and every one of them has an average of 5 games installed. The key questions to answer, therefore, are about the players: How do Chinese players compare to players from the rest of the world? What do they prefer to play? How committed are they to a game? How many games do they usually play? We set about answering these questions and more from a data-driven standpoint, and analysed the data in the GameAnalytics network by comparing Chinese players’ in-game behaviour to that of players from the rest of the world. So what are the results? Here’s a teaser. What we found is that Chinese players in our network are: Less likely to...
gameanalytics-hyspherical-2-announcement
7 min read
#Game Deconstructions

The Hyspherical 2 Hype: The secrets behind Monkeybin’s App Store success

Monkeybin is a very special and, some might argue, very lucky studio. While some developers spend the best part of their lives trying to launch a hit game worldwide, the Oslo-based outfit – which only made its debut in 2010 – has managed to see both releases of the timing-based puzzler Hyspherical, and the Runway refined follow up Hyspherical 2, smash the app store charts this month, with the latter achieving Top 10 in the US App Store Free Games chart last week. Downloads for the successor have been through the roof, over 900,000 installs in its first 10 days, no doubt thanks in part to Apple’s decision to push the game in key territories, though the very fact its been promoted by the Cupertino giant in such a manner not only signals success for Monkeybin, but also stands as an example...
6 min read
#Game Design

Shooting for the Stars: How the devs behind Crossy Road and Shooty Skies became mobile masters

Andy Sum began making games as little more than a hobby more than a decade and a half ago. Sum, who has been one of the leading forces behind two of the biggest mobile hits of the last two years – Crossy Road and relatively new kid on the block Shooty Skies – spent years developing titles for his own entertainment and didn’t actually release his first game commercially until 2009. “My first release was called Faerie Solitaire for the guys at Big Fish Games,” opened Sum, who sat down to talk to us at GameAnalytics about his career to date. “You could say it wasn’t the type of game I’d play myself, but it’s done well. You can still play it today, actually.” Faerie Solitaire didn’t actually fire the starting pistol on his career, however, with Sum – who...
8 min read
#Strategies

5 Things Devs Need to Know: What’s going to happen in games in 2016

In this topsy turvy industry, there’s one thing we can all be sure of: change is coming. Since the App Store first rolled out in 2008, change is pretty much all the games industry has known, though the new kids on the block don’t always end up staying around too long. One month, all the games press is talking about is Ouya, then suddenly we’re back on to Smart TVs and then…well, we don’t really need to explain what happened to both of those formats, but safe to say they’re no-one’s priority now. The question remains, however, as to just what’s coming next. When 2016 bursts into life in just a few months, what will rule the roost for the following twelve months? What new services will be kingmakers, and what new products will developers need to target in the...
2 min read
#Data & Analytics

Mobile Games KPI Benchmarks for September 2015

  Here we go again with another benchmarks update! As you may know, Benchmarks is a feature that allows you to compare your KPIs to those of 6,000 (and counting) other games tracked by GameAnalytics. Trends in the industry are continuously moving, and we offer you a reference point from which to start your analysis and drive business decisions. If you are wondering what the current situation of the market is, you should log in and check it out. Benchmarks for September are up and ready!   Some highlights for September 2015: ARPDAU, ARPPU and Conversion have increased for genres such as Word, Trivia, Sports and Puzzle. Although retention overall has not increased, the same substantial growth is found in session length. This might be a direct consequence of people going back to work after vacation, and therefore, daily commuting....
14 min read
#Game Design

3 Simple Steps To Improve Your Game’s Graphics

We have a strong tendency to judge a book by its cover. It takes but a split-second for our opinion of a website or any visual design to be tainted, positively or negatively. Coming up with both an appealing art direction and some efficient UX design is no easy task. When someone discovers your game, their first experience is shaped by your art. They likely see a picture of it first, be it from a screenshot, a video, or your game in action. So if you ever wondered why studios bother spending big money on polished art, now you know. But what are we talking about exactly? Resonant visuals are more than just detailed graphics. They have to be both beautiful and meaningful to players. In practice, your game’s aesthetics encompass both the principles of design and your overall art style....
8 min read
#Ads & Monetization

How to Identify Whales In Your Game

Monetization has been a hot topic in the games industry over the past years, ever since the rise of free to play games. How to optimize monetization, how to define correct pricing buckets or how to better convert players are just a few of the widely discussed questions concerning the topic. In this article, however, we’ll be approaching monetization from a different angle. Rather than discussing how to achieve a high conversion rate, we will dig into the differences in behaviour between converted players and non-monetizers. With this we’re looking to give you some insights into these players’ profiles, based on which you should be able to identify them early in the game. We will be working with two main categories (non-monetizers and monetizers), but 4 cohorts. For granularity purposes, we have broken down the monetizers category into 3 types:...
8 min read
#Strategies

10 Tips For A Great First Time User Experience (FTUE) In F2P Games

Someone has chosen your app over the 1,500,000 other apps in the App Store or on Google Play. That’s fantastic! The next couple of moments after a user downloads a free-to-play (F2P) game are critical. Users are fickle and it takes a compelling introduction to keep them coming back. Worse yet, the cost of downloading another app is also $0 and takes just a few taps and a few seconds. In order to engage users, game developers should focus on the first time user experience. This is one of, if not the, most crucial parts of any F2P mobile game. The tutorial helps onboard users, convinces them your game provides value, improves retention and helps convert non-payers to paying users. The following tips will help measure and improve the first time user experience in your F2P game. 1. Make Getting...