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Today on Monetization Minute we discuss a blog post from Tilting Point where they give some tips on how to maximize for ARPDAU by really embracing what your players are already doing and what they're already spending money on.
From their research, they found that 80% of the game's revenue comes from end game purchases. They also saw that 15% of the purchases were made for only $1, this often happened when players were at risk for failing a level. Knowing this, they introduced streaks that give more rewards for not failing a level. They also put out surveys to their players, where they found that players love collaborating with the community.
Today on Monetization Minute we talk about when to add an Offerwall to your game. The first thing to take into account is having high retention rates, to the point where players are sticking around more for the long term. Also make sure that your currency is really spendable because if players can get a bunch of currency and then never really have to do it again, then an offer wall is going to be much less effective.
The idea that direct comparisons tend to make people more careful and logical.
Tilting Point maximized ARPDAU by embracing what your players are already doing and already spending money on.
How the clash of Clans battle pass makes the things you'd already do in the game earn more and worth more to players. Making their battle pass so valuable you're crazy not to purchase it to keep advancing
From the publisher's feed