Tag Archives: GooglePlay

Learn tips from Memrise to increase in-app conversions with pricing experiments

Posted by Tamzin Taylor, Partner Development Manager at Google Play, & Kristina Narusk, Head of Production at Memrise

Getting people to install your app is one thing, getting them to sign up to your paid offering is quite another. It's important to understand the complete journey your users take from installing your app to paying for something. Once you do, you can experiment on the flow to try and increase conversions. Memrise has found great success in experimenting on their language learning app to increase the number of paying users.

Four experiments Memrise use to improve conversions

Memrise makes languages fun with a number of different learning modes you can play to help increase your vocabulary in a chosen language. You can download the app for free and play some of the modes or take advantage of their premium subscription offering called 'Memrise Pro' which offers new game modes and additional features like offline learning. Memrise recently ran a number of conversion experiments with the main objective of increasing the Average Revenue Per Daily Active User (ARPDAU). These experiments tested multiple user experience and pricing experiment scenarios.

1. A/B test how messaging different user benefits can impact conversion

What they did: Memrise wanted to know what motivation and call to action would convert the most users to buy a Pro subscription from a locked game mode in the app. To do this, they ran an A/B test with two similar designs, featuring different reasons for the user to upgrade, and compared the results to their original upgrade messaging.



Screen Shot 2016-10-11 at 15.26.00.png
Screen Shot 2016-10-11 at 15.25.34.png
Test A: Focus on ‘difficult’ words with an orange background.
Test B: Focus on ‘favorite’ words with a pink background.

Results: Test A performed the best. Conversion to Pro in Test A was 28% higher than in Test B. Pro mode usage was subsequently 9.7% higher in Test A compared to Test B too.

Next steps: After seeing how test A won the experiment, Memrise applied this creative across the board. Subscribers driven by that particular mode increased as a percentage of all subscriptions in the app by 16%. Memrise plans to run additional A/B tests at others points of conversion in the app to see if they can increase the results even further. They'll also try different text for the call to actions.

2. Test whether adapting to local price points results in sustainable uplift

In 2015, Google Play launched new minimum local price levels in countries around the world. To take advantage of the new price points, Memrise tested lowering localised prices in certain markets to better match purchasing power. Prices were an average of 6 times lower during this experiment.

Results: After 30 days, Memrise saw the following changes in conversions to paid users:



??
Turkey
180%
??
Brazil
182%
??
Russia
99%
??
Mexico
115%
??
India
5.1%
??
Indonesia
152%
??
South Korea
120%
??
Thailand
70%
??
Malaysia
27%

Next steps: The change in price affected the subscription dynamics with more users taking advantage of Memrise's in-app discounted offer in most countries. The offer was for annual subscribers only and has led to a positive effect on LTV. One insight from the experiment was that Indian users prefered to have the option to subscribe in weekly or monthly increments and not just annually. Memrise is still tracking carefully to see whether the discounted subscription pricing will lead to an increase in conversions.

3. Test when and how often you offer free trials to see if that affects conversion rate

Memrise occasionally offers users, who aren't Pro subscribers, a free trial of one of the Pro game modes while cycling through the various free modes. After the free trial session, users are presented with an offer to subscribe. Memrise experimented with the offer's timing making it appear more frequently while users were cycling through normal free sessions Instead of after every 49th session, users saw the unlocked mode after every 21st session.



Screenshot_unlocked.png
Screenshot_unclocked_offer.png
An example of a free trial of a Pro mode.
After completing a free trial, users see a discounted subscription offer.

Results: Offering a free trial more frequently paid off. The conversion rate increased by 50% while all other conversion rates remained the same.

Next steps: Memrise maintained the more frequent offer cadence and has seen revenue growth as a result.

4. Test whether seasonal discounts result in more conversions Memrise launched a 'Back to School' campaign presenting all users with a discounted annual plan offer for a week in September 2016. The aim was to convert more users and generate higher value users from annual subscription plans.

Screen Shot 2016-10-11 at 16.03.14.png

Results: Memrise saw two effects from the seasonal offer. As a result of only presenting an annual period and removing weekly and monthly, 20% fewer users per day converted to Pro. However, because more people were taking an annual subscription than a shorter subscription, the average revenue per day increased by 32% justifying the change.

Next steps: Memrise plans to test different offers in the future with a combination of subscription offerings. They'll also focus offers in countries like Turkey and Mexico, where they saw the biggest increase in conversions.

Keep experimenting and take advantage of new features to improve the user experience and increase conversions

At Playtime San Francisco, we announced that introductory pricing for subscriptions would be coming soon and the feature is now live. By continually testing messaging, pricing, offers, and free trials or discounted trials, you could increase the conversions in your app and your ongoing revenue just like Memrise. Learn more about Google Play in-app billing subscriptions and get the Playbook for Developers app to stay up-to-date with features and best practices that will help you grow a successful business on Google Play.

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Android Developer Story: Le Monde increases subscriptions with Google Play Billing

Watch Edouard Andrieu, Director of Mobile, and Ahcene Amrouz, Product Manager for Mobile, explain how La Matinale has a 6% higher subscription conversion on Android than on other platforms thanks to tools like Google Play Billing.

Learn more how to add an introductory price to your subscription, and get the News Publisher Playbook to stay up-to-date with more features and best practices to help you find success for your news apps on Google Play.


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Calling European game developers, enter the Indie Games Contest by December 31

Posted by Matteo Vallone, Google Play Partner Development Manager

To build awareness of the awesome innovation and art that indie game developers are bringing to users on Google Play, we have invested heavily over the past year in programs like Indie Corner, as well as events like the Google Play Indie Games Festivals in North America and Korea.

As part of that sustained effort, we also want to celebrate the passion and innovation of indie game developers with the introduction of the first-ever Google Play Indie Games Contest in Europe. The contest will recognize the best indie talent in several countries and offer prizes that will help you get your game noticed by industry experts and gamers worldwide.

Prizes for the finalists and winners:

  • An open showcase held at the Saatchi Gallery in London
  • YouTube influencer campaigns worth up to 100,000 EUR
  • Premium placements on Google Play
  • Tickets to Google I/O 2017 and other top industry events
  • Promotions on our channels
  • Special prizes for the best Unity game
  • And more!

Entering the contest:

If you're based in Czech Republic, Denmark, Finland, France (coming soon), Germany, Iceland, Israel, Netherlands, Norway, Poland (coming soon), Romania, Spain, Sweden, Turkey, or UK (excl. Northern Ireland), have 15 or less full time employees, and published a new game on Google Play after 1 January 2016, you may now be eligible to enter the contest. If you're planning on publishing a new game soon, you can also enter by submitting a private beta. Check out all the details in the terms and conditions. Submissions close on 31 December 2016.

The process:

Up to 20 finalists will get to showcase their games at an open event at the Saatchi Gallery in London on the 16th February 2017. At the event, the top 10 will be selected by the event attendees and the Google Play team. The top 10 will then get the opportunity to pitch to a jury of industry experts, from which the final winner and runners up will be selected.

Even if someone is NOT entering the contest:

Even if you're not eligible to enter the contest, you can still register to attend the final showcase event in London on 16 February 2017, check out some great indie games, and have fun with various industry experts and indie developers. We will also be hosting a workshop for all indie games developers from across EMEA in the new Google office in Kings Cross the next day, so this will be a packed week.

Get started:

Enter the Indie Games Contest now and visit the contest site to find out more about the contest, the event, and the workshop.

Android Developer Story: Hutch improves player engagement with A/B testing on Google Play

Posted by Lily Sheringham, Google Play team

Hutch is a London based mobile studio focusing entirely on racing games, with more than 10 million players on Google Play. For their latest game, MMX Hill Climb, they used A/B testing and game analytics to improve the game design and experience resulting in more than 48 mins daily active usage per user.

Watch Shaun Rutland, CEO, and Robin Scannell, Games Analyst, explain how they were able to deliver a more engaging user experience in this video.

Learn more about A/B testing and get the Playbook for Developers app to stay up-to-date on new features and learn best practices that will help you grow a successful business on Google Play.

Android Developer Story: Hole19 improves user retention with Android Wear

Posted by Lily Sheringham, Google Play team

Based in Lisbon, Portugal, Hole19 is a golfing app which assists golfers before, during, and after their golfing journey with GPS and a digital scorecard. The app connects the golfing community with shared statistics for performance and golf courses, and now has close to 1 million users across all platforms.

Watch Anthony Douglas, Founder & CEO, and Fábio Carballo, Head Android Developer, explain how Hole19 doubled its number of Android Wear users in 6 months, and improved user engagement and retention on the platform. Also, hear how they are using APIs and the latest Wear 2.0 features to connect users to their golfing data and improve the user experience.


Learn more how to get started with Android Wear and get the Playbook for Developers app to stay up-to-date with more features and best practices that will help you grow a successful business on Google Play.

5 Tips to help you improve game-as-a-service monetization

Posted by Moonlit Wang, Partner Development Manager at Google Play Games, & Tammy Levy, Director of Product for Mobile at Kongregate

In today’s world of game-as-a-service on mobile, the lifetime value of a player is a lot more complex, where revenue is now the sum of many micro transactions instead of a single purchase with traditional console games.

Of course you don’t need a sophisticated statistical model to understand that the more time a player invests in your game, and the more money they spend, the greater their LTV. But how can you design and improve monetization as a mobile game developer? Here are 5 tips to help you improve game-as-a-service monetization, with best practice examples from mobile games publisher, Kongregate:

1. Track player behavior metrics that have a strong and positive correlation with LTV

  • D1, D7, D30 retention indicates how well a casual player can be converted into a committed fan.
  • Session length and frequency measures user engagement and how fun your game is.
  • Completion rate at important milestones can measure and pinpoint churn.
  • Buyer and repeated buyer conversion, represents your most valuable user segment.

2. Optimize for long-term engagement and delight your best players

Retention is the first metric that can distinguish great games from mediocre ones. Games with higher retention rates throughout the user’ lifecycle, monetize better consistently. Retention is king, and more importantly, long-term retention should be prioritized. Therefore, when designing your game, aim to create a sophisticated and engaging experience to delight your most committed fans.

[This chart shows the retention of top games / apps over time]
  • When considering long term retention, focus on achieving a strong D30, but also look beyond the first 30 days. Measure long term retention by assessing the following rates: D30 to D60, D30 to D90, and D30 to D180. The higher the rate, the stickier your game is in the long term, which will increase your LTV.
  • Players are willing to pay a fixed amount of money per hour of “fun”, so think about updates when designing your game, to make the content rich and fun for those who will play at very high levels and spend the most time within your game, don’t gate your players or hinder their in-game progression.
  • Use the Google Play Games Services - Funnel Report to help you track different milestone completion rates in your games, so you can identify drop off points and reduce churn
.
3. Increase buyer conversion through targeted offers

First-time buyer conversion is the most important as player churn rate drops significantly after the first purchase, but stays relatively flat regardless of the amount spent. Also, past purchase behavior is the best predictor of future purchases. Find your first-time and repeated buyer conversion rate directly in the Developer Console.

  • Use A/B testing to find the price that will maximize your total revenue. Different people have different willingness to pay for a given product and the tradeoff between price and quantity is different for different products, so don’t decrease prices blindly.
  • Tailor your in-game experience as well as in-app purchase offers based on the player’s predicted probability to spend using the Player Stats API, which predicts players churn and spend.

For example, in Kongregate’s game Spellstone, testing two pricing points for a promotion called Shard Bot, which provides players with a daily “drip” of Shards (the premium currency) for 30 days, showed players had a much stronger preference for the higher priced pack. The first pack, Shard Bot, priced at $4, granted players 5 daily shards, and the second pack, the Super Shard Bot, was priced at $8 and granted players 10 daily shards.

[Two week test results showing preference for the more expensive pack, which also generated more revenue]

Kongregate decided to keep the higher priced Super Shard Bot in the store, although both packs resulted in very similar retention rates:

4. As well as what monetization features to implement, take into consideration why, when and how to do so

  • Why: “Buyer intent” is most important. Any item with a price tag should serve to enhance your players in-game experience. For example, a new map, a new power, something exciting and additional to the free experience. Don’t gate your players with a purchase-only item as happy users means more time spent with your game, which will lead to higher revenue. Educate users by gifting some free premium goods and currency during the tutorial, and let users experience the benefit first.
  • When: Time offers based on when users may need it. If your IAP is to continue gameplay after timeout, then you should surface it right when the timer ends. If your IAP is to offer premium equipment, then you should surface it when users gear up their characters. The offer should be contextually relevant, such that the content should cater to the player’s current status and needs in-game.

    In particular, Starter Packs or New Buyer Promos need to be well timed. Players need to understand the value and importance of all the items before they are shown the promotion. If surfaced too early, players will not feel compelled to purchase. If surfaced too late, the offer will not be compelling enough. The Starter Pack should appear within 3 to 5 sessions since install, depending on your game. Additionally, limiting its availability to 3 to 5 days will urge players to make a quicker purchase decision.

    For example, BattleHand’s starter pack is surfaced around the 4th session, it is available for 36hrs and contains the following items to aid players in all areas of the game:

  • Powerful cards that have an immediate effect in battle
  • High rarity upgrade materials to upgrade your card deck
  • A generous amount of soft currency that can be used in all areas of the game
  • A generous amount of hard currency so players can purchase premium store items
  • Rare upgrade materials for Heroes
[Example starter pack offer in Battle Hands]
Thanks to the strength of the promotion over 50% of players choose the Starter Pack instead of the regular gems offerings:
  • How: There are many ways you can implement premium content and goods in your game, such as power-ups, characters, equipment, maps, hints, chapters etc. The two most impactful monetization designs are:
      Gacha - There are many ways to design, present and balance gacha but the key is to have randomized rewards, which allows you to sell extremely powerful items that players want without having to charge really high prices per purchase.
[Example of randomized rewards in Raid Brigade’s boxes]
      LiveOps - Limited time content on a regular cadence will also create really compelling opportunities for the players to both engage further with the game and invest in the game. For instance, Adventure Capitalist has been releasing regular limited themed time events with their spin on the permanent content, their own progression, achievements and IAP promotions.
[Example timed event for Adventure Capitalist]

Through this initiative, the game has seen regular increases in both engagement and revenue during event times without affecting the non-event periods:

[Timed events drastically increase engagement and revenue without lowering the baseline average over time]

5. Take into account local prices and pricing models

Just like different people have different willingness-to-pay, different markets have different purchasing powers.

    • Test what price points make sense for local consumers in each major market. Don’t just apply an umbrella discount, find the price points that maximize total revenue.
    • Consider charm pricing but remember it doesn’t work everywhere. For example, in the United States, prices always end in $x.99, but that’s not the case in Japan and Korea, where rounded numbers are used. Pricing in accordance to the local norm signals to the customers that you care and designed the game with them in mind. The Google Developer Console now automatically applies local pricing conventions of each currency for you.

Check out the Android Developer Story from games developer, Divmob, who improved their game’s monetization threefold simply by adopting sub-dollar pricing strategies. Also, learn more best practices about building for billions to get more tips on monetization.

Get the Playbook for Developers app and stay up-to-date with more features and best practices that will help you grow a successful business on Google Play.

Android Developer Story: Culture Alley reaches millions of English learners on Google Play

Posted by Lily Sheringham, Google Play team

Culture Alley developed the app Hello English to help Indians learn English through gamification, supporting over 15 dialects. More than 13 million people now use Hello English in India and around the world.

Hear Nishant Patni, Founder & CEO and Pranshu Bhandari, Co-Founder, explain how they optimized the app to address challenges faced by emerging markets. Learn how they used various Google Play tools to address varying levels of connectivity and device capabilities, and improve user retention.

Learn more best practices about building for billions and watch the ‘10 tips to build an app for billions of users’ video to get more tips. Also, get the Playbook for Developers app and stay up-to-date with more features and best practices that will help you grow a successful business on Google Play.

Android Developer Story: StoryToys finds success in the ‘Family’ section on Google Play

Posted by Lily Sheringham, Google Play team

Based in Dublin, Ireland, StoryToys is a leading publisher of interactive books and games for children. Like most kids’ app developers, they faced the challenges of engaging with the right audiences to get their content discovered. Since the launch of the Family section on Google Play, StoryToys has experienced an uplift of 270% in revenue and an increase of 1300% in downloads.

Hear Emmet O’Neill, Chief Product Officer, and Gavin Barrett, Commercial Director, discuss how the Family section creates a trusted and creative space for families to find new content. Also hear how beta testing, localized pricing and more, has allowed StoryToy’s flagship app, My Very Hungry Caterpillar, to significantly increase engagement and revenue.

Learn more about Google Play for Families and get the Playbook for Developers app to stay up-to-date with more features and best practices that will help you grow a successful business on Google Play.

Android Developer Story: Vietnamese games developer Divmob finds more users with localized pricing on Google Play

Posted by Lily Sheringham, Google Play team

Based in Ho Chi Minh City in Vietnam, games developer Divmob has grown quickly from an original team of five people to 40 employees since it was founded three years ago. Divmob now has over 40 million downloads across its various titles, including the popular game, Epic Heroes War.

Watch Ngo Van Luyen, CEO & Founder at Divmob, and his team explain how introducing sub-dollar pricing in various markets resulted in a 300% increase in daily transactions, and increased the number of paying users threefold.

Find out more about local pricing models on Google Play

We recently introduced new features in the Google Play Developer Console to help you meet local expectations when setting prices, to make purchases more attractive to your users. The Developer Console will now automatically round pricing to local conventions in each market, and you can also set up pricing templates to manage pricing across multiple currencies more efficiently, and easily make bulk changes to the prices of multiple apps and in-app products in a single click. Learn more about the improved local pricing tools.

Android Developer Story: Video editing app WeVideo increases user engagement with material design

Posted by Lily Sheringham, Google Play team

WeVideo is a video editing platform founded on a vision to make video creation accessible to anyone, anywhere. They first launched the popular WeVideo Video Editor app for Android, and since the latest update to the app, revenue on the platform has doubled every two months. In fact, almost 85% of their mobile users are on Android devices.

Watch Krishna Menon, President & CTO, and Oleg Tsaregorodtsev, Head of Mobile Development at WeVideo, explain how relaunching their app with material design increased user engagement by 100%. They also share how WeVideo improved monetization and installs using ratings & reviews, store listing experiments, and other features on Google Play.

Find out more about material design principles, and, learn how to find success on Google Play.