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Steps to

Successfully Market Your
Free-to-Play Mobile Game
Free-to-Play is here to stay!
• Free-to-Play has become the leading business model in gaming
• If successful, it offers an unlimited revenue upside
• However, it comes with challenges
• Monetization takes place within the game, after the install

• Marketing and advertising a Free-to-Play game is hard
• You need to know at what price you can acquire new users in order to turn out a
profit

It’s a numbers game…
• You need to concentrate your efforts on acquiring the best users at the
right price…

…within the app stores as well as…
…outside of the app stores
2
5 steps to successfully market your game

Within the app stores:
1. Master App Store Marketing

Outside of the app stores:
2. Go for a Wise Mix of Traffic Source
3. Plan your Launch
4. Get Ready for the Long Haul

5. Track Beyond the Install
3
#1

Master App Store Marketing

App Store Optimization (ASO) is essentially
about 2 things…

4
Discoverability (getting found) …

5
…and Conversion (getting downloaded)

6
Discoverability: standing out from
the crowd
It’s all about search
According to Nielsen, 63% of people use the
native search function of the App Store to
discover new apps.

Title

Therefore, it’s essential to optimize all the
information that will enable your app to show up
as highly ranked as possible in search results (aka
the meta data: title, keywords, description).

Both on Google Play and the Apple AppStore, the
keywords used in the title weigh greatly in the
search algorithm. The title should be compelling
but not too long (for instance, on iOS it gets
truncated after 12 characters).
7
Keywords: they are key for a reason…
• Apple and Google differ greatly in their ways of accounting for keywords,
and so should you optimization strategy:










Keywords are included in a private list
Use 100 characters, including commas;
Keywords are specific to each local
AppStore, and should therefore be entirely
localized and not just translated;
Don’t repeat the keywords already present
in the title, don‘t leave spaces;
Use only single words and single forms,
avoid articles;
Focus on the long tail: tailored keywords
will make you rank higher;
Your game’s category is automatically a
keyword, no need to add it to the list.

 Keywords are included in the description
 Include your main keywords around 5 times
along your description, while keeping it
readable and cohesive;
 Use phrases, they are as important as words;
 Screen competitors’ descriptions;
 Google’s roots are in search: use AdWord’s
keyword tool as well as the auto-response
search suggestions in Google Play to assess
your keywords’ popularity;
 It can be a good strategy to be opportunistic
and include some trendy and/or seasonal
keywords (Christmas, Olympics, Gangnam
Style...).
8
Conversion: closing the deal
Once people have reached your app page, you still need to convince
them to download it. This can be achieved through the marketing
assets present on the stores. These can be both visual (icon &
screenshots) and written (title and description).
Icon
The icon is an essential
element on all platforms,
but comes at a premium
on Google Play as it is the
only asset directly visible
from the search function.

Visual assets are coutesy of King.com Limited

Make the content elements pop out

The icon should make it obvious
what the app is about
Consider using a border so it looks
good on any background

9
Optimizing conversion on the Apple AppStore
On the AppStore, one search result is displayed at a time, therefore conferring a strong
advantage to the first app showing up. The best way to optimize your game’s conversion
potential is to go through a funnel of click stages, concentrating most of your efforts on
the assets which are displayed first.
At each of these stages, the users can
either decide to download the app if
they are convinced by what they see,
click to find out more or leave the
page. Ideally, you want to give the best
impression as early in the process as
possible.

10
#2

Choose a wise mix of traffic channels

The main challenge when acquiring users outside of the app stores is
the number and variety of channels available, both free and paid.

11
Free advertising channels outside of the App Store

The most common practice to acquire users for free is to
cross promote your game with other apps according to a
barter scheme. This implies having ad offer mechanisms
implemented in your app so as to be able to push other
games. You also need to have a large-enough user base
so as to be in a position to send traffic back.

Cross-promotion can be achieved in two different
ways: either directly with other publishers, which
can turn out to be time-consuming, or through a
3rd-party solution, which will however in many
cases require you to integrate an SDK in your
game.

12
Paid advertising channels: do’s and don’ts

Mobile advertising is a numbers game. The amount of money you can earn from a
single user on average over the time they will be using the app will govern how
much you can spend to acquire someone at a profit.

Therefore, it’s essential to keep a tight handle on the cost of acquisition
of your users, as on average your CPI (Cost Per Install) should always
remain below your ARPU (Average Revenue Per User), in order to be
eventually profitable.
Now, with the great variety of traffic suppliers, advertising formats and
billing methods, there are a few questions you need to ask yourself…
13
Should I buy CPM, CPC or CPI?

Depending on the traffic source you can be billed on a Cost-Per-Mille (1,000 impressions),
Cost-Per-Click (CPC) or Cost-Per-Install (CPI) basis
Buying impressions and clicks tends to yield higher
volumes, because there is more inventory available

CPM
Click-Through
Rate

CPC
Conversion
Rate

CPI

However
Your resulting CPI (so-called effective CPI or eCPI)
will then be the result of the click-through rate (in
the case of CPM) as well as the conversion rate
from clicks to installs.

You’re taking on a risk
Buying on a CPI basis is the best way to eliminate the risk
associated with both the click-through rate and the
conversion rate.
14
Should I integrate a proprietary advertising SDK?

Many mobile advertising companies will ask you to
integrate their SDK to track the installs they’re generating
for you.
This can sometimes be needed, either because you’re being
billed on a CPI basis or simply to measure the effectiveness
of the campaign based on eCPI, although you’re actually
being charged for impressions or clicks.
However tempting this turnkey solution might be, be
careful not to lock yourself in and become entirely
dependent on one company for your entire marketing
strategy.
It’s advised to keep analytics and tracking technically distinct (i.e. different SDK’s) from
advertising, so as to remain flexible and have the option to easily switch partners in case
you’re not satisfied with the results
15
Which advertising format?

Now the next question is, how to advertise?
There are numerous mobile advertising formats
available:
•
•
•
•
•
•

Display
Content
Emails
Search
Push Notifications
…

Display and content being the 2 most widely
advertising formats employed, let’s focus on
them.

16
Content Advertising: it’s about intent
With content advertising, your game is brought forward in the context of a review or a
recommendation. It is a powerful advertising channel: conversion rates as well as traffic
quality are relatively high, because your app is discovered with intent.
There are several suppliers of content advertising,
such as:
• Mobile review websites
• Native discovery apps
• Promo apps
The latter will show case your game and send out
push notifications to their users.
Content advertising can sometimes generate high volumes, but generally it can’t deliver
sustained installs over a longer period of time.

17
The galaxy of display advertising
With display advertising, your game is simply promoted through creative artwork placed
within an app or a mobile website. While conversion rates tend to be lower than with
content advertising, display remains the best way to generate a large amount of installs
over a longer period of time.
There’s a wide array of the major suppliers of
display traffic:
• Ad Networks
They can generate the largest volumes,
but don‘t offer CPI billing. However, some
will give you the option to integrate their
SDK in order to optimize towards a CPI
goal. Depending on the type of ad
network, they might or might not disclose
their publishers (blind vs. premium).

18
Major suppliers of display advertising

• Mobile Agencies
They have access to a wide array of traffic sources, but as a general rule don’t work with
publishers directly and typically require a minimum test budget of at least $10,000. They don‘t
work on a performance basis and some will ask of you to integrate their SDK.

• Big App Publishers
They sell their traffic to advertisers directly, cutting out the middleman. It can however be
time-consuming to set up individual deals with each of them and they make it difficult to test
traffic quality.

• Affiliate Networks
They work directly with publishers, and typically charge you on a CPI basis. They have access
to a wide array of direct traffic sources (publishers, ad networks, email campaigns...)

19
Summing up…

Limit your risks! Buy on a CPI basis as much as you can in order to reduce
the risk and internal efforts associated with campaign monitoring and
optimization.

Diversify your traffic sources, or work with a partner
who has access to them.

Avoid commitment to minimum spends, especially if your
budget is limited or if you want to test specific markets.

Don’t lock yourself in with single “turnkey” advertising SDK

20
#3

Plan your launch

21
Consider a soft launch

It is common practice to test your game and its
monetization mechanics in smaller test countries
before the official launch, so as to make adjustments
before the big day.
The English-speaking countries used for soft launches
are Canada and Australia, as monetization patterns
there are very similar to the US; if the metrics indicate
that it’s working in Canada, then there is a good chance
that it will work in the US as well.
In Europe, provided that your game is in
English, you can test it in smaller markets such
as the Scandinavian countries, as this doesn’t
require localization.
Be aware, however, that traffic in these
countries is much sought after and tends to be
more expensive.
22
Focus and target
Where to launch?
You should focus your promotion resources on the countries that
are most relevant for your game’s audience.
Depending on its genre and content, you may not need to restrict
the launch to the countries for which it has been localized. For
instance, no need to localize extensively if your game is casual or if
you are launching in Scandinavian countries.
The main driver of your targeting decision should in all cases be the
price of local CPI’s and monetization potential, i.e. conducting a
geographic cost/benefit analysis.

Which platforms and devices to target?
The devices on which to launch will mainly depend on the type of gameplay you offer. If it requires a
large screen to play in good conditions, we recommend focusing your efforts on tablets. As for the
platform, if your game mainly monetizes through in-app purchase items, you should probably target
iOS devices in priority. If your game’s business model relies on ad offers, spending budget on Android
as well makes sense, as you will generally be able to acquire users at lower cost.

23
#4

Get ready for the long haul

With Free-to-Play games, as monetization takes place within the game, it’s
essential to take the whole user lifecycle into consideration and look beyond the
install, which is merely the first step.

24
Look beyond the burst
A question which often comes up when launching a
game on iOS is whether to buy a campaign to boost it
into the top ranks of the App Store’s free charts.
To determine your rank position, the Apple algorithm
indeed takes into account the downloads received in
the previous days, with a strong focus on the past 24
hours.
It’s important to note that your game’s appeal needs
to be broad enough to benefit from a top chart
exposure, as it does obviously not offer any targeting
options!
Provided that this condition is met, these so called
“burst campaigns” need to be considered, because
they can be a great way to gain visibility, acquire free
organic users and bring your average CPI down.

However…

25
…however…

A burst can and should never be the end of your marketing efforts!
Indeed, many publishers resort to burst campaigns and stop all advertising spend after
their game has hit the top charts, hoping that once it has been discovered it will sustain
itself on its own through the momentum. This (almost) never happens, especially if your
game addresses a narrower audience of passionate players.

Burst only

Burst + Sustained Campaign
26
#5

Track post-install events

With Free-to-Play, you need to keep a close eye on both the Customer
Lifetime Value (CLV) of your players and the average CPI at which you
acquire them.
Both figures will vary depending on the traffic source, which is why it is
important to track the quality of the users generated by the various
channels you’re using in order to optimize your advertising spend.
And, as it can take some time for
monetization to happen after the first
app launch, you need to define and track
events which will give you a good
indication of the quality of the traffic. In
other words: a proxy of the likelihood of
the users to monetize at some point.

27
Which events to track?
The relevant events to track in order to optimize CLV can fall into the following three categories:
1.

Retention and Engagement

Typical KPI‘s: specific in-game achievements, 3-day retention rate
2.

Virality
Typical KPI‘s: social media sharing rate, proportion of Facebook logins

3.

Monetization
Typical KPI‘s: ad revenue per time played, amount and frequency of in-app purchases

Depending on the setup of your game, you will usually be able to assess retention,
engagement, as well as virality quite early in the user‘s lifecycle. However, monetization
might only come later as it is directly dependent on the two other KPI categories. This is why
it‘s important to track events falling in the two first categories as well in order to get a proxy
of monetization potential as early in the cycle as possible and adjust your ad spend
accordingly.
28
How close are you to the traffic source?

In order to optimize your marketing spend, we advise
you to take into account the proximity of the source
with the final traffic supplier.

Indeed, the closer you are to your various install
sources, the more you can optimize your spend
between them. For instance, ad networks provide
aggregated traffic from many publishers, so the data
they deliver will not generally get any more granular
than their average.
There is a however a way to work around this,
provided the networks can provide you with publisher
ID‘s, which then allows you to optimize the traffic by
its exact source.

29
Here’s your next step!

Discover how AppLift can help you acquire quality users at
scale for your Free-to-Play Game.

Talk to us!


info@applift.com
30

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5 Steps to Successfully Market Your Free-to-Play Mobile Game

  • 1. Steps to Successfully Market Your Free-to-Play Mobile Game
  • 2. Free-to-Play is here to stay! • Free-to-Play has become the leading business model in gaming • If successful, it offers an unlimited revenue upside • However, it comes with challenges • Monetization takes place within the game, after the install • Marketing and advertising a Free-to-Play game is hard • You need to know at what price you can acquire new users in order to turn out a profit It’s a numbers game… • You need to concentrate your efforts on acquiring the best users at the right price… …within the app stores as well as… …outside of the app stores 2
  • 3. 5 steps to successfully market your game Within the app stores: 1. Master App Store Marketing Outside of the app stores: 2. Go for a Wise Mix of Traffic Source 3. Plan your Launch 4. Get Ready for the Long Haul 5. Track Beyond the Install 3
  • 4. #1 Master App Store Marketing App Store Optimization (ASO) is essentially about 2 things… 4
  • 7. Discoverability: standing out from the crowd It’s all about search According to Nielsen, 63% of people use the native search function of the App Store to discover new apps. Title Therefore, it’s essential to optimize all the information that will enable your app to show up as highly ranked as possible in search results (aka the meta data: title, keywords, description). Both on Google Play and the Apple AppStore, the keywords used in the title weigh greatly in the search algorithm. The title should be compelling but not too long (for instance, on iOS it gets truncated after 12 characters). 7
  • 8. Keywords: they are key for a reason… • Apple and Google differ greatly in their ways of accounting for keywords, and so should you optimization strategy:         Keywords are included in a private list Use 100 characters, including commas; Keywords are specific to each local AppStore, and should therefore be entirely localized and not just translated; Don’t repeat the keywords already present in the title, don‘t leave spaces; Use only single words and single forms, avoid articles; Focus on the long tail: tailored keywords will make you rank higher; Your game’s category is automatically a keyword, no need to add it to the list.  Keywords are included in the description  Include your main keywords around 5 times along your description, while keeping it readable and cohesive;  Use phrases, they are as important as words;  Screen competitors’ descriptions;  Google’s roots are in search: use AdWord’s keyword tool as well as the auto-response search suggestions in Google Play to assess your keywords’ popularity;  It can be a good strategy to be opportunistic and include some trendy and/or seasonal keywords (Christmas, Olympics, Gangnam Style...). 8
  • 9. Conversion: closing the deal Once people have reached your app page, you still need to convince them to download it. This can be achieved through the marketing assets present on the stores. These can be both visual (icon & screenshots) and written (title and description). Icon The icon is an essential element on all platforms, but comes at a premium on Google Play as it is the only asset directly visible from the search function. Visual assets are coutesy of King.com Limited Make the content elements pop out The icon should make it obvious what the app is about Consider using a border so it looks good on any background 9
  • 10. Optimizing conversion on the Apple AppStore On the AppStore, one search result is displayed at a time, therefore conferring a strong advantage to the first app showing up. The best way to optimize your game’s conversion potential is to go through a funnel of click stages, concentrating most of your efforts on the assets which are displayed first. At each of these stages, the users can either decide to download the app if they are convinced by what they see, click to find out more or leave the page. Ideally, you want to give the best impression as early in the process as possible. 10
  • 11. #2 Choose a wise mix of traffic channels The main challenge when acquiring users outside of the app stores is the number and variety of channels available, both free and paid. 11
  • 12. Free advertising channels outside of the App Store The most common practice to acquire users for free is to cross promote your game with other apps according to a barter scheme. This implies having ad offer mechanisms implemented in your app so as to be able to push other games. You also need to have a large-enough user base so as to be in a position to send traffic back. Cross-promotion can be achieved in two different ways: either directly with other publishers, which can turn out to be time-consuming, or through a 3rd-party solution, which will however in many cases require you to integrate an SDK in your game. 12
  • 13. Paid advertising channels: do’s and don’ts Mobile advertising is a numbers game. The amount of money you can earn from a single user on average over the time they will be using the app will govern how much you can spend to acquire someone at a profit. Therefore, it’s essential to keep a tight handle on the cost of acquisition of your users, as on average your CPI (Cost Per Install) should always remain below your ARPU (Average Revenue Per User), in order to be eventually profitable. Now, with the great variety of traffic suppliers, advertising formats and billing methods, there are a few questions you need to ask yourself… 13
  • 14. Should I buy CPM, CPC or CPI? Depending on the traffic source you can be billed on a Cost-Per-Mille (1,000 impressions), Cost-Per-Click (CPC) or Cost-Per-Install (CPI) basis Buying impressions and clicks tends to yield higher volumes, because there is more inventory available CPM Click-Through Rate CPC Conversion Rate CPI However Your resulting CPI (so-called effective CPI or eCPI) will then be the result of the click-through rate (in the case of CPM) as well as the conversion rate from clicks to installs. You’re taking on a risk Buying on a CPI basis is the best way to eliminate the risk associated with both the click-through rate and the conversion rate. 14
  • 15. Should I integrate a proprietary advertising SDK? Many mobile advertising companies will ask you to integrate their SDK to track the installs they’re generating for you. This can sometimes be needed, either because you’re being billed on a CPI basis or simply to measure the effectiveness of the campaign based on eCPI, although you’re actually being charged for impressions or clicks. However tempting this turnkey solution might be, be careful not to lock yourself in and become entirely dependent on one company for your entire marketing strategy. It’s advised to keep analytics and tracking technically distinct (i.e. different SDK’s) from advertising, so as to remain flexible and have the option to easily switch partners in case you’re not satisfied with the results 15
  • 16. Which advertising format? Now the next question is, how to advertise? There are numerous mobile advertising formats available: • • • • • • Display Content Emails Search Push Notifications … Display and content being the 2 most widely advertising formats employed, let’s focus on them. 16
  • 17. Content Advertising: it’s about intent With content advertising, your game is brought forward in the context of a review or a recommendation. It is a powerful advertising channel: conversion rates as well as traffic quality are relatively high, because your app is discovered with intent. There are several suppliers of content advertising, such as: • Mobile review websites • Native discovery apps • Promo apps The latter will show case your game and send out push notifications to their users. Content advertising can sometimes generate high volumes, but generally it can’t deliver sustained installs over a longer period of time. 17
  • 18. The galaxy of display advertising With display advertising, your game is simply promoted through creative artwork placed within an app or a mobile website. While conversion rates tend to be lower than with content advertising, display remains the best way to generate a large amount of installs over a longer period of time. There’s a wide array of the major suppliers of display traffic: • Ad Networks They can generate the largest volumes, but don‘t offer CPI billing. However, some will give you the option to integrate their SDK in order to optimize towards a CPI goal. Depending on the type of ad network, they might or might not disclose their publishers (blind vs. premium). 18
  • 19. Major suppliers of display advertising • Mobile Agencies They have access to a wide array of traffic sources, but as a general rule don’t work with publishers directly and typically require a minimum test budget of at least $10,000. They don‘t work on a performance basis and some will ask of you to integrate their SDK. • Big App Publishers They sell their traffic to advertisers directly, cutting out the middleman. It can however be time-consuming to set up individual deals with each of them and they make it difficult to test traffic quality. • Affiliate Networks They work directly with publishers, and typically charge you on a CPI basis. They have access to a wide array of direct traffic sources (publishers, ad networks, email campaigns...) 19
  • 20. Summing up… Limit your risks! Buy on a CPI basis as much as you can in order to reduce the risk and internal efforts associated with campaign monitoring and optimization. Diversify your traffic sources, or work with a partner who has access to them. Avoid commitment to minimum spends, especially if your budget is limited or if you want to test specific markets. Don’t lock yourself in with single “turnkey” advertising SDK 20
  • 22. Consider a soft launch It is common practice to test your game and its monetization mechanics in smaller test countries before the official launch, so as to make adjustments before the big day. The English-speaking countries used for soft launches are Canada and Australia, as monetization patterns there are very similar to the US; if the metrics indicate that it’s working in Canada, then there is a good chance that it will work in the US as well. In Europe, provided that your game is in English, you can test it in smaller markets such as the Scandinavian countries, as this doesn’t require localization. Be aware, however, that traffic in these countries is much sought after and tends to be more expensive. 22
  • 23. Focus and target Where to launch? You should focus your promotion resources on the countries that are most relevant for your game’s audience. Depending on its genre and content, you may not need to restrict the launch to the countries for which it has been localized. For instance, no need to localize extensively if your game is casual or if you are launching in Scandinavian countries. The main driver of your targeting decision should in all cases be the price of local CPI’s and monetization potential, i.e. conducting a geographic cost/benefit analysis. Which platforms and devices to target? The devices on which to launch will mainly depend on the type of gameplay you offer. If it requires a large screen to play in good conditions, we recommend focusing your efforts on tablets. As for the platform, if your game mainly monetizes through in-app purchase items, you should probably target iOS devices in priority. If your game’s business model relies on ad offers, spending budget on Android as well makes sense, as you will generally be able to acquire users at lower cost. 23
  • 24. #4 Get ready for the long haul With Free-to-Play games, as monetization takes place within the game, it’s essential to take the whole user lifecycle into consideration and look beyond the install, which is merely the first step. 24
  • 25. Look beyond the burst A question which often comes up when launching a game on iOS is whether to buy a campaign to boost it into the top ranks of the App Store’s free charts. To determine your rank position, the Apple algorithm indeed takes into account the downloads received in the previous days, with a strong focus on the past 24 hours. It’s important to note that your game’s appeal needs to be broad enough to benefit from a top chart exposure, as it does obviously not offer any targeting options! Provided that this condition is met, these so called “burst campaigns” need to be considered, because they can be a great way to gain visibility, acquire free organic users and bring your average CPI down. However… 25
  • 26. …however… A burst can and should never be the end of your marketing efforts! Indeed, many publishers resort to burst campaigns and stop all advertising spend after their game has hit the top charts, hoping that once it has been discovered it will sustain itself on its own through the momentum. This (almost) never happens, especially if your game addresses a narrower audience of passionate players. Burst only Burst + Sustained Campaign 26
  • 27. #5 Track post-install events With Free-to-Play, you need to keep a close eye on both the Customer Lifetime Value (CLV) of your players and the average CPI at which you acquire them. Both figures will vary depending on the traffic source, which is why it is important to track the quality of the users generated by the various channels you’re using in order to optimize your advertising spend. And, as it can take some time for monetization to happen after the first app launch, you need to define and track events which will give you a good indication of the quality of the traffic. In other words: a proxy of the likelihood of the users to monetize at some point. 27
  • 28. Which events to track? The relevant events to track in order to optimize CLV can fall into the following three categories: 1. Retention and Engagement Typical KPI‘s: specific in-game achievements, 3-day retention rate 2. Virality Typical KPI‘s: social media sharing rate, proportion of Facebook logins 3. Monetization Typical KPI‘s: ad revenue per time played, amount and frequency of in-app purchases Depending on the setup of your game, you will usually be able to assess retention, engagement, as well as virality quite early in the user‘s lifecycle. However, monetization might only come later as it is directly dependent on the two other KPI categories. This is why it‘s important to track events falling in the two first categories as well in order to get a proxy of monetization potential as early in the cycle as possible and adjust your ad spend accordingly. 28
  • 29. How close are you to the traffic source? In order to optimize your marketing spend, we advise you to take into account the proximity of the source with the final traffic supplier. Indeed, the closer you are to your various install sources, the more you can optimize your spend between them. For instance, ad networks provide aggregated traffic from many publishers, so the data they deliver will not generally get any more granular than their average. There is a however a way to work around this, provided the networks can provide you with publisher ID‘s, which then allows you to optimize the traffic by its exact source. 29
  • 30. Here’s your next step! Discover how AppLift can help you acquire quality users at scale for your Free-to-Play Game. Talk to us!  info@applift.com 30