7th edition of GameCamp: Monetisation and LTV measurement
9.30 - 10.00
Registration + coffee
10.10 - 10.50
Monetisation trends based on the data
What monetisation trends can we see? Based on the data and predictions Which gaming genres are getting better in monetisation, which ones are getting more challenging?
10.50 - 11.25
Monetisation in hyper casual: what is now and what is next?
Examples of good and bad approach to monetisation in hyper casual. Examples of tests and trials for different games. What are the newest trends in monetisation in hyper casual?
11.25 - 12.00
3 lessons from 9 years of locomotive offers: Data based user segmentation and monetization. TrainStation case study.
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
12.00 - 12.30
12.30 - 13.05
How user segmentation and personalizing offers improved monetization for Geewa
Good and bad practices in user segmentation based on Geewa case. Interconnecting monetization with player progression. How we maximized user experience, increasing monetisation based on that.
13.04 - 13.40
How to get out most of AdMob mediation
A hands on approach towards AdMob mediation. How to test different configuration, optimize watterfalls. Presentation based on real examples and case studies
13.40 - 14.35
14.35 - 15.15
What does it mean to have good Rewarded Video?
What are the best practices for Rewarded Video? Examples of successful integrations. What are good benchmarks for Rewarded Videos?
15.15 - 15.50
Personalisation as the key to optimising your game's revenue & LTV.
What are good and bad approach towards personalisation based on the data? Good examples of personalisation in mobile games.
15.50 - 16.15
16.15 - 16.50
Innovating classic genre as the way to| |create new value for gaming users.Case study of Traffic Puzzle.
By combining the mechanics from different genres games can appeal to new audiences and provide a fresh experience to maintain or improve engagement. Genre mashing also opens up new possibilities for innovation and diversification in monetization. What was our approach in development of Traffic Puzzle? Where were the biggest challenges, where were the biggest gains?
16.50 - 17.25
User path analysis and user profiling
Applying user path analysis to create user profiles and deepen understanding of the game audience. Using this analysis to influence player behaviour and improve product metrics.
17.25 - 18.00
Transit King case study - data driven design with its benefits and challenges.
Working on a released free to play title creates a lot of design constraints. Sometimes constraints help to be more creative, but sometimes core elements need to be changed to move forward. In the case of Transit King, a big economy balance and design change had to be made to potentially increase KPIs and create more opportunities for its growth. In this talk we will speak about the process of identifying core problems based on data, evaluating risks and opportunities of potential design changes and see how big alteration in core elements of the game enhanced player retention by 30% and revenue by 40 %.
20:30 - 24.00
GameCamp After Party
After a full-day of focus GameCamp and Huuuge Games invites you to some nice mingling in a different setting. Stay just a little bit longer and join us for a drink and pizza in hippie atmosphere of Syreni Śpiew. See details at GameCamp website at : Party and networking section.
9.30 - 10.00
10.00 - 10.10
10.10 - 10.40
Growth markets in mobile gaming
Which markets you should focus on in mobile gaming? Where is the highest LTV versus CPI. Based on Google data
10.40 - 11.10
Ad LTV in mobile gaming: deep dive into industry
What is the situation in Ad LTV right now, what is a good benchmark for mobile game today? Data based on analyzing unique and granular data collected over a period of months and based on billions of in-app ad impressions. What are good and bad best practices looking at games from many genres? What is must have and what is nice to have? What should be most important for smaller company, what should be the focus for bigger organisation?
11.10 - 11.40
11.40 - 12.10
Not so trivial lessons learned from launching mid-core games.
Key points on understanding future marketing and analytics challenges when developing ideas for your future games. We analyzed 1000 games of different genres and extracted common types of how the key metrics of apps develop after worldwide launch. We analyzed only notable games with the 1st year sum of revenue + downloads more than 2M and compared their performance during their first year. Learnings from the analysis.
Predicting user acquisition payback: methods and tools
It’s not a secret that most of the games pay money to attract new players. How can we be sure this money works as effective as possible? The earlier we predict how much money will be attracted by the campaign, the quicker we understand if it’s going to pay off (and when), the sooner we will be able to reallocate the money into more effective channels. In this session we will go deeper into different methods and approaches. What are advantages and disadvantages of different methods?
12.50 - 13.20
Optimising user acquisition through LTV prediction
Have you ever burnt money on unprofitable UA? Was there an opportunity to scale that you missed? Identifying potentially long-term profitable campaigns as soon as possible using LTV prediction can double or triple profits of the mobile game. In this talk, we will look at how to effectively reallocate user acquisition investments early in campaigns’ lifetime using Machine Learning. We will shed light on some of the challenges game studios face when building a fully automatic LTV prediction pipeline for games with investment optimisation in mind.
13.20 - 14.10
14.10 - 14.35
User Acquisition focused on LTV on steroids
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
14.35 - 15.05
Big Problem, BigQuery: User Feature Engineering in Event-driven Analytics
How to find best predictor of good LTV in a game (feature/event in a game) ? What is needed for good feature selection? How to construct and aggregate data well? How it can be used in practical way? Strategic and operational approach.
15.05 - 15.35
LTV measurement and multi-touch attribution
Can multi touch attribution models help you increase the LTV of your campaigns? How should you split the credit for revenue generated by users who saw multiple ads? What is easy what is more difficult?
15.35 - 15.45
16.00 - 16.30
Welcome notes at Mobile gaming residency ceremony
Join us for a Mobile Gaming Residency Graduation. We will kick off with a ‘Future of Gaming’ Panel followed by a short showcase of 11 gaming startups that took part in the program. Residency was a 6 months program for growth-stage gaming startups. Each startup received tailored mentorship and workspace at Campus in Warsaw.
16:30 - 17.15
Panel discussion: Future of gaming
What trends do we see in gaming? Where is this going? What does it mean for gaming companies and gamers?
17.15 - 18.15
Pitching contest of mobile gaming companies
See mobile gaming companies that took part in Google for Startups mobile gaming residency program. What they changed in their strategy, what they learnt.
18.30 - 23.00
Graduation Google for Startups After Party
Join us at the networking party with DJ and some snacks from 6:30pm at Campus ground floor. You will have a chance to test games in the gaming area. For every game you will receive a sticker. Collect two and redeem for a surprise. See details at GameCamp website at : Party and networking section.
Get info about our speakers.