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When acquiring customers isn’t enough: Harnessing gameplay to keep them coming back again and again Nicholas Lovell, GAMESbrief
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When acquiring users isn't enough: retention is the answer bgf2010

May 22, 2015

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Business

Nicholas Lovell

The viral goldrush is over. Customer acquisition (CPA) costs are rising. The solution: use game mechanics to drive retention and engagment.
Here are practical examples and behavioural psychology examples to retain users and drive revenue.
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Page 1: When acquiring users isn't enough: retention is the answer bgf2010

When acquiring customers isn’t enough:

Harnessing gameplay to keep them coming back again and again

Nicholas Lovell, GAMESbrief

Page 2: When acquiring users isn't enough: retention is the answer bgf2010

Nicholas Lovell, GAMESbriefAuthor, How to Publish a

GameDirector, GAMESbriefClients include Atari, Channel

4, Channelflip, Firefly, nDreams and Rebellion

@nicholaslovell / @gamesbrief

Page 3: When acquiring users isn't enough: retention is the answer bgf2010

I’ll get some visitorsSome who visit will registerSome who register will

subscribeSubscribers will spend an

average of £10 per monthI’ll put my Maserati on order

1% convert = £1,000.00

1% convert = £10.00

Say each costs £0.10

Only if the average user stays for 100

months!

How most people start

Page 4: When acquiring users isn't enough: retention is the answer bgf2010

ARM yourself Hoping for the best is not good enough, you

need to ARM yourselfACQUISITION: How do I get people through

the door cost-effectively?RETENTION: How do I keep people coming

back for more?MONETISATION: How do I build money-

making strategies into gameplayMost developers focus on one of these All three are really important

Page 5: When acquiring users isn't enough: retention is the answer bgf2010

The funnelUsers

Profits

Page 6: When acquiring users isn't enough: retention is the answer bgf2010

The equations

Page 7: When acquiring users isn't enough: retention is the answer bgf2010

Why the funnel mattersThe funnel matters because it is your entire

businessTo emphasise that, we need Equation I

CPA < LTV = good businessCPA > LTV = trouble

Where:CPA is cost to acquire a userLTV is the Life Time Value of a user

You can improve your business by decreasing CPA or by increasing LTV

Page 8: When acquiring users isn't enough: retention is the answer bgf2010

The old Holy Grail: viralityA viral business can be an insanely profitable

businessCPA is close to zero, so even if LTV is low, your

business is great Time for Equation II:

Viral coefficient = A% x B x C%Where

A% = Percentage of your users who invite a friendB = Number of friends they inviteC% = Percentage of friends who accept the invitation

If viral coefficient > 1.3, time to order the Maserati

Page 9: When acquiring users isn't enough: retention is the answer bgf2010

Viral businessesTRUE FALSE

Virality != spamViral businesses add value to their users through

virality, not just to themselvesChasing virality is a fool’s errand; chase

retention instead

Page 10: When acquiring users isn't enough: retention is the answer bgf2010

The new Holy Grail: RetentionBuying customers is expensiveBuying customers is necessaryPouring customers into a leaky bucket is stupidErgo: Retention is the new Holy GrailAnd the most forgotten

Page 11: When acquiring users isn't enough: retention is the answer bgf2010

How to chase retentionRetention is in your control: it is all about

gameplayAsk yourself:

How can I make it fun and rewarding to come back every day

Remember that different gamer-types find different things rewarding

Page 12: When acquiring users isn't enough: retention is the answer bgf2010

Special Offers

Page 13: When acquiring users isn't enough: retention is the answer bgf2010

Three days in a row

Page 14: When acquiring users isn't enough: retention is the answer bgf2010

Maintenance

Page 15: When acquiring users isn't enough: retention is the answer bgf2010

Commitment I

Page 16: When acquiring users isn't enough: retention is the answer bgf2010

Commitment II

Page 17: When acquiring users isn't enough: retention is the answer bgf2010

Six social techniquesSocial proofReciprocityCommitment / consistencyAuthority LikeabilityScarcity

Page 19: When acquiring users isn't enough: retention is the answer bgf2010

ConclusionRETENTION is a gameplay issueThink about game mechanics which can

reward, delight and entertain players (while making them come back)

Make the transition from ONE MORE GO to COME BACK TOMORROW

Page 20: When acquiring users isn't enough: retention is the answer bgf2010

[email protected]

@nicholaslovell / @gamesbrief