Slingo and other Casuals
- Most casuals use this potential energy type of model in order to limit users / monetize gameplay.
- Some stress energy more than others
- Energy is less important in Slingo than in Sim City Social for example (just a hunch)
- Less important in terms of % of revenue collected by users buying energy
- I would be interested in knowing what the expected loss in daily revenue would be by giving users each say 10 energy for games like Slingo compared with Sim City Social.
- Is there a standard measurement for this idea?
- I think this is incredibly important to understand in order to provide the right amount of free energy for possibly daily focused advertisements.
- Give users 5 energy for visiting this other site for example, or trying a different game.
- Well great, you got them to use another game. More money right?!
- Maybe not, maybe the cost of dishing out 5 energy just outweighed the profit of the ad.
No one really reads these, yet! :), but if anyone has some insight on this I would love to hear about it. Gotta get back to work!
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