Wednesday, September 19, 2012

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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