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  1. #41
    Senior Member andreasv's Avatar
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    Fundamentals of Monetization Design by Marcel Zons - Link

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    "Monetization shouldn’t be an afterthought in game development – only to be added and considered at the end. On the contrary, the topic should be incorporated and planned as early as possible, since it is a fundamental part of overall game design. If the concepts for the first features and the overall vision for the game are tangible, then the developer should ask himself the following questions: at what point can monetization be useful? And, is the degree of monetization expected sufficient?

    If you are not satisfied with the answers, don’t hesitate to change parts of the game to fit your monetization needs. Individual features and game mechanics shouldn’t subordinate this topic but be equal to gameplay."
    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  2. #42
    Senior Member andreasv's Avatar
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    5 Myths About App Store Optimization by Neil Patel - Link



    "Apps are a big business. Really big. App sales are a $25 billion industry, as reported by WSJ. This doesn’t account for the broader revenue generated by other industries that are part of the app economy. VisionMobile estimates that the global app economy will be soaring at $143 billion by 2016. With growth rates at or exceeding 30%, the app industry is one hot area right now.

    Plus, it’s growing. App creation and purchasing is on the rise."
    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  3. #43
    Senior Member andreasv's Avatar
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    Gentlemen! Or, how our most successful game is also our least profitable by Yann Seznec - Link



    "Without a doubt, Gentlemen! was one of the best-reviewed projects we have ever produced. We received a coveted 8/10 on Edge, 4.5 stars on Touch Arcade, and a 9/10 Gold Award on PocketGamer. This was totally brilliant, and we are so proud. It’s interesting to think about why we got such great reviews. Obviously it’s a game that we’re super proud of, and we think it’s amazing, but that’s not always enough to secure great critical acclaim.

    At one point, during the development process, we were planning to make a single player mode in the game. We got as far as mocking up some concepts and even designing a few challenge levels before deciding that it wasn’t a good idea. Gentlemen! was designed from the very first prototype to be a local multiplayer game - the gravity flipping, the level layout, it was all created with two players in mind. Any single player mode would have been superfluous and probably not very fun"
    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  4. #44
    Senior Member andreasv's Avatar
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    Psychological Tactics in Games: A Deck Full of Examples! by Dori Adar - Link

    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  5. #45
    Senior Member andreasv's Avatar
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    6 Overlooked Components of App Store Optimization - Link 6 Overlooked Components of App Store Optimization

    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  6. #46
    Senior Member andreasv's Avatar
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    The Ultimate App Launch Checklist You Must Complete Before Going Live by Jason Coutsodimitropoulos - Link



    "Launch day is nearly here, and you’re probably freaking out.

    There is so much to do right before your app goes live on the app store and it can be overwhelming.

    To avoid that nagging feeling of ‘I know I’ve forgotten something…’ I’ve put together the ultimate app launch checklist, containing everything you need to get done before you launch to the public.

    I’ve separated the checklist into 2 sections depending on your requirements, level of expertise and budget.

    Basic contains tasks that every app developer should get done if they wish to release an engaging, high-performing app that delights its users
    Advanced is for independent startups or businesses who will accept nothing less than an app that pulls big revenue, makes a lot of noise and grows ridiculously fast (and who aren’t afraid to throw a bit more money at it to see it happen!)
    If you see anything on this list that you didn’t know you should be doing, or perhaps you’re a bit unsure how to execute it, I’ve included handy links to relevant articles in our library of over 200 blogs.

    Let’s get stuck into this to do list!"
    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  7. #47
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    I am selling all my android apps! (not online at google play store anymore)
    All apps are reskins. You will get All licenses for the source codes and audio and sound files.
    All graphics are unique. You will get ALL rights for the graphics. (all graphics are really professional and high quality!)
    Here you can see the games: https://www.dropbox.com/sh/6l0u1czcl...s3rOgv64a?dl=0
    Are you interested ? - please send me a private message!
    You can find demo versions of all games here:
    https://www.dropbox.com/sh/8fgzc52fr...LxNkB_7Qa?dl=0
    I have doubled my app earnings by using Appodeal !

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  9. #48
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    Games made for sharing: Social Game Design by Oscar Clark - Link



    "Creating a social game has the potential to bring with it huge benefits such as increased installs, increased retention, and even retention through social factors. The following chart comes from our 2014 online survey of 3000 games players and shows how sharing behaviors can impact spending."
    Last edited by andreasv; 2015-11-09 at 08:27 AM.
    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  10. #49
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    Monetizing‬ upon unpredictability and variety of ‪rewards‬ by driving user behaviour! by me - Link



    "The influence of unpredictability and variety of rewards can be seen in many aspects of a human’s every day life and can drive behaviour towards specific actions. This technique had been deeply studied in the early 50’s and was successfully applied in video games the years that followed, proving that it can also be a great drive of monetization for mobile games or apps if properly embedded in the initial game or app’s design."
    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

  11. #50
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    When Do Players Purchase in Mobile Games by Ankur Prasad- Link



    "In-App Purchasing by Hour. We found out that regardless of a developer’s prior success, thriving in the competitive mobile gaming industry depends on engagement and retention—the benchmarks for mobile game success. Many devs put the cart before the horse—or, rather, the monetization strategy before the engagement strategy. As with any new user, retaining and engaging them is crucial to any monetization efforts. We discovered that by day seven (D7), 80 percent of users who install a game will not launch it again. However, the 20 percent of users that stick around in a game can mean a great deal to devs. The chart below visualizes IAP behavior by hour."
    Pollfish has a better way for apps to make money — and it’s not more ads” - via Venturebeat

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