In the past few years, mobile gaming sales tactic has become a lot more sophisticated. It used to just be a simple pop-up asking if you have interest in purchasing things that you need at a discounted price. Nowadays, the CRM tools can fire specific pop-ups to people based on their demographic data or more likely some very specific behaviors done in the game. For example, if the game data shows that a player plays a lot more of a certain game mode, it will fire a discounted sales bundle for resources particularly targeted for playing that specific game mode. Payer / non-payer targeting would be another big one.
There are also a lot of innovations happening in the sales design. One example is that similar to retail, there is usually a "hangover" effect after a big sales of virtual currency - meaning that payers won't buy for quite sometime since the virtual currency gain from the sales will last them for a while. Sometimes, we don't even know whether doing sales would be more beneficial compared to not doing sales since the "hangover" from sales might outweigh the gain. One new technique to combat this problem is to show the players that the discount they get depends on how much currency they currently have. For example, if they have 0 currency, they will have the biggest discount. Doing it this way has the potential to significantly reduce the accumulation of currency after purchase to very effectively reduce the "hangover" effect.
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