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How Playnomics is helping developers to better monetize their gamers (iPad)

Added: 06.12.2013 20:00 | 2 views | 0 comments

There's no question that the free-to-play model is here to stay in the gaming industry. After all, there's no better way for developers to get more people to check out their latest game than by using that alluring "Free" label. And for gamers, well who doesn't love getting free games? But then of course, the big question for free-to-play developers quickly arises: "How do I get users to actually spend money while playing my game?" The sad truth of the matter is that for many of today's smaller game developers, getting a lot of people to play their games for free doesn't necessary put money in their bank accounts. But luckily for them, Playnomics is here to help bridge that gap: by introducing their innovative that serves as a platform for developers to analyze their users' in-game spending and staying habits, while effectively creating marketing campaigns to cater to these different individual monetization segments.

I recently had a chance to send some questions to Chethan Ramachandran, the co-founder and CEO of Playnomics, and find out some more about the latest additions to the PlayRM suite, how the company sees the relationship between game developers and their high-value users, and of course, how the future of free-to-play games factors into the equation. Well for starters, Ramachandran chocks up the challenge of creating a free-to-play game that is constantly able to draw in monetization from users over long periods of time as being dependent upon two overarching industry problems. This realization ultimately led Playnomics to introduce two brand new features into their PlayRM suite in order to address these problems head-on: the Acquisition Value Predictor and the Churn Predictor.

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Tags: Valve, After, Played



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