Background
  • arrow_back Home
  • keyboard_arrow_rightAuthor archive 2024

Antti Kananen

Results 13-25 of 30 remove Page 2 of 3

trending_flat

How Physiology & Psychology Explain Mobile F2P Game Metrics

🎮 How Physiology and Psychology Explain Mobile F2P Game Metrics 🧠📈 We're not just talking numbers When we talk about session times, retention rates, and monetization in F2P mobile games. These metrics reveal how player habits, behaviors, and decision-making are rooted in human physiology and psychology.Here's a deeper look at how we tap into these principles to build successful games:⚙️ 1. Engagement Loops & Habits Formation:Gratification systems, feedback loops, and well-designed hooks turn gameplay into a habit. By offering immediate rewards and clear progress, games stimulate the brain's reward centers, fostering daily routines that players naturally integrate into their lives. There's also a clear pacing to things; as some reactions in the human body need to wash out from time to time, before you can drive players back to them.💰 2. Monetization Behavior and Conversion:Conversion strategies aren’t just about prompting […]

trending_flat

Patience in Game Development: Key to Iteration and Success

Patience in Game Development: The Key to Iteration and Success ⚙️🚀 Patience is an incredibly valuable yet often overlooked trait in game development. Iteration is key, but it takes time to get it right -- especially when moving from concept to core gameplay. One of the biggest challenges we face is balancing the need for marketability with the risk of discarding good core mechanics. 💡 When testing new concepts, especially in F2P mobile game development, we rely on scientific methods: test marketability, then build fast, test, tweak, and repeat. This iterative process helps us find something that resonates with players and has the potential for commercial success. However, moving too quickly can discard game mechanics that may have blossomed with more time and polish, especially when marketability drives decisions over other factors at early stages. It’s easy to miss out on innovative gameplay […]

trending_flat

Monetization and engagement are two sides of the same coin.

In F2P mobile games, monetization and engagement are two sides of the same coin. A well-designed strategy ties the two together, ensuring that players feel rewarded and motivated, rather than pushed away. One key approach is leveraging intrinsic motivations, where players see the game as a hobby - e.g., by offering in-game purchases that feel like investments into their hobby, developers can align monetization with player passion, leading to longer-term engagement. Furthermore, take hybrid-casual walking character games as another case. Players often spend time collecting resources like crops by waiting in specific fields. It can be time-consuming, but here’s where rewarded ads can provide an excellent engagement-monetization tie-in. Imagine offering a harvester boost that speeds up the collection process, activated by watching an ad. This creates a rewarding, delightful moment for the player, where value is gained in exchange for […]

trending_flat

Forming Ads, Creatives, Marketing Messages for Mobile Games

What's your take on forming Ads, Creatives, and Marketing Messages for mobile games you operate + what are the channels/mediums you go for? Is it more leaning on e.g., Creative research + repeating what others do and using the same formula on it, with e.g., simple things like 5-6 different types/formats/messages per standard channels and just adding and removing things based on performance, or leaning something beyond it? Overall the above definitely works as a formula. It works really well if there is really check-marks on both marketability and product. In terms of beyond it, mostly what I'm after knowing is how much companies explore further basic things to formulate messages, such as: - Understanding and communicating product USPs, value props., and competitive advantages - Understanding demographics combined with audience data and insights on archetypes, motivations, and psychology And go […]

trending_flat

How to approach marketability for your mobile games?

How to approach marketability for your mobile games? Do you go full-blown scientific within current commercial sentiment, approach it differently with more research-based means, or through some other means and methods? 🎯 Overall there are many schools on this, whilst I've recently been part of myself on these two: 1. Very scientific process from concept and marketability testing to proving marketability first - followed by product as quickly as possible, at the earliest stage possible. 🧪 - Aiming for good marketability through e.g., intuitive and understandable mechanics with e.g., a mix of satisfying, skill-requiring, entertaining, and emotional appeals; on top of which investing further into the product once marketability is nailed. 2. Very product/market/audience/competitor/USPs/etc. -led approach with a thorough understanding of everything and tailoring theses-honoring games and messages and Ads/creatives out of that for the players. 🎮 - Aiming for an […]

trending_flat

Why business modeling your F2P mobile game is important?

The answer lies within two basic principles:1. Healthiness of your product in terms of LTV > CPI- Have your e.g., ROAS profiled properly against your UA efforts.- One step down more from ROAS? Overall, you can look into your retention metrics, retention curve, monetization KPIs, UA metrics, cohorts, etc.- Helps you to realize if you have a business case, or not.2. Prioritization for your roadmap, to improve your business case.- By knowing your numbers from the top of the funnel approach down, e.g., from Dx ROAS % to retention, monetization, and UA metrics, you can prioritize what's important to move a needle according to your next goals and current product stage.- For example, if your goal is to increase ROAS, you can find from business modeling means to achieve it through improving engagement metrics, monetization metrics, UA metrics (e.g., getting […]

trending_flat

Mobile Games Now: All About Commercialization & ROAS! 🚀💸

Mobile games market is full-on invested in on #Commercialization; and the sentiment on it is strong -- this is the current phase we're living! 🚀💯 Everything is all about:- #Distribution & #Marketability; #Creatives, #UA channel, etc. approaches and mixes on largest scale ever we've seen. 🎯- Misleading Creatives, with the approach having white lie tie-ins to the #Product (e.g., FTUE is continuation of Misleading #Ads). 🙈- #ROAS, ROAS & ROAS, incl. test bedding #monetization as early as possible due engagement-monetization tie-ins. 💸- Games evolving within Creative trends, e.g., some games literally change each quarter/half what their FTUE is about. 📈- Fast-following own games or competitors is faster than ever. 🏃‍♂️- Mixed gameplays through fast follow-ons on top games, starting from single devs to large publishers. 🙊- #VCs and #investors investing on mass appeal distribution-first #gamestudios. 👼- Games scaling to 300, […]

trending_flat

Web3 Games: Can They Mature as a Long-Term Asset Class

Web3 games as an asset class; do we see any companies, yet, in games who can, or even plans to, sustain it properly as an investment class? Overall in terms of investing in the long haul, I'm not sure if this topic is thought through much; as other things in my book tend to be a larger priority for parties involved in the mix -- starting from investors and VCs, and going to web3 game company founders as well as towards their customers / players / communities, etc.What I'm mostly after here is that overall:1. Chances of making a gaming company that survives the test of time are little.2. Making a game that survives that is rare.3. Making a game that survives above, within a company that survives that the test of time as well, is even more rare.4. Then, […]

trending_flat

Aligning Gaming Culture with Business Needs

Gaming company cultures and working models (on-site vs. remote vs. hybrid, etc.) very often tie in themselves to preferences, backgrounds, experiences as well as the person types of the founding team and (/or) existing management of gaming companies. It is very common that this is the way in our industry, whilst it would be more beneficial to have a more flexible setup in terms of calling out what is right for your organization / company vs. what is the preference.There are also lots of mental barriers on this side, like whilst a company would need to mature its model in order to e.g., really build a team that is required for winning or making changes on cost structures of a company, etc. (as the case may be, incl. many other cases), persons controlling these decisions would still prefer staying in […]

trending_flat

Finnish Game Industry Crisis Causes

Finnish #gameindustry is at its worst economical point, and we need to have a reality check on the causes that has driven us here - this is important if we would want to achieve the vision Ilkka Paananen called out along with Suomen startup-yhteisö. 1. Lack of commercial sentiment & #leadership - after 2016-2018, the industry were left behind vs. how foreign businesses evolved:- Studios have been too creative-driven & relaxed.- IP & brand syndromes, e.g., many haven't created new hits since their 1st nor been able to create new IPs / brands.- Missed completely #hypercasual wave & its learnings; and, because of this, came late to #hybridcasual.- Many don't know how to publish & distribute games. Many early stage studios leaned on publishers, whilst after #IDFA there's a clear gap between how foreign studios distribute games vs. our studios […]

trending_flat

Great Game Designers: It’s All About Routines!

What makes a good Game Designer? A big part of it is build around a simple thing: Routines. 💪 Overall I have worked with tens of Game Designers throughout my career so far and can nowadays identify best ones quite easily. How? Seeing their routines through, which will reveal how they think, approach design and overall tackle challenges from a larger picture on top of other important factors. 💯👍Why routines? They make one always go through different questions and details, which formalizes to proper game design that really have been thought and walked through by looking into all necessary details. When used properly, even someone who would have not been a Game Designer previously, but have been in games in another role, can produce an ok outcome just by following routines through that e.g., higher positioned Game Designers follow through […]

trending_flat

The Key to Building Great Games

The most important part in games production, on a quest to build a successful game, is getting iterative development right - yet, most don't get it right nor don't even know how to approach it right. Where someone approaches games production or project management through regular agile, lean, etc. methodologies, the biggest trap one falls is just following up processes & frameworks - and believing things will work out. I mean, it's fine, but as an outcome you end up shipping less greatness & mediocre games.How one can achieve more? The biggest truth is in the 'iterative' approach. And, specifically, in terms of iterative development, it's not really about processes nor frameworks -- it's all about: Mindset; mindset of team, leads, etc. as well as stakeholders involved in. This is the key to crack it right in the first place.Where […]

Login to enjoy full advantages

Please login or subscribe to continue.

Go Premium!

Enjoy the full advantage of the premium access.

Stop following

Unfollow Cancel

Cancel subscription

Are you sure you want to cancel your subscription? You will lose your Premium access and stored playlists.

Go back Confirm cancellation