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December 18, 2014
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Pete Koistila's Blog

 

Game monetization design blog is all about freemium economics, mobile user acquisition and analytics.

Feel free to contact me at http://fi.linkedin.com/in/petrikoistila

 

Member Blogs

"Design is not just what it looks like and feels like. Design is how it works." ĖSteve Jobs. Supercell team has understood what Jobs meant. Let's analyze why Hay Day is very addictive and why it creates turnover to Supercell regularly.


In order to create economically successful game your lifetime value (LTV) needs to be greater than Cost per acquisition (CPA). What factors affect to this success formula (LTV > CPA)? What is the relationship between LTV and playersí lifecycle?


Once you start you canít stop. Thatís Clash of Clans. Game is heavily addictive and sticky factor is very high. Letís analyze why.



Pete Koistila's Comments

Comment In: [Blog - 06/09/2014 - 03:42]

Thanks for your feedback Axelle. ...

Thanks for your feedback Axelle. My blog post is based on the older Hay Day version 1.15.34 and current version is at least 1.18.166. New Neighborhood feature was introduced after v.1.15.34: http://appadvice.com/appnn/2014/02/build-a-collective-farm-with-hay-days-new-neighborhood-and-chat-features http://www.youtube.com/watch v ACZOIFkzBfY r nNeighborhood feature seems to contain some of the features I meant, for example players ...

Comment In: [Blog - 04/15/2014 - 10:09]

Thanks for your comments Charlie ...

Thanks for your comments Charlie I agree with you totally. You should never violate the App Store Review Guidelines. Guidelines clearly deny any attempts to manipulate the user reviews or chart ranking in the App Store with fake or paid reviews, or any other inappropriate methods. I cleared out my ...

Comment In: [Blog - 04/15/2014 - 09:35]

Thanks Zachary. And I want ...

Thanks Zachary. And I want to give special credits to Zynga 's Michail Katkoff for his inspiring lecture at Aalto University. That lecture inspired me most to write about this...