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June 28, 2017
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William Grosso's Blog   Expert Blogs

 

Bill is CEO & Co-Founder of Scientific Revenue, a dynamic pricing and revenue optimization service for mobile games, and has been helping games become more profitable for almost a decade. He is also an expert in big data and predictive analytics, recently speaking on those topics as they relate to game monetization at the Wolfram Data Summit. In his previous role as CTO and SVP of Product at Live Gamer, Bill provided a scalable micro-transaction platform to leading industry clients such as EA, Sony Online, and Take 2.

 

He’s spoken on game monetization at GDC 2010 and GDC 2015, Silicon Valley Technology Innovation & Entrepreneurship Forum, Gamesbeat 2015, Casual Connect 2015 (Tel Aviv), Pocket Gamer Connects 2016 (London),  and nucl.ai (World Conference on AI in the Creative Industries).

Previous to the game industry, he’s held executive positions in both engineering and product organizations and was a researcher in artificial intelligence at Stanford University. He has written two books on software design, translated a book on hyperbolic geometry, and has authored or co-authored more than 40 scientific publications. Bill has a B.S. in Economics from SUNY StonyBrook and M.A. in Mathematics from UC Berkeley.

 

Expert Blogs

Posted by William Grosso on Mon, 12 Jun 2017 01:19:00 EDT in Business/Marketing, Serious, Smartphone/Tablet
This article builds on my previous article about the evolution of IAP monetization. It gives more background information and context on annuities, and then goes through a basic set of considerations for annuity design.


Posted by William Grosso on Wed, 10 May 2017 09:20:00 EDT in Business/Marketing, Serious, Smartphone/Tablet
This article builds on previous articles I've written and talks Iíve given. It gives more background information and context on how Scientific Revenue thinks about the evolution of IAP monetization, leading up to a brief discussion of annuities.


Posted by William Grosso on Wed, 02 Nov 2016 04:39:00 EDT in Business/Marketing, Serious, Smartphone/Tablet
While most mobile games are free-to-play, itís still that the free-to-play business model, are often misunderstood. In this blog post, weíll examine some of the mythology around the idea that free-to-play games are "Pay to Win"


Posted by William Grosso on Fri, 15 Jul 2016 10:45:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
The game industry has given us benchmark metrics (ARPPU, conversion rates, etc.) that aren't very useful to developers. Monetization expert Bill Grosso explains why, and calls on the industry to embrace metrics that are more effective for growth & revenue


Posted by William Grosso on Mon, 13 Jun 2016 05:32:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
With the cost of acquiring new users rising every year, free-to-play game developers should strongly consider adding daily log-in rewards. This post explains how to optimize this mechanic through long-established behavioral economicsí principles.


Posted by William Grosso on Mon, 14 Mar 2016 06:27:00 EDT in Smartphone/Tablet
There's 2 important varieties of dynamic pricing in mobile games: The price of IAPs, and the virtual currency price of in-game goods. Both are important but serve very different use cases. This post explains both -- and why it's key to keep them separate.



William Grosso's Comments

Comment In: [Blog - 02/02/2016 - 01:37]

As mentioned in the actual ...

As mentioned in the actual article, Monument Valley is a good example, with roughly 10 of those who downloaded it when offered for free went on to purchase the expansion. Another good example are the games of TabTale, which also use this model, and are doing extremely well: http://venturebeat.com/2015/03/14/israels-tabtale-has-become-a-global-leader-in-kids-mobile-games-interview/