[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]
SAN FRANCISCO – April 18, 2013 –
Playnomics, the global leader
in predictive marketing and data science for games, today announced
the availability of PlayRM Behavioral Push for iOS and Android
developers. A key feature in the Playnomics suite of dynamic
marketing tools, PlayRM Behavioral Push enables developers to
increase user engagement by sending targeted, real-time push
notifications to individual players based on in-game behaviors.
“Protecting the player experience is largely made possible
by ensuring players receive relevant and focused messaging that
meets their needs, and not the broader audience,” said
Chethan Ramachandran, CEO of Playnomics. “PlayRM Behavioral
Push solves this challenge by allowing developers to provide a very
customized experience for players based on their actual user
lifecycle in the game. Using this kind of targeted messaging,
developers using PlayRM have seen a 3-5x increase in engagement and
monetization levels.”
Behavioral Push is directly integrated into the PlayRM
Platform’s predictive segmentation engine, which captures
dynamic gaming behaviors across over 100 million player profiles.
Within this platform, developers can then deliver the right push
notification to the right player at the right time. For example,
with PlayRM Behavioral Push, developers could target the “At
Risk” segment, a critical category of players who were once
highly engaged, but have become bored and frustrated, and who
decline in the intensity and frequency of their play. Offers and
promotions sent to this specific group entice these players to
return and help retain them within the game. More importantly, such
targeted and focused marketing would not impact the game experience
of other highly-engaged and monetizing users.
Additionally, Behavioral Push offers player level targeting and
tracking that enable lifecycle A/B testing. This ensures that
developers can monitor and manage the performance of push
notification campaigns. It also provides the added benefit of
helping developers gain insights on what specific messages and
offers may be compelling to different types of users, and may even
pinpoint the exact cause of user drop-off. In particular, the same
“At Risk” segment is perfect for push targeting
campaigns as the players in this segment were once the most
engaged, but are now showing signs of dropping off – with one
or all of their attention, loyalty, or intensity scores dropping
dramatically – thus adding to the urgency to communicate with
these particular players and act to retain them. Was it because
they reached a road-block in the game and needed more guidance? Or
perhaps they simply needed to be enticed by periodic offers to
become truly engrossed in the game? PlayRM Behavioral Push answers
these questions by providing developers a powerful tool to
intelligently engage in dialogue with their players.
To learn more about PlayRM Behavioral Push, visit
http://www.playnomics.com/behavioral-push/.
About Playnomics
Founded in 2009, Playnomics is the global leader in quantifying
play behavior. Comprised of entrepreneurs and industry experts who
pioneered data mining in finance, information security and
bioinformatics, Playnomics was the 2010 winner of the VentureBeat
startup competition “Who’s Got Game”. In 2012,
Playnomics launched the first-ever CRM platform for games called
PlayRM™, and grew its predictive PlayScience Engine
to score a total of over 100 million unique
players across dozens of the leading online games and brands
worldwide. San Francisco-based Playnomics is backed by leading
venture investors, including FirstMark Capital, Vanedge Capital,
XSeed Capital, MetamorphicVentures, Accelerator Ventures, and
TriplePoint Capital. For more information, please visit
http://www.playnomics.com/.
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