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January 25, 2022
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Mark Robinson's Member Blogs

It might feel like F2P has been around forever, but in reality the genre is still in its infancy so it’s no surprise that publishers and developers are still finding their feet when it comes to effectively balancing their games.

Posted by Mark Robinson on Mon, 13 Jul 2015 03:52:00 EDT in Business/Marketing, Indie, Smartphone/Tablet
Developing successful free-to-play games that players love can be an exhausting undertaking. Because even with strong retention and conversion statistics, it is still possible (likely even) to have low revenues if players do not spend multiple times.

Understanding how players interact with your game at a granular level allows you to really understand how it’s performing. Here are the 5 most important in game events to track with analytics.

The key to unlocking monetization is to study your loyal non-spenders, not the most popular IAPs or the success rate of strategic conversion offers among spenders.

Posted by Mark Robinson on Tue, 26 May 2015 02:35:00 EDT in Business/Marketing, Indie, Smartphone/Tablet
Even in successful games, half of all players never return after a single session. This means first impressions are incredibly important in F2P. But how to make a good first impression in F2P?

Posted by Mark Robinson on Wed, 11 Mar 2015 12:55:00 EDT in Business/Marketing, Console/PC, Smartphone/Tablet
The emergence of new gaming platforms, monetization models and distribution channels, alongside the mass availability of high-speed internet access has effectively turned the industry on its head. The challenge now is how do we optimize this evolution?

Posted by Mark Robinson on Fri, 12 Sep 2014 08:27:00 EDT in Business/Marketing, Console/PC, Social/Online, Smartphone/Tablet
In the F2P game market a lot of attention is paid to Day 1 retention, the fraction of players that return a day after install, and rightly so. In an age where it may cost $1 or more to acquire a player in the first place, focusing solely on day 1 rete

Weak F2P game design causes between 60-80% of players to leave a game for good after a disappointing first session. Our research reveals the top five reasons why players leave your game and crucially how publishers and developers can change this.

[Previous Mark Robinson Blogs]