Bill is CEO & 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.
This article is a FAQ about dynamic pricing (in gaming, and more generally) and helps to set the record straight by providing explanations and addressing the underlying concerns associated with dynamic pricing in gaming.
This article is an extended discussion of the recent uproar around randomized price-points in Zynga’s CSR 2 and a survey of how prevalent sophisticated data-driven merchandising techniques already are in mobile gaming.
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.
This article builds on previous articles I've written and talks I’ve 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.
While most mobile games are free-to-play, it’s still that the free-to-play business model, are often misunderstood. In this blog post, we’ll examine some of the mythology around the idea that free-to-play games are "Pay to Win"
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
[Blog - 08/29/2017 - 09:17]
Hey Rocky, r n r ...
Hey Rocky, r n r nThanks for the comment. You 're spot-on: done properly, dynamic pricing benefits everyone and helps to keep our gaming community healthy. r n r nLet 's connect and talk about whether there 's an opportunity to work together.
[Blog - 08/22/2017 - 10:05]
Not at all. r n ...
Not at all. r n r n We were suprised by the surprise was a reference to And one thing occurred to us as we answered the calls there was a lot more surprise than we expected. Game players, seasoned executive producers on hit games, and reporters who cover games ...
[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/