Presentation is loading. Please wait.

Presentation is loading. Please wait.

Monetization Strategies for Windows 8 Games Shai Hinitz Sr. Program Manager Windows PC Planning & Ecosystem.

Similar presentations


Presentation on theme: "Monetization Strategies for Windows 8 Games Shai Hinitz Sr. Program Manager Windows PC Planning & Ecosystem."— Presentation transcript:

1 Monetization Strategies for Windows 8 Games Shai Hinitz Sr. Program Manager Windows PC Planning & Ecosystem

2 Agenda  Windows 8 and the store opportunity  Monetization facts and strategies  Windows 8 store tools for maximum return  Xbox LIVE gamer services trends

3 Got a Great Game? Sell it to a large audience!

4 3 million downloads 400 million new PCs 450 million Windows 7 500 million Windows 8-ready devices 1.25 billion Windows users worldwide Well-established industry numbers

5 Windows 8 Devices and Form Factors

6 Reimagined user experience New application model Form factor diversity User diversity Unified commerce Discovery Analytics Flexibility Windows 8

7 The Windows 8 Store

8 Windows 8 Store: Global Reach & Transparency Commerce in 200+ markets at launch Store & apps in 100+ languages at launch Local currencies in 70+ markets at launch App submission in 40+ markets at launch Many market-specific catalogs Predictable Concise Clear Safe Fair

9 Best Economics Revenue sharing for new app: 70% to start Revenue sharing after app grosses $25K: 80% You control the pricing of your app: $1.49 - $999.99

10

11 Certification and Onboarding

12

13 Existing relationship Subscriptions Consumable purchases Use your existing commerce Time-limited trials Feature-differentiated trials One-time purchase Persistent purchases Expiring purchases In-App purchases & DLC Flexibility of Windows 8 Store Commerce Choice of ad services Ad- supported Purchases roam across devices and CPU architectures

14 Some Monetization Facts Source: The Windows Phone Developer blog, March 2011 10% conversion 70× downloads 10× revenue Trials matter

15 Time-limited trials Feature-differentiated trials Trials

16 Trials the Easiest Way — No Code Required Select a time period for your trial Let the Windows Store handle the rest.

17 Initialize Settings for Trial Mode Void Simple3DGame::InitializeGameConfig() { // Initialize trial version m_gameConfig.isTrial = true; // Allow Add-on offers in Premium version only m_gameConfig.autoFire = false; m_controller->AutoFire (false); m_gameConfig.backgroundAvailable[0] = true; for (int i = 1; i < GameRendererConstants::MaxBackgroundTextures; i++) { m_gameConfig.backgroundAvailable[i] = false; }

18 Trials In Action 2/6 levels No Add ons Prompt for Upgrade demo

19 Full Purchase: Implementation Basics Check license Get latest listing data Prompt for purchase

20 Check the Game’s License // Get the current license information this->m_licenseInformation = CurrentAppSimulator::LicenseInformation; // Set up the event handler to be notified when the license changes this->m_licenseInformation->LicenseChanged += ref new LicenseChangedEventHandler(this, &App::OnLicenseChanged); // Populate the (available) information for display on the game’s store fly-out this->m_mainPage->SetProductItems(nullptr, m_licenseInformation); // Update the game by calling the license changed handler this->OnLicenseChanged(); // Get the current license information this->m_licenseInformation = CurrentApp::LicenseInformation;

21 Load the Game’s Listing Data // Load the listing information task listingTask(CurrentAppSimulator::LoadListingInformationAsync()); listingTask.then([=](ListingInformation^ listing) { this->m_listingInformation = listing; // Call OnLicenseChanged to update items as the information is available this->OnLicenseChanged(); }); // Get the product’s name and price m_title = listing->Name; m_formattedPrice = listing->FormattedPrice; Simple 3D Game 1st person shooter 5.99 $ Simple 3D Game 1st person shooter 5.99 $

22 Prompt For Purchase // Confirm the license is active and a trial version if (m_licenseInformation->IsActive && m_licenseInformation->IsTrial) { // Make an asynchronous call to the store to purchase the full app task purchaseTask(CurrentAppSimulator::RequestAppPurchaseAsync()); purchaseTask.then([this](task previousTask) { // Update the game title UI to “Full Version” }); }

23 Trials In Action 6/6 levels Add ons optional demo

24

25

26

27 Some Monetization Facts Source: Distimo, August 2011 72% of revenue comes from apps that feature in-app offers 48% of revenue is solely from in-app offers In-app offers matter

28 In-App Purchases in Action UI prompts for purchase Purchase Add ons demo

29 Check the Game’s Add-on Features License // Get the current license information this->m_licenseInformation = CurrentAppSimulator::LicenseInformation; // Extract the license information for the list of features ProductLicense^ productLicense = m_licenseInformation->ProductLicenses->Lookup(m_productId); m_isProductActive = productLicense->IsActive; // Populate the (available) information for display on the game’s store fly-out this->m_mainPage->SetProductItems(nullptr, m_licenseInformation); // Update the game by calling the license changed handler this->OnLicenseChanged();

30 Load the Listing Data // extract the listing information for each specified feature ProductListing^ productListing = m_listingInformation->ProductListings->Lookup(m_productId); m_title = productListing->Name; m_formattedPrice = productListing->FormattedPrice; Automatic Firing 1.99 $ Nighttime Background 1.99 $ Automatic Firing 1.99 $ Nighttime Background 1.99 $

31 Prompt for Add-on Purchase // Confirm active and non-trial license if (m_licenseInformation->IsActive && !m_licenseInformation->IsTrial) { // Full version of the game, so OK to purchase the add-on if (!m_licenseInformation->ProductLicenses->Lookup(productId)->IsActive) { task purchaseTask(CurrentAppSimulator::RequestProductPurchaseAsync(productId)); purchaseTask.then([=](task previousTask) { // Update the game UI to reflect new features }); }

32

33

34

35

36 ? 40,000,000 users 2,100,000,000 hours played per month > 6,300,000,000 achievements granted 176,802,201,383 gamer points scored

37 Microsoft Entertainment Platforms

38 Monetization: Best Practices  One app for both trial and full functionality  Tell users about limitations of the trial  Register callback for license changes  Encourage additional purchases  Increase engagement = grow game value over time

39 Time to Act Biggest opportunity. Ever. Windows 8 Consumer Preview is now available. Check out the store. Go build great games. http://dev.windows.com Talk to Xbox LIVE representatives about your game.

40 Related Sessions, Reading and Documentation GDC Sponsored Sessions  Developing a Great Metro Style Game for Windows 8  Xbox LIVE Multiplayer Gaming on Windows 8 and Other Devices //build Sessions  Introducing the Windows Store Introducing the Windows Store  Enabling trials and in-app offers in Metro style apps Enabling trials and in-app offers in Metro style apps Documentation  Making money with your app Making money with your app  Choosing monetization opportunities Choosing monetization opportunities

41 Thank You


Download ppt "Monetization Strategies for Windows 8 Games Shai Hinitz Sr. Program Manager Windows PC Planning & Ecosystem."

Similar presentations


Ads by Google