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PLAY COMMERCE, image, image - Coggle Diagram
PLAY COMMERCE
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PAYWALL STRATEGIES
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TRANSPARENCY
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Finally, I’d like to mention an idea about repeat buyers bonuses. For example, after a user has made their first purchase in a month, you could offer them a 10% bonus if they make a second purchase within 7 days. This is a great way of encouraging players into a weekly purchasing habit.
REFERAL FEATURE
you can try implementing a feature that helps, such as one that incentivizes users to invite others to install the app or game.
LINK TRAFFIC
identifying your target audience and ensuring your app is offering a strong value proposition for them
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ASSETS
multiple offering
How many assets do you sell in your app or game? Multiple offerings available for real money can drive a slightly higher #Tx / Buyer, as opposed to only having a single asset available for sale.
ASSET HOARDING
If your app or game incentivizes asset hoarding (where users can buy a single pack with a large set of assets that will last them an extended period of time) this may drive down the number of transactions you see from your buyers as the demand for purchase will go down.
ARPDAU :star:
Daily Conversion, or the percentage of active users that see enough value to spend (any) money in a given day, multiplied by the Average Revenue Per Paying User (ARPPU).
For example, if 3% of your active users spend money, and the average amount a paying user spends is $8, you have a $0.24 ARPDAU (average revenue per daily active user).
MONETIZATION METRIC
PRIMARY
Daily Buyer Conversion
Here on the Google Play business growth expert team, we like to think of Daily Buyer Conversion as a ‘primary’ monetization metric. This is because it helps understand how successful you are at monetizing your entire user base — giving you insight into how well you are converting users into buyers (and driving those new buyers to be recurring buyers).
In order to drive stronger buyer conversion, you have two levers: increasing the number of first-time buyers or increasing the number of returning buyers. Refer to the metrics tree as a guide.
Introductory pricing or starter packs are common ways to incentivize users to convert. There’s no one-size-fits-all for starter packs, and continual testing and iteration are important. Think about what offerings are most valuable and how you can bundle multiple things together in order to increase the value perception of the opening offer. ::star:
Long tenured non-buyer sales or offers. There may be a set of users that continue to engage with your title, but have never converted to a buyer — therefore they’re adding social value, but no monetary value. Consider creating improved valued offers at low price points in order to incentivize these users to convert to a buyer. :star:
SECONDARY
Average Revenue Per Paying User (ARPPU), on the other hand, would be a ‘secondary’ monetization metric. This is because optimizing your ARPPU metric is only addressing the users who have paid in your app or game, which is just a small percentage of your active user base.

HYBRID MONETIZATION
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PAID FEATURES
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