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Writer's pictureJoaquin De Losada

Talk Title: Google Developer Summit: Grow Your Community of Loyal Gamers with Google Play (Presented by Google)

Updated: Apr 4

Effective Title: Bringing more players users using the Google Play app.

GDC Year: 2024


Valuable players: Spend Ready players: 

These are players who have valid accounts and have payment systems attached to the account. They are useful people to have as they already have an easy system to spend money and have a higher disposition to purchase items in storefronts. 

Think of how willing people are to buy items on Amazon because you can buy something with one button press.


Game Buyers:

These players are already playing your game and have passed the base threshold of buying items in your store. Those initial couple of purchases are the biggest hurdles to pass. Newton's physics law, If spending money is already in motion then they will want to continue spending money unless something stops them.


Players in-game: This would be the players who are already playing your games but might still need to buy something in the store. You have already aquired the user which is the hardest part of user acquisition. If you find a way to keep them loyal then it will improve your chances that they will want to spend money or recommend the game to other people that might want to play the game.

The following numbers are according to the people at the Google Play app so idk how accurate this is or if they have selected the better games. I dont have a way to confirm if they are accurate at this moment.


The game pass allows people access to a lot of games and allows for the games access to a lot of players that are already spend-ready users. This means that you will have an easier time accessing these spending people especially if your game gets promoted on the game pass page. 


Access to 21 countries and helps increase users by an average of 120%. Over 100 games currently exist in Game Pass.


Access to game passes also allows people to gain rewards, offers, and points for different games they play. As a way to incentivize them to play more often to acquire more of those benefits.


This leads to an increase of 12% in purchases from Game Pass users.


Being part of the game pass library means the game can be promoted more often in front-page stores which greatly increases player visibility.


Play Point system:

Currently, 220 Million users are enrolled, and is available in 35 Countries.


Allows players to gain points through achievements and gameplay and then redeem them for items in the game store.


This incentivizes players to go achievement or quest hunting for more points for “free” items. This means that the players are spending more time playing your game which increases the chances of spending money on the game. 


This is multiplied by the fact that they have likely already inserted their banking information so the process of buying has already been simplified by a great deal compared to other players who haven't yet.

Allows for the implementation of a coupon system, combo deals, and exclusive items.


If the game works in a live ops system then you can combine it with the release of said coupon systems to drive more traffic and sales towards the game.



Play Game services:

Currently has 550 Million active users that play at least once (1) a month.


Giving access to sign-in sync, enhanced services, and persistent user data.


Sign In sync:

Allows for easy use when switching devices.

About ¼ of installs are considered reinstalls 

This means being able to pick up from their last install allows for an easier transition back into the game instead of needing to regrind up to where they used to be.


The system works by having the user complete the primary login

It is then encrypted and sent to the Play Game services servers.

Receives a token that can be used to call that player's information each login or opening the game. It also helps reduce duplicated players when reinstalling.


Normally takes about a week to implement the system properly and helps make a seamless system for future players.


Helped Lilith games have a 58% 7-day retention value and a 45% 1-day retention value.


Enhanced Services:

Allows for the implementation of an achievement system for games so they can be updated between devices.


Allows players to show off their achievements and what they have been able to do in the game.


The achievement system can be implemented with the point system as a way to improve the retention system.


Saw over 4 games between 51-328% retention over 2 weeks. Seems like a small sample size as well as a large difference. Will need to see if I can ask for a larger sample size for values.


Persistent users:

Use PGS tokens and a backend ID system to allow people to play the same game throughout devices.


Q/A:

Q: Can you download the data to better analyze the data through Excel or Google Sheets?

A: The current 1.0 version doesn't allow for users to acquire their dater for external use but it is being implemented for later versions.

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