Category Merchandising

Ecommerce Priming

The Use of Priming for Video Game Ecommerce and Marketing

In an earlier article “Merchandising and discoverability for in game stores and virtual items” I discussed the need to borrow key concepts from traditional online retail when creating in game stores. The article covered the four main pillars of Easy to find, Easy to Evaluate, Easy to buy and Social which when implemented can help […]

power law curve

Player Valuation for Marketing in Free to Play Games

Aggressive monetization and targeting of high value players is receiving more and more attention from game developers, especially in the mobile channel. This had led to a more analytical approach to game creation. Now before I discuss the industry standard metrics of CAC (Customer Acquisition Cost), ARPU (Average Revenue per User) and LTV (Lifetime Value), […]

Virtual Goods

Merchandising and Discoverability for In-Game Stores and Virtual Items

Free to play, social or other direct to consumer game types and publisher stores put the developer or publisher directly into a business to consumer position. This means you can have a complete relationship with your users and that includes financially. From a purely monetary perspective this can improve your profit margins per title by […]