~/conference

Playtime 2019

date:2019-11-14..2019-11-20
location:-- online --
series:Playtime · one edition
titleauthorlength
Rise to the top03m
Takes nine apps (Komoot, Ultimate Guitar, 7 Minute Workout, Pirate Treasures, Merge Dragons, Cube Escape, Hidden Folks, June’s Journey, Beelinguapp) and shows…
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Welcome & keynotePurnima Kochikar, Tian Lim, Chet Haase, Milena Nikolic, Kobi Glick49m
Updates on Android and Play focus on concrete changes: Android 10 tightens privacy (redacts photo GPS, background location tri-state, removes permanent device…
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Fireside chat: Looking into 2020 and beyondTian Lim, Purnima Kochikar, Shannon Low31m
Play reports that Play Points surprised by driving engagement, and Play Pass and Play Points go global while the Store redesign adds richer screenshots and…
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Identifying underlying patterns in apps dataAlyssa Perez30m
Analysis of Google Play app usage groups categories into social value, entertainment value, and goal-oriented patterns and finds nearly 20,000 apps with…
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Balancing free and paid experiences for subscription appsJeni Miles, Hannah Zambrano, Joey Loi, Patricia Martorana, Alexis Benslimane26m
Multiple companies share concrete A/B results: Peak adds rewarded videos and interstitials, times the extra free games around day eight and turns formerly free…
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Price localization strategies for subscriptions appsSam Tolomei, Cristina Poindexter26m
Shows a practical pricing playbook: use GDP per capita (PPP)-indexed benchmarks alongside local subscription and telco anchors, run A/B testing and consults…
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Embracing innovation by building privacy friendly appsTatiana van Maaren, Parul Soi, Bruce Gustafson, Vinayendra Nataraja28m
Panelists lay out concrete steps: inventory and minimize collected data, audit and update third-party SDKs regularly, and automate checks in CI. Use…
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Designing around people’s lives to unlock sustainable growthIsaac Pinnock, Micha Nicheva25m
Over 16 weeks across the UK, US and South Korea the team tests a Google Play toolkit on five app categories and builds concrete experiments: a mocked language…
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Optimizing your A/B testing roadmapVesna Doknic, Jean-Loup Yu, Karin Tsai, Bruno Vaz Moço28m
Three practical case studies with numbers and build details. Duolingo runs over 3,000 experiments with 150–200 live at once, uses an internal training flow so…
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Using affinity learnings to better understand your playersGino Micacchi, Timur Garifzyanov, Rishit Jhunjhunwala25m
Google Play runs an affinity analysis that maps which genres the same users play, finds 95% cross-play from arcade/hyper‑casual into other categories, and…
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Progressive player populationsAdam Carpenter26m
Launch performance centers on a clear, testable claim: the golden cohort = first week and subsequent weeks perform worse — about 19% lower day-two retention in…
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Leveraging behavioral science to unlock monetisation in emerging marketsRodolfo Rinaldi, Zuzanna Dzieciątkowska22m
Typical top‑grossing games have 4 in 10 players from emerging markets but only 1 in 10 orders, and a cross‑country comparison using a Big Mac baseline and a…
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Protecting games and players by fighting abuse and piracyDom Elliott26m
Google Play describes concrete tools and results: Play licensing plus SafetyNet Attestation verifies binaries and devices, cutting cheating — Rovio sees 40%…
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Engaging players for the long-termAaron Hiscox21m
Google Play shares results from research with players in UK US South Korea—qualitative, in-home interviews of people who play hours a day and made purchases in…
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Running tests in your games more efficientlyIgnacio Monereo, Ivan Trancik, Riku Rakkola29m
Uses concrete experiments: an open beta run in Brazil at $0.25 per user acquires thousands for ~$500 so early KPIs can be measured; a prototype for "Battle…
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