Playtime 2019
| title | author | length |
|---|---|---|
| Rise to the top | 03m | |
Takes nine apps (Komoot, Ultimate Guitar, 7 Minute Workout, Pirate Treasures, Merge Dragons, Cube Escape, Hidden Folks, June’s Journey, Beelinguapp) and shows… | ||
| Welcome & keynote | Purnima Kochikar, Tian Lim, Chet Haase, Milena Nikolic, Kobi Glick | 49m |
Updates on Android and Play focus on concrete changes: Android 10 tightens privacy (redacts photo GPS, background location tri-state, removes permanent device… | ||
| Fireside chat: Looking into 2020 and beyond | Tian Lim, Purnima Kochikar, Shannon Low | 31m |
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… | ||
| Identifying underlying patterns in apps data | Alyssa Perez | 30m |
Analysis of Google Play app usage groups categories into social value, entertainment value, and goal-oriented patterns and finds nearly 20,000 apps with… | ||
| Balancing free and paid experiences for subscription apps | Jeni Miles, Hannah Zambrano, Joey Loi, Patricia Martorana, Alexis Benslimane | 26m |
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… | ||
| Price localization strategies for subscriptions apps | Sam Tolomei, Cristina Poindexter | 26m |
Shows a practical pricing playbook: use GDP per capita (PPP)-indexed benchmarks alongside local subscription and telco anchors, run A/B testing and consults… | ||
| Embracing innovation by building privacy friendly apps | Tatiana van Maaren, Parul Soi, Bruce Gustafson, Vinayendra Nataraja | 28m |
Panelists lay out concrete steps: inventory and minimize collected data, audit and update third-party SDKs regularly, and automate checks in CI. Use… | ||
| Designing around people’s lives to unlock sustainable growth | Isaac Pinnock, Micha Nicheva | 25m |
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… | ||
| Optimizing your A/B testing roadmap | Vesna Doknic, Jean-Loup Yu, Karin Tsai, Bruno Vaz Moço | 28m |
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… | ||
| Using affinity learnings to better understand your players | Gino Micacchi, Timur Garifzyanov, Rishit Jhunjhunwala | 25m |
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… | ||
| Progressive player populations | Adam Carpenter | 26m |
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… | ||
| Leveraging behavioral science to unlock monetisation in emerging markets | Rodolfo Rinaldi, Zuzanna Dzieciątkowska | 22m |
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… | ||
| Protecting games and players by fighting abuse and piracy | Dom Elliott | 26m |
Google Play describes concrete tools and results: Play licensing plus SafetyNet Attestation verifies binaries and devices, cutting cheating — Rovio sees 40%… | ||
| Engaging players for the long-term | Aaron Hiscox | 21m |
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… | ||
| Running tests in your games more efficiently | Ignacio Monereo, Ivan Trancik, Riku Rakkola | 29m |
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… | ||
| nothing matches | ||