Playtime EMEA 2024
who it's for
game developers, product managers, monetization managers, user acquisition managers, live operations leads, data analysts, business development managers
topics
cross-genre mechanics for acquisition; store listing experiments; staged rollouts and soft launches; live events tooling and IP integrations; subscription SKU diversification and pricing; installment and prepaid subscription models; ML-driven purchase recommendations; misleading-ad impact on retention and ratings; device and network optimization for low-tier markets; market mapping for global expansion
| title | author | length |
|---|---|---|
| Broadening audiences through expansions | Bisi Orisamolu | 20m |
Claim: integrating mechanics from other genres measurably boosts acquisition, retention and monetization. Evidence: a 500‑player US survey, Play title‑level… | ||
| Challenges of opportunities of operating live games | Adam Carpenter, Cindy Chen, Maya Hofree, Ronen Gross | 25m |
Long-running live games keep growing by testing ideas fast, listening to community + data, and giving teams safe space to risk; specific practices cited… | ||
| Optimizing your app’s revenue: flexible monetization tools | Austin Shoemaker, Richard Baldassar | 25m |
Google Play unveils concrete monetization tools and measured impacts: launching Pix and UPI autopay optimizations, achieving a nearly 3% buy flow conversion… | ||
| Measuring the impact of misleading ads | Kenny McCubbins | 21m |
User reviews tagged by Gemini show misleading ads appear in 25% of the top 500 games, a 40% YoY rise, and 87% of those reviews are one star. Short-term… | ||
| Myths and fallacies of device optimization | Mingoo Kim | 18m |
Data shows 65%+ revenue from mid-to-low tiers globally (LATAM ~90%), supporting mid-tier adds ~2.5x revenue vs high-only, and mid/low users make up ~85%–90% of… | ||
| Subscription fatigue: from myths to facts to opportunities | Tammy Taw | 21m |
Subscriptions per buyer rise year-over-year across regions, average subscription price sits near $8 monthly, and data shows a 7% resubscriber rate with churned… | ||
| Deconstructing successful Google Play game launches | Kevin Flynn | 20m |
Defines a hit as $100M lifetime or six months at $5M+ and shows only ~30 hit launches in 2020 falling to ~15 in 2021, with ~500 games in 2020 reaching $1M but… | ||
| Navigating market expansion: key considerations | Hongda Ni | 20m |
Data show consumer spend grows faster in export markets than home markets, with average spend per app highest in US, Japan, Korea and large-population markets… | ||
| Maximizing monetization via cross-category affinities | David Crary Mandel | 20m |
Users engage with many apps—on average 24 apps across 8 categories and buyers 40 different apps across 11 categories—and new-buyer inflow splits roughly 23%… | ||
| nothing matches | ||