~/conference

Playtime EMEA 2024

date:2024-10-31
location:—
series:Playtime EMEA · 2 editions
editions:[Playtime EMEA 2023, Playtime EMEA 2024]

game developers, product managers, monetization managers, user acquisition managers, live operations leads, data analysts, business development managers

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

titleauthorlength
Broadening audiences through expansionsBisi Orisamolu20m
Claim: integrating mechanics from other genres measurably boosts acquisition, retention and monetization. Evidence: a 500‑player US survey, Play title‑level…
Talk on
Challenges of opportunities of operating live gamesAdam Carpenter, Cindy Chen, Maya Hofree, Ronen Gross25m
Long-running live games keep growing by testing ideas fast, listening to community + data, and giving teams safe space to risk; specific practices cited…
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Optimizing your app’s revenue: flexible monetization toolsAustin Shoemaker, Richard Baldassar25m
Google Play unveils concrete monetization tools and measured impacts: launching Pix and UPI autopay optimizations, achieving a nearly 3% buy flow conversion…
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Measuring the impact of misleading adsKenny McCubbins21m
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…
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Myths and fallacies of device optimizationMingoo Kim18m
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…
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Subscription fatigue: from myths to facts to opportunitiesTammy Taw21m
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…
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Deconstructing successful Google Play game launchesKevin Flynn20m
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…
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Navigating market expansion: key considerationsHongda Ni20m
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…
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Maximizing monetization via cross-category affinitiesDavid Crary Mandel20m
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%…
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