Ted Verani
where else to find them
no profile links on file
what they talk about
all 7 in the filters
where they keep going back
- Pocket Gamer Connects London4 editions2016–2022
all 6 in the filters
on a stage with
- Casey Dickinsononce
- Chris Archeronce
- Ian Griffithsonce
all 6 in the filters
who talks about the same things
- Tayber Voyer9 talks
- Teis Anker Mikkelsen6 talks
- Shalom Michaeli5 talks
- Robin Squire3 talks
- Chris Archer2 talks
- Cyril Cael2 talks
| title | conference | date |
|---|---|---|
| The App Store Evolution Making the Most of Apple’s Pricing Upgrade | Pocket Gamer Connects Helsinki 2023 | 2023-09-12 |
Apple expands the App Store to 900 price points (lowest $0.29, scheduling, per‑country control and local‑currency locking), so teams can set per-country… | ||
| Maximizing IAP Revenue With Pricing Optimization | Pocket Gamer Connects Toronto 2022 | 2022-07-06 |
Claims that per-country global pricing raises IAP revenue by ~20–40% outside the US, with examples like an 81% lift in Germany and a casino title live since… | ||
| Maximizing IAP Revenue With Pricing Optimization | Pocket Gamer Connects Toronto 2022 | 2022-07-06 |
A practical framework for setting prices per country and for individual offers, with sequential store tests, monthly adjustments and a three‑month calibration… | ||
| Maximising IAP Revenue Through Localised Pricing & Promotions | Pocket Gamer Connects London 2022 | 2022-02-14 |
Claim: adjusting IAP prices by country and running targeted promotions lifts revenue quickly — typical gains of 20–40% incremental revenue and extreme case… | ||
| Maximising IAP Revenue With Global Pricing | Pocket Gamer Connects Digital #7 (Online) | 2021-07-12 |
Wappier builds a pricing platform that auto-adjusts IAPs per country across live SKUs using macro/microeconomic signals plus game revenue data, then refines… | ||
| Beyond Game Economy Design - Increasing Profit Through Intelligent Revenue Optimisation | Pocket Gamer Connects London 2020 | 2020-01-20 |
Wappier presents an AI-driven, closed-loop system that analyzes player signals to predict behavior, run automated A/B tests and serve next-best-action offers… | ||
| Designing games for maximum monetisation | Pocket Gamer Connects Seattle 2019 | 2019-05-13 |
Panel claims a game must already be fun and monetizable before optimization: model player behavior, run loyalty programs and country pricing, then tune offers… | ||
| The unreasonable effectiveness of data for better monetisation | Pocket Gamer Connects London 2018 | 2018-01-22 |
Claims that dynamic, ML driven pricing and reused behavioral data boost revenue with real results: an SDK captures hundreds of pricing triggers, models run in… | ||
| Designing games for optimal IAP | Pocket Gamer Connects London 2018 | 2018-01-22 |
Panel argues you must design the game first, then price: build a long playable core loop, soft‑launch and A/B test for retention benchmarks, then layer… | ||
| How to design annuities for your mobile game | Pocket Gamer Connects San Francisco 2017 | 2017-06-27 |
Sell a large coin bundle up front and drip it daily over a fixed window so planners buy where impulse offers fail, using existing daily login code and ML… | ||
| on increasing your IAP revenue via dynamic pricing | Pocket Gamer Connects London 2016 | 2016-01-18 |
Claims that a real‑time dynamic price management platform weaves predictive segmentation, heat‑map timing, device and locale signals to raise IAP LTV by about… | ||
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