用户参与度与活跃度的区别_广告参与度极大地提高了Futureplay的收入

用户参与度与活跃度的区别

“Our success wouldn’t have been possible without Unity’s great tools,” says Jami Laes, Co-founder and CEO of Futureplay while looking back on the amazing accomplishments of the past year.

“如果没有Unity的出色工具,我们的成功将是不可能的,” Futureplay的联合创始人兼首席执行官Jami Laes说,同时回顾了过去一年的惊人成就。

Farm Away!, the break-out idle-play mobile game sensation, went from concept to launch in just 5 months using Unity, and it was downloaded one million times in just the three months after its release in November 2015.

《 Farm Away!》是一款突破性的闲置手游游戏,使用Unity从概念到发布仅用了5个月便完成,并在2015年11月发布后的短短3个月内下载了100万次。

Part of that success lies in an attempt to make sure their players wouldn’t get tired of their preferred monetization strategy, video ads shown during gameplay, which reward players for engaging. To do so, they set a cap limit for how many rewarded video ads a player could choose to watch. Much to their surprise, however, they got numerous requests from players who wanted to view the ads so they could reap more game rewards. “We’ve had to adjust these cap limits a bit to appease consumer demand,” noted Laes.

成功的部分原因在于,尝试确保玩家不会厌倦其首选的获利策略,即在游戏过程中显示的视频广告,以此奖励玩家的参与度。 为此,他们为玩家可以选择观看的奖励视频广告设置了上限。 然而,令他们大吃一惊的是,他们收到了想要查看广告的玩家的众多要求,以便获得更多游戏奖励。 Laes指出:“为了适应消费者的需求,我们不得不对这些上限进行一些调整。”

The advertisements, which were implemented using Unity Ads, were designed to be an integral part of the game. For example, players can choose to start a video ad by clicking a rain cloud or the sun, which helps them harvest their crops and double their profits.

使用Unity Ads实施的广告被设计为游戏的组成部分。 例如,玩家可以选择通过单击雨云或太阳来开始视频广告,这有助于他们收获庄稼并增加一倍的利润。

And this monetization strategy is paying off in a big way. Futureplay is seeing an 80% daily ad conversion rate and a $0.15 average revenue per player per day in the US market.

而且这种货币化策略正在大有收获。 在美国市场,Futureplay的每日广告转化率达到80%,每位玩家每天的平均收入为0.15美元。

Read the full Futureplay story

阅读完整的Futureplay故事

翻译自: https://blogs.unity3d.com/2016/03/14/ad-engagement-sending-futureplays-revenue-through-the-roof/

用户参与度与活跃度的区别

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