Friday, August 31, 2012

User Retention in Freemium Games and Apps for Mobile and Social



I remember reading this blog some time ago from Flurry: “Mobile Apps: Models, Money and Loyalty” See: http://blog.flurry.com/bid/26376/Mobile-Apps-Models-Money-and-Loyalty

From the blog, one thing immediately noticeable is that “Games” retention has the biggest fall (after lifestyle) during the 30-60 day period as seen in the “Loyalty by Application category list”. (Though this list also includes paid games, but I can safely assume that the pattern would be similar or even amplified if we separate out free to play games)


 Courtesy: http://blog.flurry.com -  “Mobile Apps: Models, Money and Loyalty”




Generically speaking, it’s about user engagement and a sense of novelty that keeps up the retention. Using the same segmentation mentioned in the blog for user loyalty, there would be three stages:

Initial retention would be due to – Clear interface that helps a new user to get adapted, Novelty or the appeal and gameplay; which can take it to a certain stage only (~30 days). The entertainment & engagement should be ON from the minute the game starts. This stage is very critical and needs usage tracking to make sure users are not lost due to unforeseen / unknown reasons.

Further to this, the user require continuous engagement in some way or the other – Push-notifications, in-game updates, more levels, surprise rewards. These motivate users to stay on longer.

Beyond a certain stage (60 days+), users who stay and use are those who truly like the concept and a majority (if not all) could be even ready to pay to stay on for more…