In the first article in this series: The A/B Testing Playbook for Mobile Games, Part 1: Structuring the Experiment, we discussed the different types of A/B testing (also known as “split-testing”), how to properly structure experiments, and the most common …
Read MoreTag: free-to-play
The A/B Testing Playbook For Mobile Game Growth, Part 1: Structuring the Experiment
About our articles and guides In our work on 100+ games with 80+ game teams, there are some challenges that we encounter again and again. Over time, our experiences naturally evolve into generalizable best-practices. In these articles, I attempt to …
Read MoreThe IAP Merchandising Playbook, Part 3: MVP Store Design (V2.0)
Wireframes and best practices for building a minimal viable product for your in-game mobile free-to-play game store
Read MoreThe IAP Merchandising Playbook, Part 2: Visual Hierarchy
Top-grossing mobile games use visual hierarchy to guide players’ purchases. Here’s your playbook for visual hierarchy in IAP stores!
Read MoreThe IAP Merchandising Playbook, Part 1: Special Offers that Sizzle
In mobile games, IAP Merchandising is an area where best-practices are well established. Here’s your checklist for creating IAP Special Offers that sell!
Read MoreWhat is ‘IAP Merchandising?’
Successful free-to-play mobile games use effective IAP Merchandising. But what does that actually mean, and what are its components?
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