{"id":1592,"date":"2015-06-23T22:34:26","date_gmt":"2015-06-23T22:34:26","guid":{"rendered":"https:\/\/fundamentally.games\/knowledge-base\/?p=1592"},"modified":"2023-01-31T12:36:50","modified_gmt":"2023-01-31T12:36:50","slug":"design-driven-in-app-purchases-creating-sustainable-monetization","status":"publish","type":"post","link":"https:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/","title":{"rendered":"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization"},"content":{"rendered":"<p>[fusion_builder_container background_parallax=&#8221;none&#8221; enable_mobile=&#8221;no&#8221; parallax_speed=&#8221;0.3&#8243; background_repeat=&#8221;no-repeat&#8221; background_position=&#8221;left top&#8221; video_aspect_ratio=&#8221;16:9&#8243; video_mute=&#8221;yes&#8221; video_loop=&#8221;yes&#8221; fade=&#8221;no&#8221; padding_top=&#8221;20&#8243; padding_bottom=&#8221;20&#8243; hundred_percent=&#8221;no&#8221; equal_height_columns=&#8221;no&#8221; hide_on_mobile=&#8221;no&#8221; type=&#8221;legacy&#8221; border_sizes_top=&#8221;0px&#8221; border_sizes_bottom=&#8221;0px&#8221; border_sizes_left=&#8221;0px&#8221; border_sizes_right=&#8221;0px&#8221;][fusion_builder_row][fusion_builder_column type=&#8221;1_1&#8243; layout=&#8221;1_1&#8243; spacing=&#8221;yes&#8221; center_content=&#8221;no&#8221; hover_type=&#8221;none&#8221; link=&#8221;&#8221; min_height=&#8221;&#8221; hide_on_mobile=&#8221;no&#8221; class=&#8221;&#8221; id=&#8221;&#8221; background_color=&#8221;&#8221; background_image=&#8221;&#8221; background_position=&#8221;left top&#8221; undefined=&#8221;&#8221; background_repeat=&#8221;no-repeat&#8221; border_color=&#8221;&#8221; border_style=&#8221;solid&#8221; border_position=&#8221;all&#8221; padding_top=&#8221;0px&#8221; padding_right=&#8221;10%&#8221; padding_bottom=&#8221;0px&#8221; padding_left=&#8221;10%&#8221; margin_top=&#8221;&#8221; margin_bottom=&#8221;&#8221; animation_type=&#8221;&#8221; animation_direction=&#8221;left&#8221; animation_speed=&#8221;0.1&#8243; animation_offset=&#8221;&#8221; last=&#8221;true&#8221; border_sizes_top=&#8221;0&#8243; border_sizes_bottom=&#8221;0&#8243; border_sizes_left=&#8221;0&#8243; border_sizes_right=&#8221;0&#8243; first=&#8221;true&#8221;][fusion_title title_type=&#8221;text&#8221; rotation_effect=&#8221;bounceIn&#8221; display_time=&#8221;1200&#8243; highlight_effect=&#8221;circle&#8221; loop_animation=&#8221;off&#8221; highlight_width=&#8221;9&#8243; highlight_top_margin=&#8221;0&#8243; before_text=&#8221;&#8221; rotation_text=&#8221;&#8221; highlight_text=&#8221;&#8221; after_text=&#8221;&#8221; hide_on_mobile=&#8221;small-visibility,medium-visibility,large-visibility&#8221; class=&#8221;&#8221; id=&#8221;&#8221; content_align=&#8221;center&#8221; size=&#8221;1&#8243; font_size=&#8221;&#8221; animated_font_size=&#8221;&#8221; fusion_font_family_title_font=&#8221;&#8221; fusion_font_subset_title_font=&#8221;&#8221; fusion_font_variant_title_font=&#8221;&#8221; line_height=&#8221;&#8221; letter_spacing=&#8221;&#8221; margin_top=&#8221;&#8221; margin_bottom=&#8221;&#8221; margin_top_mobile=&#8221;&#8221; margin_bottom_mobile=&#8221;&#8221; text_color=&#8221;&#8221; animated_text_color=&#8221;&#8221; highlight_color=&#8221;&#8221; style_type=&#8221;none&#8221; sep_color=&#8221;&#8221; animation_type=&#8221;&#8221; animation_direction=&#8221;left&#8221; animation_speed=&#8221;0.3&#8243; animation_offset=&#8221;&#8221; margin_top_small=&#8221;&#8221; margin_bottom_small=&#8221;&#8221;]<\/p>\n<h1 class=\"mb10 txt-c\">Design-Driven In App Purchases: Creating Sustainable Monetization<\/h1>\n<p>[\/fusion_title][fusion_separator style_type=&#8221;none&#8221; hide_on_mobile=&#8221;small-visibility,medium-visibility,large-visibility&#8221; class=&#8221;&#8221; id=&#8221;&#8221; sep_color=&#8221;&#8221; top_margin=&#8221;20px&#8221; bottom_margin=&#8221;&#8221; border_size=&#8221;&#8221; icon=&#8221;&#8221; icon_circle=&#8221;&#8221; icon_circle_color=&#8221;&#8221; width=&#8221;&#8221; alignment=&#8221;center&#8221; \/][fusion_text columns=&#8221;&#8221; column_min_width=&#8221;&#8221; column_spacing=&#8221;&#8221; rule_style=&#8221;default&#8221; rule_size=&#8221;&#8221; rule_color=&#8221;&#8221; hide_on_mobile=&#8221;small-visibility,medium-visibility,large-visibility&#8221; class=&#8221;&#8221; id=&#8221;&#8221; animation_type=&#8221;&#8221; animation_direction=&#8221;left&#8221; animation_speed=&#8221;0.3&#8243; animation_offset=&#8221;&#8221;]<\/p>\n<p style=\"font-weight: 16px; letter-spacing: 2px; text-align: center;\">Oscar Clark \u00a0 \u2022\u00a0 June 23, 2015<\/p>\n<p>[\/fusion_text][fusion_separator style_type=&#8221;none&#8221; top_margin=&#8221;50px&#8221; alignment=&#8221;center&#8221; \/][fusion_text columns=&#8221;&#8221; column_min_width=&#8221;&#8221; column_spacing=&#8221;&#8221; rule_style=&#8221;default&#8221; rule_size=&#8221;&#8221; rule_color=&#8221;&#8221; content_alignment_medium=&#8221;&#8221; content_alignment_small=&#8221;&#8221; content_alignment=&#8221;&#8221; hide_on_mobile=&#8221;small-visibility,medium-visibility,large-visibility&#8221; sticky_display=&#8221;normal,sticky&#8221; class=&#8221;&#8221; id=&#8221;&#8221; font_size=&#8221;&#8221; fusion_font_family_text_font=&#8221;&#8221; fusion_font_variant_text_font=&#8221;&#8221; line_height=&#8221;&#8221; letter_spacing=&#8221;&#8221; text_color=&#8221;&#8221; animation_type=&#8221;&#8221; animation_direction=&#8221;left&#8221; animation_speed=&#8221;0.3&#8243; animation_offset=&#8221;&#8221;]<\/p>\n<h4><strong>We are in an era on mobile where Freemium has won; but there are many out there who question whether this is a good or bad thing for the player. Indeed, are the current approaches to Free2Play design sustainable and are some of them even ethical?<\/strong><\/h4>\n<p>Over the last 4 years, the reported \u2018typical\u2019 paying player appears to have dropped from 3-5% of total downloads* to a mere 1-2%. This isn\u2019t a smoking gun and there is a lot of conflicting evidence, but when you consider the improvements in data analysis to aid retention and the huge increased marketing spend from games at the top, I believe it\u2019s worth taking another look at how we can develop a more sustainable approach to game monetization.<\/p>\n<p>Let\u2019s agree on three principles before we start.<\/p>\n<h3><strong>1. The games business is a leaky bucket<\/strong><\/h3>\n<p>We will always lose players! Games are consumable entertainment and players will inevitably churn. This means we have two options \u2013 add more people faster than we lose them or plug as many leaks as we can.<\/p>\n<h3><strong>2. Retention has a huge impact<\/strong><\/h3>\n<p>Look at the results of our Unity Ads Survey with EEDAR:<\/p>\n<p><img decoding=\"async\" class=\"alignnone size-fusion-600 wp-image-4097\" src=\"http:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-600x200.png\" alt=\"\" width=\"600\" height=\"200\" srcset=\"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-200x67.png 200w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-300x100.png 300w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-400x133.png 400w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-600x200.png 600w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-768x256.png 768w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-800x267.png 800w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-1024x341.png 1024w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph-1200x400.png 1200w, https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2015\/06\/Retention-Graph.png 1428w\" sizes=\"(max-width: 600px) 100vw, 600px\" \/><\/p>\n<p>Online Survey Conducted in 2014 with 3,000 paying players<\/p>\n<h3><strong>3. Buying (even downloading) is a risk<\/strong><\/h3>\n<p>In The Journal of Marketing, James W Taylor wrote about the four forces which prevent people from making any purchase, be it a game or a pair of shoes. We need to know what we are <strong>getting<\/strong>, what we are <strong>missing out on<\/strong>, what <strong>others will think <\/strong>of our decisions and deal with <strong>other things in our lives<\/strong>.<\/p>\n<p>In short, if we are going to make better, more sustainable In App Purchase (IAP) design, then first we have to keep more players for longer and create the conditions where they feel safe to buy things in our game.<\/p>\n<p>The current IAP models typically use:<\/p>\n<ul>\n<li><strong>Unlimited Content<\/strong> \u2013 Capped by limited energy (such as Candy Crush Saga)<\/li>\n<li><strong>Exponential Cost Escalation<\/strong> \u2013 Building a bigger base requires bigger stores (Clash of Clans)<\/li>\n<li><strong>Time-Limited Events<\/strong> \u2013 Special limited editions and timed events (Puzzles &amp; Dragons)<\/li>\n<li><strong>Casino Mechanics<\/strong> \u2013 Not part of this discussion as it relies on different psychology<\/li>\n<\/ul>\n<p>These kind of purchases strongly focus on the conversion of the player to spending, rather than on delivering an expectation of value. We don\u2019t get to retain users if we treat them as disposable, like visitors to a carnival midway (or fairground if you\u2019re British). If we rig the games too far, then people will lose the joy and simply stop coming back.<\/p>\n<p>The concept of ongoing spending as a user presents different short-term vs. long-term risks. Most players have a budget they are comfortable spending regularly. In the heat of a game they might exceed that, but this creates Buyer\u2019s Remorse unless they feel they can choose to limit this spend in the future.\u00a0We have to consider the short and long term risk profiles of the game as well as the context for players including:<\/p>\n<ul>\n<li><strong>Escalating costs<\/strong> \u2013 The perception of ever escalating costs will impact player demand. This isn\u2019t the same as price sensitivity but never-ending upward pressure creates payment fatigue.<\/li>\n<li><strong>Never-ending spend<\/strong> \u2013 The perception that I will always be asked for more money from the game creates payment fatigue, but that is different from the desire to want to spend money of my own choice. Always have more for me to acquire on my own initiative; don\u2019t make my basic retention depend on it.<\/li>\n<li><strong>Comparative progress<\/strong> \u2013 Seeing others perform better than me can create playing fatigue. If someone else\u2019s spend alone makes it appear impractical for me to compete, I will abandon the game \u2013 claiming that it\u2019s pay-to-win.<\/li>\n<li><strong>Substitute games <\/strong>\u2013 We can\u2019t ignore that there were an average of 362 mobile games released every day in Feb this year alone. There are always substitute games, and they are all free too.<\/li>\n<\/ul>\n<p><a href=\"https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2015\/06\/buyers-remorse-2.png\"><img decoding=\"async\" class=\"aligncenter wp-image-27371 size-full\" src=\"https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2015\/06\/buyers-remorse-2.png\" sizes=\"(max-width: 961px) 100vw, 961px\" srcset=\"https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2015\/06\/buyers-remorse-2.png 961w, https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2015\/06\/buyers-remorse-2-800x600.png 800w, https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2015\/06\/buyers-remorse-2-400x300.png 400w, https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2015\/06\/buyers-remorse-2-266x200.png 266w, https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2015\/06\/buyers-remorse-2-200x150.png 200w\" alt=\"\" \/><\/a><\/p>\n<p>Buyer\u2019s Remorse is a real thing. We build up a great deal of anticipation and often get caught up in the heat of the moment when we make a purchase (or download).\u00a0 But after our purchase is when we are at our most vulnerable and we will (at some point) cool down and review our purchase decision. The role of a designer is to keep that player playing. More than that, as a designer of IAP we have to keep players wanting to not just continue playing, but paying. That requires us to sustain their attention, interest, and desire over time!<\/p>\n<p>Just like every game mechanic has to engage and entertain a player, our game purchases have to \u2018supercharge\u2019 a player\u2019s sense of delight and drive repeat engagement.<\/p>\n<ul>\n<li><strong>Unfinished Business:<\/strong> Games like Kim Kardashian Hollywood do an amazing job with the narrative progression and the format of what are essentially \u2018Cookie Clicker\u2019 tasks and still create a sense of unfinished business. The gameplay may be limited but the engagement is very real \u2013 this leaves the player always wanting more. That engagement directly helps overcome the issues from any opportunity cost there may be<\/li>\n<\/ul>\n<ul>\n<li><strong>Continued Relevance:<\/strong> Games like the VEGA conflict show items which players will be able to unlock later in the game. Their associated stats similarly go a long way to show the continued relevance of playing as well as how what the players just unlocked fits into the game. Often this is about putting the monetization in the context loop, rather than in with the core game mechanics.<\/li>\n<\/ul>\n<ul>\n<li><strong>Social Capital:<\/strong> It\u2019s also important not to ignore both the social consequences and the value that players put on the ability to personalize their experience as long as others are able to observe their decisions. This was key to most of the revenue in the now shutdown Playstation\u00aeHome experience with examples like the \u2018Gold Suit\u2019 offering its wearers social capital. However, people often misunderstand this phenomena \u2013 customization has to be authentic as it\u2019s about a real person\u2019s response to your experience.<\/li>\n<\/ul>\n<ul>\n<li><strong>Inertia: <\/strong>It\u2019s also easy to underestimate how important it is to keep your players playing \u2013 even if they are freeloaders! The fact that a player deliberately chose to play your game is hugely valuable \u2013 it\u2019s a massive compliment to you and your team and you should respect that.\u00a0 This is the key to you being able to generate revenue in the first place and their ongoing commitment will be hard to win. That\u2019s why your initial on-boarding process is so vital. Acknowledge that every player has a lifecycle and be aware of how their needs will change as they move from Discovering to Learning then Engaging. <strong>\u00a0<\/strong>Building longevity takes an understanding of the community as well as how your game\u2019s rhythm of play fits into your players\u2019 lifestyles.<\/li>\n<\/ul>\n<p>We should not consider someone who pays once to be a customer.\u00a0 They may have purchased, but unless they do it again there is work to do to not only create a scaleable business, but also one which delivers what our players actually want!<\/p>\n<p>According to <a class=\" bf_ungated_init\" href=\"http:\/\/staffweb.hkbu.edu.hk\/vwschow\/lectures\/ism3620\/c26.pdf\" target=\"_blank\" rel=\"noopener noreferrer\">Park &amp; Lee<\/a>, players are buying because they have an expectation of value, not just because they are happy with the game. They are demonstrating a desire to get more out of our game and we have to sustain that if we are to encourage them to keep spending. You can\u2019t sustain this desire if your IAP doesn\u2019t deliver both logical and emotional value. If we respect our players, we will earn a longer Lifetime Value (LTV), but unfortunately no matter how good our game is there will always be a diminishing return.<\/p>\n<p>That\u2019s why we have to take a design view to the kinds of goods we offer players.\u00a0 I like to break these down into four categories:<\/p>\n<ul>\n<li><strong>Sustenance<\/strong> \u2013 Goods we require to continue playing<\/li>\n<li><strong>Shortcuts<\/strong> \u2013 Goods which speed up the actions we are performing<\/li>\n<li><strong>Socialisation<\/strong> \u2013 Goods which are primarily about social capital<\/li>\n<li><strong>Strategy<\/strong> \u2013 Goods which open new playing options<\/li>\n<\/ul>\n<p>These goods can come in various forms:<\/p>\n<ul>\n<li><strong>Consumable<\/strong> \u2013 a one-time use item<\/li>\n<li><strong>Capacity<\/strong> \u2013 something which enhances growth\/play<\/li>\n<li><strong>Permanent<\/strong> \u2013 a permanent upgrade or unlock item<\/li>\n<li><strong>Generators<\/strong> \u2013 an increase in the supply of a consumable<\/li>\n<\/ul>\n<p>Looking at your game, you will be able to identify a point in the game mechanic or the context loops of play (perhaps even the metagame) where any of these items would benefit the players. However, the problem most developers fall into is forgetting to make their goods scaleable.<\/p>\n<p>It\u2019s something which, in my opinion, was the downfall of the free2play version of <a href=\"http:\/\/www.develop-online.net\/opinions\/the-problems-with-dungeon-keeper-and-why-in-app-purchases-aren-t-inherently-evil\/0188827\" target=\"_blank\" rel=\"noopener noreferrer\">Dungeon Keeper<\/a>.<\/p>\n<p>Scale matters!<\/p>\n<p>Some methods we can use to help scale goods include:<\/p>\n<ul>\n<li><strong>Bundles <\/strong>\u2013 Whether it\u2019s a BOGO or a pack of 10, selling more than one consumable in a single transaction not only makes the offer more attractive to the player, it also means that they may have some left over. And that means they\u2019ll need to come back to use them.<\/li>\n<li><strong>Ratchet Mechanisms<\/strong>: It can be scaling how many recharge crystals you need to continue your run, having died multiple times like in Blades of Brim by SYBO, or the classic mechanic where to upgrade your HQ you first have to upgrade your Gold and Mana Stores (which of course takes an escalating amount of time and resources to complete). I\u2019m falling out of love for this system to be honest, but it\u2019s still valid when spread amongst a large number of assets such as the different heroes in Marvel Future Fight. This method also includes multi-part items such as the Blueprints in the Force Collection.<\/li>\n<li><strong>Scissor-Paper-Stone: <\/strong>This remains my favorite approach to scale and I think the most consumer friendly \u2013 add a touch of dilemma to the purchase. Do you buy the Blue Sword or the Red one? Blue is better on Green, but Vulnerable to Red attacks\u2026 Do it well and you\u2019ll turn purchase decisions into a positive part of the reason to play. Look at games like Hearthstone or DOTA where players have no problems with spending money. A dilemma doesn\u2019t have to be profound, it can be as simple as the mental switch between collecting gems and avoiding obstacles in Lets Go Rocket from Cobra Mobile.<\/li>\n<li><strong>Customization:<\/strong> The more creativity you allow your players, the more engaged they will be with their characters emotionally and the better impact your purchases will have on ongoing retention. However, this has to be authentic. You can\u2019t fake Geek Cool.<\/li>\n<\/ul>\n<p>There are other things you can consider too, such as how rare an item might be, what function that item delivers, why that\u2019s special, and how it improves the gameplay. But also ask why an item will be something a player aspires to get and how you can make it more personal.<\/p>\n<p>IAP must be part of the game design experience. We have to create a sense of anticipation and delight if we are to attract players\u2019 interest and create the desire to act and purchase from us.\u00a0 We are now retailers inside our game and as such have to think in a similar way. Why not consider some of the following techniques?<\/p>\n<ul>\n<li><strong>Help from a friend:<\/strong> Games like Criminal Case actively use Facebook connections to offer gifts to their friends of freely available consumable items like energy. Learning from Puzzles &amp; Dragons as well as Marvel Future Fight, we can connect with other players who are online at the same time as us and make tentative allies. These can be a great excuse to see what impact a power or new character might have on our game, and make it easier to get past a troublesome boss.<\/li>\n<li><strong>Free use of an item:<\/strong> Sometimes we have to show people what they are missing out on; unless you have used a better car\/gun\/etc, how will you know how much more fun it is that the one you already have? Sometimes this temporary use can be a reward or part of a daily challenge, but it can also be highly effective to use <a href=\"http:\/\/unityads.unity3d.com\" target=\"_blank\" rel=\"noopener noreferrer\">\u2018Opt-In\u2019 Video Ads<\/a> to offer such experiences. These put a commercial value to the free item, something the player often appreciates more as a result.<\/li>\n<li><strong>Predictable uncertainty:<\/strong> Knowing you will get something but not knowing <em>what<\/em> is a great tool. This is often used crudely by throwing a roulette wheel into the game. However, it\u2019s more interesting in its use in Crossy Road: I regularly get a random creature from the coins I earn through play or from watching opt-in videos. These creatures are all delightful in some way, and each time I get one the other becomes more interesting. There are some which I just had to get my hands on straight away \u2013 as a result I was willing to spend real money to get the ones I wanted, Emo Goose and Frankenstein.<\/li>\n<li><strong>Limited offer:<\/strong> Whether it\u2019s limited by time or event, it can be really effective to make players authentic and in-game context plausible offers. Fake scarcity will add to playing fatigue.<\/li>\n<\/ul>\n<p>Finally, the point of making sustainable IAP is to look at the sale as the beginning not the end. If we are to really achieve that, then we have to recognize that each purchase we initiate creates its own sense of buyer\u2019s remorse and build playing and paying fatigue \u2013 leading to churn. We have to constantly fight this inevitable loss by building post-purchase utility. That means making the user feel special every time they make a purchase, similar to the unboxing experience of an Apple product. Identify and allow players to show off \u2018landmark items\u2019 which genuinely expand the scale of play, but then don\u2019t forget to show them what their money has bought. All this has to also take into account how each purchase affects the gameplay of others; we can\u2019t afford to increase the engagement of one player at the cost of dozens of others.<\/p>\n<p>Show me as a player that you respect my decision to invest in your game and give me a reason to do it again!<\/p>\n<p>[\/fusion_text][fusion_separator style_type=&#8221;none&#8221; top_margin=&#8221;30px&#8221; alignment=&#8221;center&#8221; \/][fusion_text columns=&#8221;&#8221; column_min_width=&#8221;&#8221; column_spacing=&#8221;&#8221; rule_style=&#8221;default&#8221; rule_size=&#8221;&#8221; rule_color=&#8221;&#8221; content_alignment_medium=&#8221;&#8221; content_alignment_small=&#8221;&#8221; content_alignment=&#8221;&#8221; hide_on_mobile=&#8221;small-visibility,medium-visibility,large-visibility&#8221; sticky_display=&#8221;normal,sticky&#8221; class=&#8221;&#8221; id=&#8221;&#8221; font_size=&#8221;&#8221; fusion_font_family_text_font=&#8221;&#8221; fusion_font_variant_text_font=&#8221;&#8221; line_height=&#8221;&#8221; letter_spacing=&#8221;&#8221; text_color=&#8221;&#8221; animation_type=&#8221;&#8221; animation_direction=&#8221;left&#8221; animation_speed=&#8221;0.3&#8243; animation_offset=&#8221;&#8221;]<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/blogs.unity3d.com\/2015\/06\/23\/design-driven-in-app-purchases-creating-sustainable-monetization\/\"><em>https:\/\/blogs.unity3d.com\/2015\/06\/23\/design-driven-in-app-purchases-creating-sustainable-monetization\/<\/em><\/a><\/p>\n<p>[\/fusion_text][fusion_text columns=&#8221;&#8221; column_min_width=&#8221;&#8221; column_spacing=&#8221;&#8221; rule_style=&#8221;default&#8221; rule_size=&#8221;&#8221; rule_color=&#8221;&#8221; hide_on_mobile=&#8221;small-visibility,medium-visibility,large-visibility&#8221; class=&#8221;&#8221; id=&#8221;&#8221; animation_type=&#8221;&#8221; animation_direction=&#8221;left&#8221; animation_speed=&#8221;0.3&#8243; animation_offset=&#8221;&#8221;]<\/p>\n<p style=\"font-weight: 16px; letter-spacing: 2px; text-align: center;\">Oscar Clark \u00a0 \u2022\u00a0 June 23, 2015<\/p>\n<p>[\/fusion_text][fusion_separator style_type=&#8221;none&#8221; top_margin=&#8221;50px&#8221; alignment=&#8221;center&#8221; \/][fusion_social_links show_custom=&#8221;no&#8221; \/][\/fusion_builder_column][\/fusion_builder_row][\/fusion_builder_container]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>[fusion_builder_container background_parallax=&#8221;none&#8221; enable_mobile=&#8221;no&#8221; parallax_speed=&#8221;0.3&#8243; background_repeat=&#8221;no-repeat&#8221; background_position=&#8221;left top&#8221; video_aspect_ratio=&#8221;16:9&#8243; video_mute=&#8221;yes&#8221; video_loop=&#8221;yes&#8221; fade=&#8221;no&#8221; padding_top=&#8221;20&#8243; padding_bottom=&#8221;20&#8243; hundred_percent=&#8221;no&#8221; equal_height_columns=&#8221;no&#8221; hide_on_mobile=&#8221;no&#8221; type=&#8221;legacy&#8221; border_sizes_top=&#8221;0px&#8221; border_sizes_bottom=&#8221;0px&#8221; border_sizes_left=&#8221;0px&#8221; border_sizes_right=&#8221;0px&#8221;][fusion_builder_row][fusion_builder_column type=&#8221;1_1&#8243; layout=&#8221;1_1&#8243; spacing=&#8221;yes&#8221; center_content=&#8221;no&#8221; hover_type=&#8221;none&#8221; link=&#8221;&#8221; min_height=&#8221;&#8221; hide_on_mobile=&#8221;no&#8221; class=&#8221;&#8221; id=&#8221;&#8221; background_color=&#8221;&#8221; background_image=&#8221;&#8221; background_position=&#8221;left top&#8221;  [&#8230;]<\/p>\n","protected":false},"author":3,"featured_media":1884,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_cbd_carousel_blocks":"[]","_exactmetrics_skip_tracking":false,"_exactmetrics_sitenote_active":false,"_exactmetrics_sitenote_note":"","_exactmetrics_sitenote_category":0,"footnotes":""},"categories":[1],"tags":[55,120,41,66],"class_list":["post-1592","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-general","tag-article","tag-game-design","tag-monetisation","tag-oscar"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v21.4 (Yoast SEO v26.7) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization - Fundamentally Games<\/title>\n<meta name=\"description\" content=\"THE LIVEOPS PUBLISHER Bringing Games to Live\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization\" \/>\n<meta property=\"og:description\" content=\"THE LIVEOPS PUBLISHER Bringing Games to Live\" \/>\n<meta property=\"og:url\" content=\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/\" \/>\n<meta property=\"og:site_name\" content=\"Fundamentally Games\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/fundamentallygames\" \/>\n<meta property=\"article:published_time\" content=\"2015-06-23T22:34:26+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2023-01-31T12:36:50+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1920\" \/>\n\t<meta property=\"og:image:height\" content=\"1440\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Oscar Clark\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@fundamentallyg\" \/>\n<meta name=\"twitter:site\" content=\"@fundamentallyg\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Oscar Clark\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"12 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#article\",\"isPartOf\":{\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/\"},\"author\":{\"name\":\"Oscar Clark\",\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/person\/bc43024a38d3db2d395e0801baca5634\"},\"headline\":\"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization\",\"datePublished\":\"2015-06-23T22:34:26+00:00\",\"dateModified\":\"2023-01-31T12:36:50+00:00\",\"mainEntityOfPage\":{\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/\"},\"wordCount\":2900,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#organization\"},\"image\":{\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage\"},\"thumbnailUrl\":\"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg\",\"keywords\":[\"article\",\"game design\",\"monetisation\",\"oscar\"],\"articleSection\":[\"general\"],\"inLanguage\":\"en\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/\",\"url\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/\",\"name\":\"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization - Fundamentally Games\",\"isPartOf\":{\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#website\"},\"primaryImageOfPage\":{\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage\"},\"image\":{\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage\"},\"thumbnailUrl\":\"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg\",\"datePublished\":\"2015-06-23T22:34:26+00:00\",\"dateModified\":\"2023-01-31T12:36:50+00:00\",\"description\":\"THE LIVEOPS PUBLISHER Bringing Games to Live\",\"breadcrumb\":{\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#breadcrumb\"},\"inLanguage\":\"en\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/\"]}]},{\"@type\":\"ImageObject\",\"inLanguage\":\"en\",\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage\",\"url\":\"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg\",\"contentUrl\":\"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg\",\"width\":1920,\"height\":1440},{\"@type\":\"BreadcrumbList\",\"@id\":\"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Home\",\"item\":\"https:\/\/fundamentally.games\/knowledge-base\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization\"}]},{\"@type\":\"WebSite\",\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#website\",\"url\":\"https:\/\/fundamentally.games\/knowledge-base\/\",\"name\":\"Fundamentally Games\",\"description\":\"The LiveOps Publisher\",\"publisher\":{\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#organization\"},\"potentialAction\":[{\"@type\":\"SearchAction\",\"target\":{\"@type\":\"EntryPoint\",\"urlTemplate\":\"https:\/\/fundamentally.games\/knowledge-base\/?s={search_term_string}\"},\"query-input\":{\"@type\":\"PropertyValueSpecification\",\"valueRequired\":true,\"valueName\":\"search_term_string\"}}],\"inLanguage\":\"en\"},{\"@type\":\"Organization\",\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#organization\",\"name\":\"Fundamentally Games\",\"url\":\"https:\/\/fundamentally.games\/knowledge-base\/\",\"logo\":{\"@type\":\"ImageObject\",\"inLanguage\":\"en\",\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/logo\/image\/\",\"url\":\"http:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2021\/03\/PRIMARY-Fundamentally_Logo_V1.png\",\"contentUrl\":\"http:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2021\/03\/PRIMARY-Fundamentally_Logo_V1.png\",\"width\":2986,\"height\":671,\"caption\":\"Fundamentally Games\"},\"image\":{\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/logo\/image\/\"},\"sameAs\":[\"https:\/\/www.facebook.com\/fundamentallygames\",\"https:\/\/x.com\/fundamentallyg\",\"https:\/\/www.linkedin.com\/company\/fundamentally-games-ltd\",\"https:\/\/www.youtube.com\/channel\/UCQhOVyuBC47qwZTunE4uu2Q\"]},{\"@type\":\"Person\",\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/person\/bc43024a38d3db2d395e0801baca5634\",\"name\":\"Oscar Clark\",\"image\":{\"@type\":\"ImageObject\",\"inLanguage\":\"en\",\"@id\":\"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/person\/image\/\",\"url\":\"https:\/\/secure.gravatar.com\/avatar\/ada78cd2f1448891125080fdcc4c38ce7eb0ad8c7f362f7a4b57d7d014a12f87?s=96&d=mm&r=g\",\"contentUrl\":\"https:\/\/secure.gravatar.com\/avatar\/ada78cd2f1448891125080fdcc4c38ce7eb0ad8c7f362f7a4b57d7d014a12f87?s=96&d=mm&r=g\",\"caption\":\"Oscar Clark\"},\"url\":\"https:\/\/fundamentally.games\/knowledge-base\/author\/oscar\/\"}]}<\/script>\n<!-- \/ Yoast SEO Premium plugin. -->","yoast_head_json":{"title":"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization - Fundamentally Games","description":"THE LIVEOPS PUBLISHER Bringing Games to Live","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/","og_locale":"en_US","og_type":"article","og_title":"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization","og_description":"THE LIVEOPS PUBLISHER Bringing Games to Live","og_url":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/","og_site_name":"Fundamentally Games","article_publisher":"https:\/\/www.facebook.com\/fundamentallygames","article_published_time":"2015-06-23T22:34:26+00:00","article_modified_time":"2023-01-31T12:36:50+00:00","og_image":[{"width":1920,"height":1440,"url":"http:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg","type":"image\/jpeg"}],"author":"Oscar Clark","twitter_card":"summary_large_image","twitter_creator":"@fundamentallyg","twitter_site":"@fundamentallyg","twitter_misc":{"Written by":"Oscar Clark","Est. reading time":"12 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"Article","@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#article","isPartOf":{"@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/"},"author":{"name":"Oscar Clark","@id":"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/person\/bc43024a38d3db2d395e0801baca5634"},"headline":"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization","datePublished":"2015-06-23T22:34:26+00:00","dateModified":"2023-01-31T12:36:50+00:00","mainEntityOfPage":{"@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/"},"wordCount":2900,"commentCount":0,"publisher":{"@id":"https:\/\/fundamentally.games\/knowledge-base\/#organization"},"image":{"@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage"},"thumbnailUrl":"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg","keywords":["article","game design","monetisation","oscar"],"articleSection":["general"],"inLanguage":"en","potentialAction":[{"@type":"CommentAction","name":"Comment","target":["http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#respond"]}]},{"@type":"WebPage","@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/","url":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/","name":"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization - Fundamentally Games","isPartOf":{"@id":"https:\/\/fundamentally.games\/knowledge-base\/#website"},"primaryImageOfPage":{"@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage"},"image":{"@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage"},"thumbnailUrl":"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg","datePublished":"2015-06-23T22:34:26+00:00","dateModified":"2023-01-31T12:36:50+00:00","description":"THE LIVEOPS PUBLISHER Bringing Games to Live","breadcrumb":{"@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#breadcrumb"},"inLanguage":"en","potentialAction":[{"@type":"ReadAction","target":["http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/"]}]},{"@type":"ImageObject","inLanguage":"en","@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#primaryimage","url":"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg","contentUrl":"https:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2012\/08\/designdrive-iap.jpg","width":1920,"height":1440},{"@type":"BreadcrumbList","@id":"http:\/\/fundamentally.games\/knowledge-base\/design-driven-in-app-purchases-creating-sustainable-monetization\/#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"Home","item":"https:\/\/fundamentally.games\/knowledge-base\/"},{"@type":"ListItem","position":2,"name":"ARTICLE: Design-Driven In App Purchases: Creating Sustainable Monetization"}]},{"@type":"WebSite","@id":"https:\/\/fundamentally.games\/knowledge-base\/#website","url":"https:\/\/fundamentally.games\/knowledge-base\/","name":"Fundamentally Games","description":"The LiveOps Publisher","publisher":{"@id":"https:\/\/fundamentally.games\/knowledge-base\/#organization"},"potentialAction":[{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https:\/\/fundamentally.games\/knowledge-base\/?s={search_term_string}"},"query-input":{"@type":"PropertyValueSpecification","valueRequired":true,"valueName":"search_term_string"}}],"inLanguage":"en"},{"@type":"Organization","@id":"https:\/\/fundamentally.games\/knowledge-base\/#organization","name":"Fundamentally Games","url":"https:\/\/fundamentally.games\/knowledge-base\/","logo":{"@type":"ImageObject","inLanguage":"en","@id":"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/logo\/image\/","url":"http:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2021\/03\/PRIMARY-Fundamentally_Logo_V1.png","contentUrl":"http:\/\/fundamentally.games\/knowledge-base\/wp-content\/uploads\/2021\/03\/PRIMARY-Fundamentally_Logo_V1.png","width":2986,"height":671,"caption":"Fundamentally Games"},"image":{"@id":"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/logo\/image\/"},"sameAs":["https:\/\/www.facebook.com\/fundamentallygames","https:\/\/x.com\/fundamentallyg","https:\/\/www.linkedin.com\/company\/fundamentally-games-ltd","https:\/\/www.youtube.com\/channel\/UCQhOVyuBC47qwZTunE4uu2Q"]},{"@type":"Person","@id":"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/person\/bc43024a38d3db2d395e0801baca5634","name":"Oscar Clark","image":{"@type":"ImageObject","inLanguage":"en","@id":"https:\/\/fundamentally.games\/knowledge-base\/#\/schema\/person\/image\/","url":"https:\/\/secure.gravatar.com\/avatar\/ada78cd2f1448891125080fdcc4c38ce7eb0ad8c7f362f7a4b57d7d014a12f87?s=96&d=mm&r=g","contentUrl":"https:\/\/secure.gravatar.com\/avatar\/ada78cd2f1448891125080fdcc4c38ce7eb0ad8c7f362f7a4b57d7d014a12f87?s=96&d=mm&r=g","caption":"Oscar Clark"},"url":"https:\/\/fundamentally.games\/knowledge-base\/author\/oscar\/"}]}},"_links":{"self":[{"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/posts\/1592","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/comments?post=1592"}],"version-history":[{"count":6,"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/posts\/1592\/revisions"}],"predecessor-version":[{"id":4099,"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/posts\/1592\/revisions\/4099"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/media\/1884"}],"wp:attachment":[{"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/media?parent=1592"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/categories?post=1592"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/fundamentally.games\/knowledge-base\/wp-json\/wp\/v2\/tags?post=1592"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}