Free2Play browser games, massively multiplayer online games (MMOG) and social games are still a growing market. But since high user numbers don’t automatically generate revenue, the problem that almost every game publisher faces nowadays is how to monetize users.
Most players are not willing to spend money on virtual currency or premium features, the source of revenue for game publishers. Many Free2Play online games try to get as many players as possible to generate advertising revenue by clicking on ads. This strategy works only short-term though, and is not the best method of achieving successful monetization.
Customer Care – What do I know about my players?
Every game publisher should be able to answer the following questions about their users:
How did the player find out about my game?
How often does he play?
Which features does he use frequently?
Has he ever paid for additional features?
The key to successful monetization is not high user numbers, but rather active customer support, which involves three crucial steps:
- Continually acquire new players
- Draw players’ attention to your products
- Convert your registered users into paying customers
The more you get to know your players, the better you can respond to their needs. If players feel like they are addressed personally, they will respond by developing a more stable and intensive relationship with your game. This approach is based on Customer Relationship Management (CRM) which is used in eCommerce: The “customer life cycle,” the click rates and the customer value analysis are used by online traders to get to know online shoppers better. These methods can also be adopted by game publishers.
The Five Phases of a “Customer Life Cycle“
The customer life cycle goes through five phases. Game publishers should adjust marketing measures according to these:
1. Awareness of the Product
The user hears about your game but has not yet registered. Your goal is to get the user to sign up via various marketing and sales measures.
2. Registration
In phase two, the interested user creates an account on your game site and starts playing. As a publisher, you’ll create incentives to keep the player playing your game. Now is the time to get to know your new player in terms of preferences and future behavior.
3. Identifaction
A new player who identifies him or herself with your game will become a regular user now. This is the phase in which you can get your player to pay for features and to reward them with special items.
4. Retirement
In this phase, the player retires from your game and might even go to a competitor, often due to a change of interests. Active CRM can prevent a player from leaving and never returning to your game or brand.
5. Inactive Player
The player still has an account but does not use your game anymore. In this fifth phase, you might be able to reactivate your player by offering vouchers or benefits.
Players in phase 3 bring the company the most revenue. These players know the game, talk about it, recommend it and are most likely to spend money on additional features. Another thing that gaming can learn from Ecommerce has to do with RFM: Recency, Frequency and Monetary Value. High user numbers usually generate huge databases, but there are better ways than selling data and risking disgruntled users who never come back. Analyze your databases and find out what your players do:
Recency:
Did the player buy something? When was the last time he or she did?
Frequency:
How often does the user play and which features does he/she use?
Monetary Value:
How much money has the player already spent on additional features?
These questions allow you to divide your users into two categories:
- “More valuable” — players who have already paid for additional features once or do so regularly.
- “Less valuable” — players that never spend money on additional features.
You as a publisher need to know these categories in order to address the players. If you pinpoint a person in your database (e.g. through calculations) who is likely to do something, what will be your part in it? Contact that person.
Knowing what your players do while playing your game is the first step in monetizing them. If you are aware of their preferences in the game, you can act on them, and if the player feels like they are appreciated, they will bound with your game and stay. The next step is to realize that your players have a life outside of your game — one you should think about as well!

