- UPDATE: Released on Google Play Store
- Early Access Open Beta: https://play.google.com/store/apps/details?id=com.atetkaolabs.shopclick
- Goal: Apply my data science skill set on the mobile applications marketing field.
- There are four major parts to this project:
- 1.) (DONE) Development of a mobile game (tracked on GitHub)
- 2.) (DONE) Launch
- 3.) (IN PROGRESS) Inorganic user acquisition
- 4.) (TODO) Marketing report
- Game Design
- Game Development
- Android Developer Fee
- Monetization
- Marketing Analytics Hooks
- Testing
- Media Kit
- Required Legal Stuff for Google Play Store
- Launch on Google Play Store
- Obtaining Users
- Customer Service
- Mobile App Marketing Primer
- Marketing Dashboard
- Acknowledgements
- The purpose of my project is not making a AAA game; this is a means to the end for the marketing analytics part.
- Regardless, my game must be compelling enough that a user would:
- 1.) Play for more than a few minutes
- 2.) Reach a conversion goal, e.g. watch an advertisement
- To bypass lengthy design and planning, I am replicating a genre that would be managable for me to solely develop: A 2D, menu-driven, clicker/incremental game.
- Engine: Unity 2019.2.0f1 (C#).
- NOTE: I recently upgraded to 2019.2.8f1 and some menu items were slightly different.
- Version Control: GitHub @ https://github.com/atet/mobile_app_marketing/tree/master/Shop%20Click
- Assets: CC0 licensed assets from Open Game Art (https://opengameart.org/)
- Platform: Android
- There is a one-time $25 USD fee you need to pay to publish apps on the Google Play Store.
- Sign up/log in here: https://developer.android.com
- My conversion goal is that a user get all the way to watching at least one advertisement.
- I am using Google AdMob to deliver rewarded video-based advertisements in exchange for in-game premium currency.
- I plan to set up this framework in my app, but it is more of an academic exercise than a monetization goal.
- Stay tuned: Data from Google Play Console Statistics dashboard and Google AdMob Console may suffice instead of hard-coded hooks to report KPIs.
- There are a few KPI's that I am keeping track of:
- Android device ID, this is unique to each device
- Session length/count
- Session time until conversion
- Specific implementations were privately tested on several Android devices.
- Builds in which a user could make it to endgame (level 80) will be tested by a small group of experienced mobile gaming players.
- An open beta test is currently being run on Google Play Store Early Access.
-
Google Play Store link: https://play.google.com/store/apps/details?id=com.atetkaolabs.shopclick
-
Website: http://labs.athitkao.com
-
Graphics:
- Thanks for the concept art Mondul Kao!
-
NOTE: Graphics, descriptions of your application, email contact for customer service, etc. are required by Google Play to submit your application for their store.
I am not a lawyer and am not providing any legal advice here.
- In order to collect any user data from an app on the Google Play Store, you must provide a link to your user agreement that exists online.
- It is your responsibility to protect any user information you collect for marketing analytics, etc.
- Even if you watch a current walkthrough video on Youtube, etc. many details can change between Unity and Google Play overnight.
- These are the big differences that I experienced:
- You must build your *.apk OR *.aab as ARM64-only, select Scripting Backend as IL2CPP and the Target Architecture as only ARM64
- You must increment the Bundle Version Code everytime you upload a build to Google Play for processing, even if Google detected an error with your build during the uploading process
- You build cannot be in development mode or have any Debug.Log commands (that are uncommented)
- Your first submission may take a few days to clear Google Play's checks
- My mobile application is currently in beta phase (though, it is fully playable), so currently it's asking friends and family to test it.
- Incorporated in Google Play Console is the ability to run Google Ads campaigns (promoted postings in Google Play Store, etc.).
- There are other avenues to obtain inorganic growth outside of Google:
- Social media campaigns (Facebook, Instagram, etc.)
- Printed flyers
- Door-to-door advertising
- If customer issues come up, you need to handle them appropriately before too many bad reviews sink your app.
- I will be handling issues on a case-by-case basis and personally responding to user reviews.
- Every project will have different goals. These goals will define what marketing analytics are important to track as key performance indicators (KPIs).
- An example of a critical KPI that would guide high-level strategic decisions is user retention. This is an indicator of an app's success and is represented by n% user retention after m days.
- The following are popular terms in the mobile application marketing space:
Term | Description |
---|---|
KPI | Key Performance Indicator |
DAU | Daily Active Users |
ARPU | Average Revenue Per User |
Session | Event where a user is actively using the application |
Session Length | The amount of time a user spends during a session |
Session Inverval | The amount of time between active sessions |
- Marketing and analytics are serious business; there are people that work on just these aspects of a mobile app full-time.
- From my experience in biotech analytics, be prepared for projects ranging from "We need to know xyz by today" to multi-year sagas.
- This article provides an excellent overview of experimental design in analytics projects: https://campus.datacamp.com/courses/experimental-design-in-r/introduction-to-experimental-design?ex=1
- Google Play Console includes all tools needed for what I would've wanted to make as a dashboard. No need for me to reinvent the wheel.
- I am changing goal #4 to be a marketing report data product instead of a stand-alone dashboard.
- https://scdash.athitkao.com
- Framework: Shiny (R Statistical Language)
- Webserver: Linux
This is the coup de grace of my project. All the KPIs from my Shop Click app will be summarized here.
- Mondul Kao: I wouldn't have started on this journey into the gaming industry without him.
- The Gaming Industry: Everyone from Big Huge Games and GDC that was encouraging and welcoming.
- GameDev.tv: Thanks Ben, Rick, and Yann for making high-quality educational content on Udemy.
- Countless Others: From open game assets to helping with bugs, many thanks to the online community.