Social/Mobile games. So an already predatory industry. Let’s get people addicted to a game, and then suck as much money from them as possible.
In the industry, we definitely weren’t the only ones doing it. And really we were only doing basic stuff (it was all in house developed middleware, so effort vs reward didn’t make much sense to go hard) I wouldn’t be surprised if others were going deep.
- the hardest part is getting someone to part with their money. But once they’ve done it once, even for the smallest amount, the second purchase will be easier.
- conversions that stopped playing got emails with discounts.
- whales got freebies when they lost to keep them happy.
- everything else was just finding the customers perfect price.
- ultimately we were selling noting. So any sale is better than no sale. You can’t make a loss on a number in a database.
Everything was broken down into campaigns (we’d have multiple running at any one time) targeting different segments. Then we’d track the conversion, sale, and retention numbers of those campaigns against each other. Sometimes one campaign might flop for one segment but not another, so we’d retarget with a new one.
I don’t think it’s used much in other markets. I know Twilio has Segment, that could be used to do segmented pricing but I’ve never really seen it done in other industries.
I wouldn’t say it’s jaded me. It has made me conscious of my data footprint. I don’t play mobile or f2p games. But I am weary. The COVID greed-flation showed the mindset of businesses. It might not be long until targeted pricing becomes worthwhile to make number go up (still), and hidden under the guise of “lowering prices”.
It’s obviously enough of a thing to warrant Google to crack down on it in both chrome and YouTube.
If it’s such a small problem, why spend the effort?