Item | Details |
---|---|
Game Name | Eg: BattleBlitz |
Genre | Eg: Real-time multiplayer strategy |
Target Audience | Eg: Gamers aged 16–30, competitive players, mostly on Android |
Launch Goals | Eg: Maximize revenue in first 6 months without hurting user growth |
Pros | Cons |
---|---|
Eg: Low barrier to entry, easier user acquisition | Eg: Requires strong in-app economy to drive revenue |
Pros | Cons |
---|---|
Eg: Instant revenue per download | Eg: Higher drop-off before install |
Preferred Model:
Eg: Freemium with optional paid expansion pack
Why this model works:
Eg: The game’s competitive loop supports ongoing purchases; users expect free access in this genre; events and cosmetics drive in-app revenue.
Risks and Mitigation:
Optional Hybrid Suggestion: