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A NYC Gaming Conversation: User Acquisition

You built an awesome game. Now how do you get people to play it? Come discuss with a panel of talented game developers and marketers the best and latest tactics to get the right people seeing, downloading or installing your creation.

This panel will teach you the do's and don't of user acquisition. Join us as experienced user acquisition masters are using proven techniques (and some tricks of their own) to acquire users effectively and efficiently. You'll learn how to balance cost with speed, identify trends from warning signs, and most importantly how and when to slam the acceleration pedal.

Produced in collaboration with the Lawrence N. Field Center for Entrepreneurship.

Moderator: Arseny Lebedev (Signus Labs)

Arseny Lebedev co-founded Signus Labs, where he manages marketing and partnership strategies. Since its founding in 2009, Signus Labs grew organically to a major development studio that delivers high quality work on multiple platforms to millions of players. Arseny follows a balanced development philosophy — gameplay and profitability are fundamental to a successful project. Signus develops social games on Facebook and Mobile Platforms. Arseny holds the Hudson Country, New Jersey Bejeweled 2 Action mode gold medal.

Panelists include:

Mattan Griffel (Front Labs)

Founder and CEO of The Front Labs, the world's first growth hacking shop for startups based in New York City. Teacher at General Assembly and NY Ambassador to the Sandbox Network, a collection of young leaders under 30. Speaker at various industry events – including at Bloomberg, Internet Week, and Social Media Week – and have been featured in BusinessWeek, Mashable and The Next Web.

Fred Kahl (Funny Garbage)

A multi-talented interactive producer, programmer, designer and born showman, Fred (a.k.a. The Great Fredini), has been the creative and technical lead in the development of hundreds of projects at Funny Garbage. A member of FG's original lineup, he has been instrumental in developing the vision and overseeing the production of award-winning websites, animation, games and interactive applications for more than a decade.

Brian Wane (Smerc Design)

Brian is a game designer who has been developing games since 1996. He earned an MFA in Design and Technology from Parsons School of Design. In 2000 he founded SMERC, an award winning mobile and social game design studio located in Brooklyn. SMERC has created a portfolio of 175+games that have been played over 300 million times. Their clients include Nickelodeon, MTV, VHA, Cartoon Network, DreamWorks, Atari, Discovery and more. SMERC has become an industry leader in creating vibrant, provocative experiences that captivate and consume a player’s attention. SMERC is forging a new approach to the way people are entertained across all the places and devices they play. When Brian is not making games he enjoys roller coasters, swimming with dolphins and fine, fine art.

Please RSVP with your full first and last name for building security.

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  • susan.miller

    Great info mate!! thanks a lot! appreciated!!

    October 17, 2012

  • Nick P.

    Thank you very much. I will return the favor in the future if I can.

    October 13, 2012

  • Timothy J.

    AWESOME thanks guys much appreciated!

    October 12, 2012

  • Melissa Marie F.

    -Notes cont.-
    Interesting Points:
    *If using facebook login, remember that China, one of the biggest mobile markets, does not have facebook.
    *For Referrals, one case study found that "gifting" in-game items worked well to recruit women, while a more aggressive approach like "beating" your friends worked better for men.
    *Users were more likely to login with facebook or twitter when also given an option to login with an email address
    *All the companies present recommended allocating 30-50% of the mobile budget to marketing.
    *For analytics, they recommended Contagion. TapJoy also has analytics.

    1 · October 12, 2012

  • Melissa Marie F.

    I wrote up some notes, here all:

    1. Everything Needs Analytics. Google analytics and a social-movile analytics system.
    2. Tapjoy offerwall for Revenue. Tapjoy can be installed into your games so players can earn in-game currency. We see revenue from this, and it's often higher than AdMob. Keeps people who will never pay engaged, and we still see revenue from them
    3. Launch is Just the Beginning - be ready to react to bugs, tweak game based on analytics.
    4. Map Out the User Lifecycle for your Product, and measure conversions at each step (with analytics.)
    Basic lifecycle for the user:
    Acquisition - via press coverage, visibility on the app store,
    Activation - installs
    Retention - length of play, types of interaction
    Revenue - amount spent per player, analyze what type of player spends $
    Referral - incentivize recruiting friends, and take away as many barriers as possible to inviting those friends.
    Rinse and repeat.

    -Part two posted in the next comment, char limit-

    1 · October 12, 2012

  • Lance N.

    I can try to write up some notes. Here's the first demo:

    1 · October 12, 2012

  • Nick P.

    Same here I RSVPd and also was unable to make it. (thank you very much LIRR). If there are some notes or something it would be very much appreciated.

    October 11, 2012

  • Timothy J.

    Is there anywhere I can find notes or something online for this discussion? I RSVPd and couldn't make it!!

    October 11, 2012

  • Eric L.

    Hey, is it possible to pay through Paypal rather than Amazon?

    October 8, 2012

Your organizer's refund policy for A NYC Gaming Conversation: User Acquisition

Refunds are not offered for this Meetup.

Our Sponsors

  • Microsoft

    Host of most Playcrafting NYC events

  • MaxPlay

    Brand new game engine for the 21st century!

  • Pollen VC

    Pollen gives game studios free early access to app store revenue!

  • Tapjoy

    Tapjoy’s helps developers game engage and monetize their players.

  • The Law Offices of Chris Reid

    Expert Legal Advice for the Gaming Space.

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