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How to Increase Mobile Game Revenue Using Rewarded Surveys

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App Masters10:30Open on YouTube
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The bottom line

Rewarded surveys let mobile games earn money from non-paying players, and they add to ads and in-app purchases instead of replacing them. Offering players several ways to earn raises retention and lifetime value, even for small games.

Key takeaways

  • Most players never pay, so they are an untapped source of revenue. 2:06
    • The idea came from a player who wanted a fifth builder in Clash of Clans and refused to spend $20.
    • Market researchers struggle to reach people, and phones put respondents right where they are.
  • Real market research surveys are engaging because people like sharing about themselves. 3:41
    • Sharing gives a small serotonin release, and the reward spent in the game gives another.
    • Offer walls often fail to pay out and fake surveys left a bad taste, so honest surveys stand out.
  • Different players prefer different ways to earn, so a game should offer all of them. 4:40
    • Some players love offer walls, some love surveys, some watch videos, and a small group pays.
    • Monetizing every group lifts ARPU and LTV.
  • Rewarded surveys keep non-paying players in the game for longer. 5:19
    • In strategy, casino and puzzle games, surveys become the usual way to get gems.
    • Some users take over $100 worth of surveys in their lifetime, so "whale survey users" exist.
  • Surveys pay best when the currency is spent fast, and even small games gain. 6:44
    • Slots players returned daily for tokens, so slots earned more than poker, where players came back weekly or every two weeks.
    • An indie game with about 200 daily users added roughly $1,000 a month without hurting ads or purchases.

As long as users have options, they kind of feel empowered to choose. And they really appreciate that from mobile publishers.

Tom Hamon, co-founder and CEO of TheoremReach

Chapter summaries

0:00 Where TheoremReach came from

A lock-screen ad app sparked the idea of paying people to answer a question instead of watching an ad.

  • Asking a question instead of showing an ad was the seed of the idea. 1:46
    • Over six years earlier, an app paid users each time they unlocked their phone and saw an ad.
    • Tom's reflex was what if we asked you a question instead?
    • He calls this habit "entrepreneurial sickness": seeing something cool and wondering what to change.
    • Clash of Clans made the idea click: take surveys to earn gems without spending money.

2:50 Why surveys

A real survey on a topic the player likes feels like a game, so surveys work next to other ways to earn.

  • A survey on a favorite topic feels as rewarding as play. 3:41
    • Arts and crafts is Tom's example of an interesting topic.
    • The player shares something, then collects diamonds at the end.
    • Researchers pass the answers to their clients to build better products and services.
    • Tom calls it win, win, win all around the board.
  • Each kind of player has a favorite way to earn. 4:40
    • Offer wall fans download and try other games for gems.
    • Survey fans go after them ferociously, and others prefer watching videos.
    • Paying users are a small portion, but they bring a lot of revenue.
    • Tom's advice is do it all, monetizing every aspect of the audience.

5:15 Give players options and match the currency

Surveys earn most when players choose how to earn and the currency is spent often.

  • Players should get several ways to earn. 6:04
    • Choice makes users feel empowered.
    • Publishers get thanked for it.
    • Heavy survey users panic if something breaks: I need my surveys.
    • Each game's economy is reviewed separately before surveys are added.
  • The more spendable the currency, the more surveys players take. 6:44
    • Poker players took about $10 of surveys at once to enter top tournaments.
    • After that they returned only weekly or every two weeks.
    • Poker still showed a pretty good LTV.
    • The test is how fast players can spend the currency and how much they want it.

8:09 Small games and other apps

Monetizing the users you already have beats chasing downloads, and surveys also fit non-game apps with a reward currency.

  • Early-stage games should tune monetization before chasing downloads. 8:23
    • Steve Young argues that at 100 to 200 daily users, small tweaks make a huge difference.
    • Tom's early games had about 200 daily users.
    • As an indie developer, he added surveys to more apps, and they now pay his bills.
    • Even 20 daily users is enough to earn extra money.
  • Surveys also work in apps that are not games. 9:17
    • Dating and texting apps have been tried.
    • The requirement is some kind of rewarded currency.
    • A reward currency ties back to surveys best.
    • Publishers sometimes seek help before the small tweaks are done.

In the growth library

Tom Hamon, Co-founder and CEO of TheoremReach. Rewarded surveys give apps a way to earn from non-paying users without cutting into ads or in-app purchases. The founder explains where they fit, which currencies and game types suit them, and how an indie game with about 200 daily users added roughly $1,000 a month.

More from App Masters · The whole library, and ask it anything

Transcript224 lines
0:00

What is up Appnation. Welcome to another app. Masters of virtual summit, right? Well, we talked to some amazing app entrepreneurs out there, amazing app platforms to really understand how they can help us better grow, met, retain, and better monetize our apps. And today I've got a phenomenal guest joining me from his basement during these crazy times. And I was like, look, I'm from my garage and I could just. Uncovered this and show you what my garage looks like.

0:26

But I wanna introduce the guest. He is the co founder and CEO at their own reach. Tom Hamon and thermal reach will allow you to better monetize your apps by using surveys. So I'm going to talk about all about how you started this platform. Also, wind is a right time ask for these survey stops. So without further ado, let me introduce the guest. His name is Tom and Tom. Welcome for the summit. Thanks. No, it's really great to be here.

0:52

It's, yeah. Kind of crazy times, to be living in, but, uh, you know, I'm glad that I'm able to work from home, even if I am regulated down to the basement here. But, you know, we do what we can. I wish I had a basement because I'm in a garage and my dog is literally going inside and out. Sometimes I have my family coming in and out and I have all this background noise. Yeah. Like just put me in a basement. Let me a little room that nobody else can bother me in.

1:17

Yeah. Yeah. But Tom, let me talk about this, like, tell me a little bit about Theoremreach. What were you seeing the market that made you want to start this company. Sure. Mmm. Well, I can give you the unfiltered story of how I originally I came up with the idea for theorem reach the better unfiltered. I like that better. I, I've always kind of had the entrepreneurial sickness where, you know, I see something and rather than just appreciating it for what it is, I'm like, Oh, that's cool, but what if we change this?

1:46

So, you know, a little over six years ago, there was an app that came out. Mmm. Where they basically show you an, uh, add on your lock screen. Whenever you unlock your phone, you get paid for that. And I was like, well, that's cool, but what if we asked you a question instead? And how this kind of merged into the ideas? At that time I was playing way more clash of clans, and I'd like to admit. I really wanted my fifth builder and I just refuse to spend $20 on the game.

2:13

And so one of the players that they absolutely hated, but I was like, I'm not spending money on this game. And then it kind of clicked. I was like, what if I could take surveys to get these gems for free? Cause I do that all day. I don't want to spend my money though. And that's kind of how serum reach was born. It's like, well, why don't we give. Mobile game publishers, a way to monetize their non-paying users like me and give us the way that we can more engage with that game to get that content for free.

2:37

And at the same time, you know, market researcher, it continues to get harder and harder for them to find and reach people. And let's bridge the gap and give them people right where they're at, which is on their smartphones playing apps and games. Why surveys? Is it because you knew that people were paying more for surveys more for this market research, but why surveys. So, you know, I think at the time there were some other things out there, like offer walls, like tap joy, kind of come around with like CPI offers and stuff.

3:06

And I've actually done a few of those as a user. And I often found that like you'd go through and you do all this stuff and then you wouldn't actually get a reward. And I just found it really frustrating. Mmm. And at the same time, I think surveys kind of have a. Bit of a bad taste. Mmm. So everyone has maybe fallen for that, you know, click here and take a survey to get a $50 Amazon gift card once and you like get into it and you realize like, this isn't even a survey.

3:33

They're just showing me a bunch of ads and stuff and eventually you, you give up. But, and so it kind of has this distasteful, um, aspect to it. But when you actually get into real market research surveys that are asking you. Real things. It's actually pretty engaging and fun. Um, something that a lot of people don't realize is, Mmm. People like sharing information about themselves. So when I get to share something about myself, I get a little serotonin release as if I'm playing a game.

4:01

And the best part is when you actually have a real survey asking you about something that you find interesting, let's say arts and crafts. It's fun and engaging. You get to share something, you get that serotonin response at the end, you get a bunch of diamonds, which is great. Then you can go back to your game spend and use those diamonds, which gives you more of a serotonin response and it's just this, you know, win, win, win all around the board and market researchers get that information to give back to their clients to make better products and services.

4:28

I'm assuming just the reason we want to use surveys is higher payouts. Is there any other reasons besides that? You know, usually when I talked to publishers about a monetization strategy. Mmm. I like to point out that users or different people, everyone has different things that they prefer or like to do. Mmm. Some people like having an offer wall where they can download, try other games and, you know, get gems back in this game for it.

4:55

Um, some people love surveys, love being able to share their opinions and things, and they'll. Ferociously go after this. Other people like watching a lot of videos, and then you know, your small portion of users where you're going to get a lot of revenue from would be your paying users. So yeah. You know, I typically say do it all like as long as you're monetizing every aspect of them, you're boosting your overall art out and LTV of users.

5:19

And the other thing that we've found is when you have things like rewarded video rewarded surveys incorporated into your app, retention rates are actually higher because you're non-paying users. Are more likely to stick around if you'd give them an Avenue to earn this stuff. And what we see with a lot of games. Especially in categories like strategy or casino or puzzle games where users have a much longer life span and they really understand the value of the currency rewarded.

5:44

Surveys will become like the way that I get my gems and if, if something ever goes wrong, they're like, I need my surveys cause I got to get that. And you a lot of users that are taking a hundred plus dollars worth of surveys, you know, over their lifespan. And so you actually start to have like whale survey users that are a part of it. So yeah, usually our recommendation is. You know, give users options. You know, some might try rewarded surveys and might like them, the same thing with the board and a video.

6:10

But as long as users have options, they kind of feel empowered to choose. And they really appreciate that from mobile publishers. Do you find that maybe more the gems? So I know there's different currency levels, right? Like gender, more powerful than like the coins, right? And so you find out, Hey, for like these higher value currencies, virtual currencies, that's where you should start incorporating some of the surveys.

6:34

You know, it depends a little bit. And you know, I feel like we usually like to look at each game's economy separately to, you know, make sure that we're doing the right things for you. Mmm. Generally we found that the more spendable occurrancy is, the more likely they are to take, um, more surveys. So an example of that, uh, we saw early on was we had a poker app where. Just about every user that came in would take like $10 worth of surveys right away to get enough poker chips to enter into like the highest level tournaments and stuff.

7:07

And then we found that unless they're really bad at poker, they didn't come back and take surveys that often, maybe like once a week or once every two weeks to get a recharge. Um, but then you look at like a slots app where you know, just about every day they'd come in, they take a few surveys to get some know tokens for the slots. And they'd spend 'em the next day. They kind of come back and repeat that. So overall arc, that was a little bit higher for the slots game because they're coming back and doing it every day.

7:35

Okay. But. For that LTV poker app still saw pretty good, uh, return there too. So it kind of depends on, you know, how fast can you spend that currency to and how much do I want it? I think if anyone wants to talk to us about rewarded surveys or any other, you know, just general monetization questions, we love going through our apps and figuring out like, what's the best monetization strategy for you? How can we help you make more money?

8:00

You know, if it includes your word of surveys, great. If we can help you boost your ad revenue. Great. You know, we just love helping publishers be successful. Yeah, I love it too. And I think, you know, when you go to the website, like take Tom on up on this offer, you know he's a genuine guy. Cause I always tell game publishers like sometimes they come to us too early or just they haven't figured out all of the, yeah, it is these little tiny tweaks that in my opinion make a huge difference that if you're getting, here's my philosophy on this song, feel free to disagree.

8:28

Well, I don't think if you've got a hundred $200 a day and you gain organically, or maybe you're doing some paid acquisition early on in that growth stage, you're in that tinkering stage. Well then. Figure out how to better monetize that 100 users. Like don't think about downloads all the time, like figuring out how to better monetize the people that are coming in right now. Oh yeah, no, I, you know, I, we've had some, some of our early games were like, I dunno, 22 200 daily active users and, and they were like, good.

8:54

I added surveys and it added an extra, you know, thousand dollars a month to me and it didn't take away from ads and it didn't take away from inept purchases. And it was, it was great for me and I'm just an indie dev, so I was able to do that on a few more apps and now it's pretty much paying the bills for me. That's so cool. Right? Like it is that important. It is to do that. Hey B, have you guys tried any non games?

9:16

Yeah. Yeah. You know, we've also gotten into like dating apps or texting apps. Generally we look for apps that have some sort of rewarded currency. Mmm. Just because it tends to tie best back with, uh, with surveys. That's awesome. Well the website is thermal reach. You can click on the links, any of the links in the video below as well. Go check them out and reach out to the guys there. Cause if you've got a game, like Tom said, if you're getting 20 I get 20 daily active users.

9:45

That's enough to make extra money. So figure out how to better monetize that. 20 what's getting Theoremreach.com Tom, if the audience wants to follow up, say thank you for coming on or even, you know, connect with you personally, do you want to send them anywhere else? No, I mean, you guys can always just email me directly. dot com I love talking to folks and you know, if I can't help you, I'm sure I can find someone that can.

10:07

Awesome. Tom, I hope to do more things with you in the future. Congratulate on your success. Congrats on just launching it. I love that grid story, the early, sorry, you got to share more of that, man. I'd really love to, but thank you so much for coming on and doing this. Sounds good. Thank you much, ma'am. Thank you guys for watching. I'll see you on the next interview.