![]() It’s usually measured by DAU/MAU and I like to think of it as how many loyal fans are in your game. Stickiness is slightly different from retention. Those prototypes with the highest retention usually make it to market. Getting people to come back and play everyday is the area that companies focus on during a soft launch. So when a novel mechanic appears it’s a breath of fresh air from the consistent Match-3 re-skins or Clash of Clones that more frequently release on a Thursday… The hardest part is making it stick. Creating a novel mobile experience is a hard task.
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