モバイルアプリ分析Strategy
Clash Royale: Game Analysis and Monetization Strategy
App Basic Information
[appinfo id=1053012308 lang=JP]Monetization
Overview Diagram
Monetization Structure Analysis
■Free-to-Play and Low-Spending Player Segment
Content is prepared so that even free-to-play and low-spending players can enjoy the game. A key point is the provision of content for events, etc., with a relatively low-level restriction of level 9. Cards themselves can be collected by steadily playing the game. However, as card levels increase, the balance shifts, making gold scarcity a greater issue than card scarcity. The shop regularly sells inexpensive packs (x4, x5, etc.), which is good news for low-spending players. Above all, PvP is fun! Winning in PvP grants reward chests, which accumulate in a queue. There's an addictive enjoyment that makes players keep playing even when they know they won't get immediate rewards.■Paid Elements - Primarily Growth Resource Type
Paid elements include opening queued boxes, special packages in the shop, and event participation (buying a SEASON PASS allows FREE PLAY during the SEASON). If you want to quickly raise any card to MAX level, you'll end up investing a considerable amount in the loot boxes sold in the shop. Even for free-to-play players, the SEASON PASS is an attractive and cost-effective item, making it an excellent entry point for monetization. Additionally, players will want to collect the stamps (Emotes) that can be used for communication. As seen from the overview diagram, the monetization structure is essentially simple. It is built upon three basic elements: Gold, Emeralds, and Cards, making it easy for users to understand what they need.List of Paid Content
Summary of In-Game Purchase Types- Timed Reward Item Additions
- Loot Boxes
- Character Purchases
- Upgrade Packs
- In-Game Currency Sales

