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--- Auto-Generated Description --- This diagram models a complex mobile game economy, specifically focusing on a battle-royale-style game's full meta-economy. It simulates various in-game revenue sources, including in-app purchases (IAP) for gems, VIP passes, bonus XP, ad revenues, and the impact of these on the game's average revenue per paying user (ARPPU) and lifetime value (LTV). The diagram features pools representing resources like gems, XP, and money, sourced from player actions such as purchasing gems, watching ads, and playing games. These actions are facilitated by sources that generate resources, gates that conditionally allow transactions based on probabilities (such as the chance of making a purchase after being prompted), and converters that transform one type of resource into another, reflecting the conversion of gameplay actions into economic value. Registers are used to compute the effects of various actions on player experience and revenue, including bonuses from VIP passes and the gameplay's impact on LTV. The diagram takes into account the accumulation of XP and how it translates into leveling up, affecting bonuses and VIP benefits. It also models a feedback loop where playing games can lead to ad views and IAP prompts, which then influence the total revenue. This extensive interplay of in-game mechanics with monetary outcomes provides a comprehensive overview of the potential revenues from different user actions and game design decisions, crucial for forecasting and enhancing the game's financial performance.