There have been plenty of video games based on Hasbro’s Monopoly over the years, ranging from Leisure Genius’ 1985 release on home computers to Ubisoft’s Monopoly PLUS on modern consoles. But few have been as successful as Scopely’s spin on the popular board game, Monopoly Go!, which has climbed its way to the top of the iOS download charts and top-20 highest grossing. We explore how Scopely has breathed new life into an old IP and the features contributing to its success.
On that note, how do you measure the success of an IP integration beyond downloads and earnings? And what should you look out for if you’re exploring an IP integration into the gaming world? A recent article from entertainment lawyer Simon Pulman highlights the importance of using engagement time to assess IP valuations, but is this metric being used enough to measure the success of IP integrations? Read on to find out.
Elsewhere, our latest report examining how mobile game studios are licensing IP into LiveOps to boost user acquisition is out now and free to download. You’ll find that, along with the biggest collaborations, integrations, and licensing news from the world of video games, below.
How do you put a value on IP? You could focus on total sales to date, or the current buzz surrounding an IP, but it’s probably better to focus on the average engaged time per user (AETPU), according to entertainment lawyer Simon Pulman, an indicator which Pulman says is ‘seldom mentioned’ in his article about the value assessments of IP. Pulman highlights the power of online media, specifically video games, when it comes to having an advantage in driving engagement time. The more time we spend engaging with an IP, the more we care about it. And that time can easily add up in a AAA open-world game (as anyone who’s currently playing Tears of the Kingdom can attest to), or live service games such as Fortnite, League of Legends, and Destiny 2. As Pulman writes:
“Effectively, I'm positing that the amount of engaged time that a user spends with a property (or "story world" or "entertainment brand" or other term you may prefer) is a key indicator of how much time and money they will spend on it in the future.”
Of course, Pulman is writing about engagement from the perspective of an entertainment lawyer valuing entertainment franchises for acquisition. But Pulman’s article got us thinking about IP integrations in video games – either as limited-time events or new games/worlds based on IP – and how people measure the success of these deals. Often, engagement is rarely mentioned as a success metric.
Let’s take a look at Roblox as an example, purely because there are so many branded experiences on the platform. Most of the press releases for these branded experiences focus on the total number of visits, as do the marketing posts on LinkedIn and other platforms in the days following the launch of these experiences.
Why visits? Roblox has 66.1 million daily active users according to its latest financials, so it's easy for big brands to reach a large number of visitors when they launch new experiences on the platform. This means it’s hardly surprising when the marketing professionals involved with creating the experience highlight its success by pointing their clients to the millions of visits it's achieved. This information for branded experiences is then regurgitated through press releases for the general public, with the entertainment industry and non-gaming brands learning to define success by the total number of visits a branded experience can get.
Metrics that are rarely mentioned in branded Roblox experiences are concurrent users (CCUs) and session length, often because they’re so low. Most branded experiences on Roblox (with the exception of the top-rated ones) become digital ghost towns less than a few weeks after release. Average session lengths are typically under four minutes, barely enough time for an FPS player to sort out a load-out and find a game in multiplayer, let alone complete one. Walmart Land is a great example of this dichotomy: over 18 million visitors, but an average of 25 people playing the game at any given time.
Of course, there are plenty of decent branded experiences on Roblox, notably Sonic Speed Simulator, Vans World, and Hot Wheels Open World. Sonic Speed Simulator has an average session time of around 15 minutes, according to Romonitor, which shows players are more emotionally invested in the world.
We need to be more realistic about the success of integrations and licensing deals in the gaming world. Otherwise, we risk creating an echo chamber where vanity metrics such as visits and views take precedence over engagement, and overshadow the importance of building quality gameplay mechanics. Great games equal great engagement - and great engagement points to great games.
That said – and as Pulman points out in a follow-up post regarding his article – AETPU isn’t the metric to end all metrics. Yes, engagement time is undervalued, but assessing the value (or success) of an IP or IP integration solely on engagement time would be the wrong thing to do. There are plenty of other factors you should take into account.
Here are some key metrics you should measure when evaluating the success of an IP-based integration in video games.
Engagement – Quantifying this can be difficult depending on the platform/game you’re integrating with, but there are several ways to do this. Stephen Dypiangco from Metaverse Marcom notes that badges – essentially Roblox’s equivalent of achievements or trophies – are a great way to check player progress on the platform, and ultimately how much they’re engaging with an experience. Similarly, you can use achievements or trophies on Xbox and PlayStation to measure the success of IP-based DLC as milestones for player progress.
Average session length – We’ve already spoken about this with reference to Roblox, but longer engagement times indicate that your branded experience has enough going on to keep players engaged. Short engagement times suggest that players are losing interest and leaving to check out other games on the platform.
Revenue – Make sure any IP-based integration you launch is monetized with themed items, available at a range of pricing points. Not only is this a great way of generating revenue, but sales are a great indicator that players are emotionally investing into your integration.
Downloads – More of a metric for mobile integrations, but if you’re licensing IP as part of a mobile game’s LiveOps, game studios can and should provide an update on how downloads have been affected.
Conversions – Depending on your commercial objectives, you may want to consider setting up a CTA in-game or at least in a game or experience’s page description (on Roblox) directing them to a website, especially if it’s linked to a campaign. As an example, Prada hosted a playable branded experience in Candy Crush that directed players to a campaign website for free samples.
Traffic to external sites and pages – Most video games have passionate communities, so any noticeable boosts to your social media page followers or website traffic demonstrate players are enjoying your integration enough to learn more about your IP/brand afterwards.
There is no escaping Monopoly. This is a board game that’s world-renowned and now a mainstay of international culture. There are so many different themed versions of the game that experts have lost count of how many are out there, although some suspect it’s over 1500. Like any popular franchise, there are plenty of video game adaptations of Monopoly – over 30, in fact – but none have been as successful as Scopely’s mobile version of the game, Monopoly Go!, which continues to go from strength to strength after dominating the download charts in April. At the time of writing, Monopoly Go! is sitting at the top of the iOS download charts and in the top-20 highest grossing mobile games.
The core gameplay loop of Monopoly Go! shares a lot of similarities with the top-grossing casual game Coin Master, according to GameRefinery analysts, but replaces slot machines with the Monopoly board. As a free-to-play mobile game, players have a limited number of dice rolls to move around the map. Once these are depleted, you can wait for them to refresh or purchase additional rolls using real money.
Rather than playing directly against other players on the map, the aim of Monopoly Go! is to purchase every property on the map and place five houses on them to turn them into a hotel. As any Monopoly player knows, building up an empire of properties costs a lot of money. If you don’t have the patience to accumulate money in-game, you can spend real money to build those stacks. Once the board is completed, you move on to the next map.
And players don’t seem to mind spending a little extra. Basic bundles start at $2.99 for 70 dice rolls, $600k in Monopoly money and four property cards, but there are also progressive bundles you can unlock with higher rewards, some for free once you reach a certain level, and others at $9.99. At the time of writing, Monopoly Go! is closing in on a top-20 grossing position on iOS, and has made over $4 million in the last 30 days through iOS devices in the US alone, according to GameRefinery data.
With Monopoly GO! showing no signs of slowing down, there are some valuable lessons from its success that game studios and license holders can apply to their IP-based games or integrations.
Embrace competitive elements – Monopoly GO! is a competitive game by nature, but Scopely builds on this by introducing competitive leaderboards for limited-time events. These work the same way as in-game tournaments – players are told about the specific milestones they need to hit and their progress can be compared with other players across the world.
Collectable elements that track progress – There’s a reason Xbox and PlayStation introduced trophy and achievement systems into their games. These digital trophies and achievements mark a player’s progress and give them something to work towards when they’re playing. In Monopoly GO!, this is done through a stickers album (similar to Roblox’s badges or Animal Crossing’s badges), with badges having specific requirements to unlock. Progression is incentivized, as players earn rewards such as dice rolls and Monopoly money for completing albums.
Live events – Scopely has strong LiveOps calendars for all of its mobile games that refresh with new weekly and monthly events, and Monopoly GO! is no different. This means players are encouraged to revisit the game to check out new events regularly. Monopoly GO! uses ‘flash events’ to encourage longer play times, which are active for an hour shortly after the player logs in. Completing the event unlocks rewards.
Daily tasks / log-in bonuses – Monopoly GO! also rewards players for logging in daily and providing them with daily tasks to complete. These daily tasks allow players to unlock dice rolls and Monopoly money without spending any money in-game.
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Our latest ebook explores how mobile game studios are licensing IP into their games to boost download figures. We examine why IP is proving so popular in the mobile gaming space, and the key features contributing to the success of IP-based integrations. It’s available to download for free above.
Here are some of our other favourite brand collaborations, licensing deals and partnerships from the last month.
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