# A/B Testing Playbook for Mobile Games

In the first article in this series: [The A/B Testing Playbook for Mobile Games, Part 1: Structuring the Experiment](https://turbine.games/2023/12/04/the-a-b-testing-playbook-for-mobile-games-part-2-statistical-significance-testing/), we discussed the different types of A/B testing (also known as “split-testing”), how to properly structure experiments, and the most common …

---

## About our articles and guides

In our work on 100+ games with 80+ game teams, there are some challenges that we encounter again and again. Over time, our experiences naturally evolve into generalizable best-practices. In these articles, I attempt to …

---

## Wireframes and Best Practices

Wireframes and best practices for building a minimal viable product for your in-game mobile free-to-play game store.

---

## Visual Hierarchy in IAP Stores

Top-grossing mobile games use visual hierarchy to guide players’ purchases. Here’s your playbook for visual hierarchy in IAP stores!

---

## Creating IAP Special Offers

In mobile games, IAP Merchandising is an area where best-practices are well established. Here’s your checklist for creating IAP Special Offers that sell!

---

## Understanding IAP Merchandising

Successful free-to-play mobile games use effective IAP Merchandising. But what does that actually mean, and what are its components?

---

## High-Yield Design Patterns for F2P Games

“We have tons of ideas, but what should we do first?” Having worked with over 30 game teams as a product consultant, I’ve been surprised by how often developers fail to frame the prioritization problem correctly...

---

## The Designer’s Dilemma

The F2P Designer’s Dilemma: Like many mobile game PMs and designers, I cut my teeth in premium console game production...

---

## Fail in F2P Mobile Games

As we know, 95% of mobile F2P games are unprofitable. After working on 80+ mobile projects with 30+ game teams, I’ve seen these odds play out first-hand...
