## The A/B Testing Playbook for Mobile Games, Part 2: Statistical Significance Testing

In the first article in this series, we discussed the different types of A/B testing (also known as “split-testing”), how to properly structure experiments, and the most common …

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## 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 …

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## Wireframes and best practices for your in-game mobile free-to-play game store

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## 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!

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## Checklist for Creating IAP Special Offers that Sell

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!

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## Understanding IAP Merchandising

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

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## Six 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. As a result, I’ve seen …

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## How to Fail in F2P Mobile Games: Part II

Previously, we touched on three distinct approaches to product and feature design: Adapting Proven Solutions, Forward-Innovation, and Pure (blank slate) Design.

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## The F2P Designer’s Dilemma

Like many mobile game PMs and designers, I cut my teeth in premium console game production. Down in the trenches, creative decision-making flowed freely.

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## How to Fail: Start Without a Business Case

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.
