How viral user acquisition is key

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A new study looking at player behaviour around SEGA's Sonic Forces

One of our members; GetSocial, have published a new study looking at player behaviour around SEGA's Sonic Forces: Speed Battle which shows results that players who had an invite on social media showed 43% better retention and play 87% more sessions compared to regular players. Interesting key findings are that WhatsApp showed to be the most effective viral acquisition channel and players (whose social influence generated five or more installs by friends) continued to actively play the game four times longer than regular gamers.

Using non-paid social channels for user acquisition, attracted gamers that played more and stayed longer - with a significantly lower acquisition cost, increasing virality and retention. “Adding GetSocial’s social layer to Sonic Forces: Speed Battle delivered incredibly encouraging results," said Chris Southall of SEGA HARDlight. "By relying on the power of peer-to-peer recommendation, and rewarding users who invite their friends with in-game items, we not only saw significantly lower acquisition costs versus traditional channels but also much greater levels of player retention. As an experiment in using non-paid channels, it’s been a definite success."

What's in a name? GetSocial, leader in viral user acquisition tools, allows users to share content and apps with their friends natively across many of the leading messaging platforms like WhatsApp, Facebook Messenger and Snapchat. GetSocial's technology is used by leading global developers and publishers including SEGA, Super Evil Megacorp, Fluffy Fairy, Ubisoft and many others.

How viral user acquisition is key

"By relying on the power of peer-to-peer recommendation, and rewarding users who invite their friends with in-game items, we not only saw significantly lower acquisition costs versus traditional channels but also much greater levels of player retention."


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