GTM Sauce

Plarium · B2C · mobile game studio

Sell mugs, t-shirts and hoodies to a game's biggest spenders

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What they did

Built a physical merch line for RAID: Shadow Legends. Analyzed player segments and preferences; framed merch not as a new revenue stream but as a way to raise LTV (and so support more marketing spend). Price ladder: mug ~$6, t-shirt ~$20, premium hoodie ~$50, aimed at whales (~2% of users spending thousands).

In their words

Buying vs. Building: Scaling Beyond a Single App — Josh Peleg, BlueThrone

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Josh PelegYeah, yeah. If they figure it out. So just a word of warning there on that one.

Josh PelegOther thing to add is, so when I was working at Plarium, the guys who made RAID: Shadow Legends, which, for those who don't know, is a huge RPG, kind of hero-collection game that was doing about a billion a year in revenue at its peak. And one of my projects back there was to build the physical merchandise line for this game. And so we looked into the different types of customers and what they're willing to spend on and what their likes were. And the way we were analyzing it was not as an additional revenue stream, but "How can I increase the LTV of these users using physical products?" And it might be a mug for $6. It might be a t-shirt for $20. Or it might be a super-premium hoodie for $50. And I know that with my whales that are 2% of the user base, give or take, that are spending thousands of dollars on this game, I can then do this easy add-on of a premium product just to show off their fandom for the game and use that to actually influence my marketing spend because I'm actually increasing my LTVs there.

David BarnardThat's really cool. I like that. There's just so much opportunity in this space to figure out ways to lever up and grow in so many different ways.

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Tags: physical-goods, merch, whales, ltv