We Help Game Developers Increase Their Revenue and Retention
up to 30% in 6 Months or Less

Client Highlights

Increased Monthly Revenue +30% ($300k/mo) & Retention +30% for Iron Throne: The Firstborn in 6 Months

“The reason we work with GamerSpeak is in its name already. Any developer, especially mobile game developers, should be interested to hear what users have to say about their game, what they feel about it, all kinds of users, all power levels, different backgrounds, spending levels. The voices of all these diverse players are important to know for any game developer.

GamerSpeak’s insights into our users contribute about 30% ($300k/mo) of our revenue and retention.

Youngjun Hong

Producer, Netmarble F&C

We attribute around 15-20% of our revenue to GamerSpeak’s customer feedback loop and community insights.

In addition to contributing to our revenue, GamerSpeak reliably delivers results, which is really important for us. Many services deliver strong performance during the first one or two months, but their quality always drops off. Games like ours are very long term with a 1-3+ year life cycle and change a lot. We need stable and high-quality results that stick because that stabilizes our revenue and ARPDAU. GamerSpeak’s insights are a significant reason we see those stable revenue and ARPDAU numbers and that is why we keep working with them.

GamerSpeak also really knows our players. We have different kinds of players – top players, middle players, and entry-level players and it’s hard to get authentic insights from all of them. The GamerSpeak reports and comments cover all of those players, especially the middle and top players. We can reliably gather information and user sentiment from GamerSpeak for our weekly, monthly, and yearly plans.”

Jihyun Seo

Head of Global Business Strategy, Netmarble F&C

Challenge
  • Limited knowledge of what top players are interested in.
  • Conflicting internal opinions from different departments.
  • Unreliable quality and short-term results from third-party service providers.
  • No existing strategy guides. Players are unsure how some parts of the game work, and are not confident with their purchases. No existing strategy guides.
Result
  • Player insights that led to better game design and accounts for 15-30% ($150k-300k+/mo) of Revenue and 30% of Retention.
  • The game has been live and profitable for 2.5+ years and has no plans to shut down anytime soon. 
  • An incredible community hub with 50+ strategy guides that cover all verticals of the game and are updated monthly.
Time Frame
4-6 Months
Site: Iron Throne Elite
Game: Iron Throne: The Firstborn
Client: Netmarble F&C

Case Study: The Seven Deadly Sins: Grand Cross – 225 Pages of Strategy Guides in 45 days

Since the game had already launched, GamerSpeak had to quickly publish content as fast as possible. Netmarble F&C was incredibly responsive, providing us with assets and game stats that we needed in a timely manner. Within 45 days we had 225 unique pages of strategy content published on the wiki!

Impressed with the quality and speed, Netmarble F&C requested all the content to be localized into German, French, Spanish, and Portuguese. They used their localization partner, and GamerSpeak created the interlanguage language wikis and published the localized guides.

The Wiki launched on May 26th, 2020 to very positive feedback from the community.

Two months later on July 31st, 2020, Netmarble F&C was ready to share the Fandom directly to their forum with 220,000 global users. At this point, we published 75 localized guides (~20 in each language) that allowed the content to be available to a large portion of the user base.

The post was very well received by 3,400 viewers in the first 5 days, with 33 positive reactions and only 2 negative reactions.

Lifetime Page Views

Peak Daily Page Views

Challenge
  • Rapid adoption of the game, but no strategy guides created by players even three months after launch.
  • A huge number of requests by players globally for in-depth strategy guides.
Result
  • 225 unique pages of strategy guide content published in 45 days.
  • Strategy guide content localized into five different languages.
  • Over 1M Page Views in the first 9 months.
Time Frame

45 Days

Game:
The Seven Deadly Sins: Grand Cross

Client:
Netmarble F&C

"The GamerSpeak team understands MZ’s products and works well with its game communities. Throughout our time working together, they have provided great feedback for our MZ titles."

-Machine Zone

Partnered Games That Have Reached Over $1 Billion in Revenue

Monthly Players

Monthly Pageviews

GamerSpeak Recommendations Implemented

GamerSpeak Glassdoor Rating

Who This Is For

This method is for game developers who want to create a game that makes millions a month but are scared that the game will die at launch or never become profitable. You don’t want to see your game flop or never be able to compete with rival games in the market. You want your game to be able to stand out from your competition in a big way so that it becomes the top game in the genre. If you haven’t already, you want to make your first HUGE HIT GAME that gives you all the capital and investment you’ll ever need.

The truth is that even though gaming is a huge market, it’s also extremely saturated. It’s overwhelming to look at Game Refinery’s Market Explorer and see so little opportunity everywhere you look. 

Maybe you want to make a chart topping game but are worried about yours fizzling out within a few years. The initial KPIs of your game are OK or even pretty good, but you are worried they could deteriorate quickly if you aren’t able to continually keep your players engaged with compelling new content.

Our method is for anyone who wants to be ahead of the curve of what their players want but is bogged down and frustrated with other projects. You just don’t have the resources to build feedback systems to understand all your various player profiles. Plus, it’s really hard to come up with new features and a meta that players want. They’ll only complain about new content being too expensive anyway, right? All you hear from the community are game performance complaints and annoying requests for “free stuff”. Maybe you don’t have a community manager, or for whatever reason, they are unable to get actionable feedback that is actually useful for your design team.

You might feel a barrier between you and your players that feels like they don’t trust your intentions and think you only care about “taking their money.”

Perhaps you want to implement changes to the game that increase revenue and improve retention, but you’re facing consistent PR nightmares because you’re releasing new content that players don’t want to buy or isn’t what players expected. It’s a hassle to constantly ban players, enforce rules, and manage pissed off VIPs. You’re losing valuable development time managing these problems and it’s becoming a harmful cycle that’s holding you back from making the game extremely profitable.

You want to make your players feel listened to and supported, but you don’t have time to answer all their questions and complaints. Popular new games are coming out every week that players in your communities say they are leaving your game to go play.

Maybe you are looking for new ideas and strategies for your team that will help improve your KPIs so you can raise more money from VCs, but you aren’t sure if a new technology or a new service is where you will find value. Meanwhile, your player base is exploiting your game’s bugs and complaining about everything you release, and you don’t think software will reverse the negative cycle.

You’re the person responsible for bringing new strategies to your team that will be successful and increase your game’s retention and revenue, but you haven’t found a compelling new strategy in a long time. You want to raise more money from VCs, but aren’t sure if a new SaaS platform or technology is the best way to do that. The ideas you currently have are too expensive and time-consuming to integrate with your game.

How do I know if this method isn’t right for us?

Typically, if you relate to one of the following, the GamerSpeak method will not be the right fit for you:

  • You are satisfied with your internal community management, player feedback, and game KPIs.
  • You don’t want to work with a third party for actionable player feedback and recommendations.
  • Your MRR is less than $100k/mo or you have less than $2M in funding.

Here’s the truth:

You can achieve an increase of up to 30% in revenue and retention in six months or less. However, there is a barrier of trust between you (game developers) and your community that prevents you from getting authentic, actionable feedback that positively impacts your revenue and retention.

It is possible to get access to this authentic, actionable feedback, but game developers use the wrong approach with their community. This leads to them feeling frustration, resentment, and distrust towards their community.

No other marketing agency or community management company is dedicated to solving this problem for game developers.

Chad Kihm’s Story

Chad and friends showcasing Apoc Apparel

In 2010, I accepted my admission to Cal Poly San Luis Obispo for Industrial Engineering. Deep down I knew I was more interested in business than in engineering, but my dad was very successful in his career because he knew how to speak to engineers as a VP of Marketing. I figured it would be easier to learn engineering in school and business skills afterwards or on the side.

In the first quarter of Freshman Year, I started a clothing business called Apoc Apparel with a few other friends who also wanted to gain business experience while majoring in other subjects. By Junior year we had sold about 1,000 items and every day I saw someone I didn’t know wearing our clothing around campus.

In 2015, six months before graduation, I was studying abroad in Germany and knew I needed to choose a career path. So I decided to take a five day trip to Dubrovnik, Croatia to meditate and make that decision. I thought back to what I knew I enjoyed doing every day and what came to mind was Apoc Apparel and a strategy guide website I had recently started for the most popular mobile game in the world at the time.

Just a few months earlier, I had started the website for the #1 Top Grossing Strategy Game, which had millions of daily active users and was earning over $5M a DAY in revenue.

I had been playing for about three months and had spent hundreds of hours studying how to “burn” other players. In this game, when you burn someone, you’re often costing them hundreds or thousands of dollars worth of in-game currency. There was no other game like this in the world at the time.

 Half the players in my alliance tried to solve their lack of knowledge in the game by heedlessly pouring more money into it. The players who did that quit in a matter of weeks because they never learned how to actually win. This was costing the developers an incomprehensible amount of revenue.

 I actually got fed up with my teammates quitting because it made it harder to win competitive events in the game. I tried searching for any educational resources on the game that I could share with my team. Even though there were millions of daily active users for this game, it only had a few small Youtubers, no websites, and no Twitch streamers. 

 Six months after launching the website and working with many of the top players in the game to generate accurate strategic content, the site had a combined 800,000 sessions and 2,800,000 page views. 

Google Analytics from Jun  2014 - Jan 2015

The player base was eating it up and I got to know many of the whales/VIPs in the game personally. These guys were spending $100K a week like it was nothing. In fact, the #1 most dominant player, “Stayalive77”, loved what I was doing for the game so much, he invited myself and three other of his closest friends on an all-expenses paid trip to Dubai for three days.

I sent these pictures to various game developers and explained how I was able to get in the inner circle with VIP players. I knew exactly how to discover what they wanted to pay for and what they didn't. A few big time developers were immediately interested.

Navi on the left with Stayalive77 on the right

Chad in front of the Burj Khalifa

The initial partnerships were a huge success, so I officially formed “GamerSpeak” and went on to build more Superuser-led communities that generated authentic, actionable feedback for many other gaming titles, seven of which have earned over $1B in revenue.

How to Increase Your Game’s Revenue & Retention in 6 Months or Less:

Build a Community Hub and Sponsor Superusers to Publish High-Quality Strategy Guides

Old Way

  • Launch a forum for the game where you hope players will write, update, and disseminate guides on a regular basis.
  • Hope that the player base will create a wiki, website, or forum and create high-quality content.

    New Way

    • Build a community hub and sponsor Superusers to publish high-quality strategy guides.
    • Support them with a team of people for editing, graphic design, SEO optimization, and marketing so the superuser only needs to focus on getting their insight on paper.

    Old Result

    • Content on forums is outdated, signaling to new and existing players that the game could be dead.
    • Outdated content on forums doesn’t give your player base the confidence they are looking for to be competitive and learn.
    • Players who have created a fan site ultimately decide they don’t like “volunteering” their time for no monetary reward, so they stop creating new content or abandon their site within 4-6 months.
    • What is even worse is when those fan communities start promoting another game that the creator has moved on to. I’ve seen this happen countless times, especially with YouTube channels.
    • Players never have a good source of education, so they quit to go find a game that does.

    New Result

    • Consistent new strategy guide content that is always up-to-date.
    • The Superusers will educate thousands or tens of thousands of players a day.
    • High-quality superuser content will give your player base the confidence they need to invest a lot of time and money into your game and actually be successful.
    • All your players will adopt new content more quickly because the Superusers will educate them on the benefits for each play style.
    • When new players see the beautiful website with the detailed guides, they’ll know your game is legit.
    • Great content will encourage customer loyalty because other games don’t have it.
    • Returning players will be very happy that they can use the strategy guides to get caught back up with current meta.

    Takeaway

    Nurturing and promoting Superuser content will guarantee consistent strategy guide content that is always up-to-date. Thus, player engagement with newly released content will be higher and faster, which increases retention and revenue.

    The type of information players want most from developers is tips, tricks, and strategies.

    "Forming, growing, and maintaining brand communities can be expensive endeavors. To understand if the cost is worth it, the author convinced a client to hide their community for four months. By doing this, the author discovered it was 72% cheaper for the client to answer a question via the community than support. They also found that during the experiment, when the vast majority of customers turned to customer service instead of the community, the satisfaction scores of customers plummeted to one of the lowest levels on record." - source

    Richard Millington

    Harvard Business Review

    Train a Group of Superusers to Gather Feedback & Give Actionable Recommendations

    Old Way

    • Recruit VIPs to join a focus group to give you feedback via a call, Discord room, or email on a volunteer basis.

    New Way

    • Choose a handful of Superusers who are very active and knowledgeable about your game and who have relationships with lots of VIPs, instead of recruiting VIPs to a focus group directly.
    • Spend ~40 hours training each of them in how to discover, capture, and relay actionable feedback that you know will make your game more engaging.
    • Proactively share your plans with the Superusers and get their input about how it will affect their friends’ (the VIPs) behavior before releasing a new feature to the whole game.

    Old Result

    • Many of the players you invite don’t even want to participate.
    • The VIPs in the group are not trained to give specific and actionable feedback, so the feedback to broad.
    • The intentions behind the changes more often than not are not explained to the VIPs, which generates inaccurate feedback and frustration.
    • Feedback from VIPs is often only money-motivated and self-centered when talking to the dev team.
    • You worry about telling the VIP something that will slow down or stop their spending behavior.
    • You’re concerned about VIPs leaking information because they haven’t signed an NDA.
    • Lack of time to manage the group. It’s underutilized.

     

     

     

     

    New Result

    • Trusted and motivated Superusers who want to give you actionable recommendations for improving the engagement of their friends (the VIPs) and themselves.

    • Feel confident that the information you discuss is secure and will not be leaked.

    • Increased revenue and retention because new content is actually what VIPs want.

    • Safely explore ideas for improving VIP engagement without the risk of scaring them away by talking to them directly about new ideas.

    • Avoid poor App Store reviews from VIPs quitting your game and leaving scathing remarks.

    Takeaway

    Getting feedback and recommendations from a small group of very active and knowledgeable Superusers will take much less time and effort to manage, and get you access to the type of actionable feedback you’re looking for. Even though the feedback group is small, they are in touch with thousands of other players, so they know what players of many different play styles want.

    Below you can see that game developers are implementing more and more actionable feedback from a small group of Superusers because they are seeing positive ROI.

    Collect Authentic and Urgent Feedback Via a Superuser-Led Discord

    Old Way

    • Launch an official Facebook group, Twitter page, Discord server, and forum for the game where your community managers spend their whole day calming players down and collecting feedback that has little to no usefulness beyond bugs.
    • Your CM spends hours copying/pasting automated replies to negative comments, filtering and compiling reports that aren’t even read by the product or design team.

    New Way

    • Leverage a handful of Superusers to facilitate tactical conversations in the community that will help you achieve your business goals.

    • Incentivize the Superusers to collect and filter critical feedback and foster a friendly environment for everyone.

      Old Result

      • The players don’t share authentic feedback because they think the developer is greedy.
      • Biased and negative groups of players shame and attack the new and healthy players. Your retention and ARPDAU continue declining at a rapid rate.
      • The developers get discouraged and decide to make decisions in a vacuum rather than trying to listen to what players have to say.
      • Since there is no payment, no reward, no status to be achieved, and it's time consuming, players decide it's not worth their time to submit ideas or issues through these channels.
      • Those who do submit ideas usually don’t think about a realistic solution.
      • On forums, players rarely get their questions answered, and if they do, it's days later or it’s automated. So they stay away from the forum unless they are desperate.
      • High level of churn because new content is not what players are looking for.

      New Result

      • The Superuser-led Discord server attracts the best players and creates an authentic, engaged community.
        Players with questions or social tendencies get a lot of value from engaging with the Superusers.
      • Players will validate their issues and ideas with the Superusers before they go to an “official” channel to talk about them (if they ever do), which means the Superusers get access to issues and insights before you do.

      Takeaway

      Collecting feedback from forums is no longer a viable solution. Training Superusers to provide detailed, authentic sentiment increases the resonance of new content with existing players, thus increasing their session length, retention, and LTV.

      "For the longest time, Sony has run its own official message board, a place where PlayStation owners could get together, hang out, argue pointlessly and, most importantly, troubleshoot. But on February 27, that board will be shutting down." - source

      Luke Plunkett

      Kotaku

      Supercell has shut down their "Hay Day" forum due to lack of engagement.

      Set Up Urgent Reporting For Your Superusers

      Old Way

      • Wait for enough customer support tickets about a specific bug before validating it.
      • Loosely monitor social channels for any big outbursts about a major issue.
      • Let VIP issues be handled exclusively through customer support.

      New Way

      • Give your trained Superusers special access to an urgent report form.
      • They can send in any type of urgent report, whether it be about player sentiment, a bug, an event, or even a VIP.
      • Players in your Superuser-led Discord are immediately vocal about the full scope and severity of a bug. The players verify it with the Superusers.

      Old Result

      • Bugs are identified slowly.
      • Many players are affected by a bug.
      • Many players are able to exploit a bug.
      • You have to go back and forth with a few players over hours or days to understand the full extent of the bug.
      • Someone on your QA team spends 4-8 hours investigating the full extent of the bug.

      New Result

      • Receive urgent LiveOps sentiment reports about event structure, event rewards, and in-app purchases reports from trusted Superusers.
      • Immediately understand the scope and severity of an issue.
      • Receive steps to reproduce the bug.
      • Receive recommendations about how to fix the bug and how to compensate those who were affected by it.
      • Receive urgent reports about VIP players who did not get their issues properly resolved by customer support and are about to quit because of it.
      • The Superusers also hear about serious bugs that some players may be trying to keep secret because they are beneficial to exploit.

      Takeaway

      Leveraging trained Superusers for reporting urgent issues can speed up how fast you identify the scope and severity of issues by three days.

       

       

      “We identify bugs three days faster than before.”

      -GamerSpeak Client

      Some examples of urgent reports:

      Have Superusers Write Sentiment Reports That Answer KPI-Specific Questions

      Old Way

      Send out surveys to all your players once a month:

       

      • Inherent biases can generate inauthentic responses.
      • Creating the survey can take a lot of time for your design team and community team to curate.
      • Delivering the surveys in a segmented fashion can take precious time from your developers.
      • Players don’t care about the questions you are asking because they don’t see them as benefiting them.

      New Way

      • Train Superusers to learn the KPI-specific questions that your design team knows will improve your KPIs.
      • Your design team meets with the Superusers to teach them what specific KPI questions to ask the community about each component of the game.
      • The Superuser introduces these questions to the community on a daily basis in an authentic and unobtrusive way.
      • When the Superuser writes a sentiment report, they make sure to provide actionable feedback that addresses the questions from the design team.

        Old Result

        • Your players have inherent survey bias (source, source) which results in inauthentic responses.
        • The results come in slowly and take a longtime  to digest.
        • You receive very little actionable feedback.
        • Players participate for the rewards and rush through the survey.
        • The data is noisy.

        New Result

        • You receive sentiment reports from your Superusers that are guaranteed to have actionable learnings for your development team.
        • Your player satisfaction will increase. They are happy, spending money, and telling their friends about how they play a game where developers actually listen.
        • The Superusers send you detailed authentic sentiment reports that you rely on every week to guide the production of your game. The Superusers reflect the opinions of thousands of other players who play various playstyles.
        • You will spend way less time managing your feedback process.

        Takeaway

        A small group of Superusers who are trained to answer KPI-specific questions can provide more actionable feedback than all of your surveys. This feedback is key to achieving an increase of 30% to your retention and revenue because the development team can be confident the feedback they receive will move the needle.

         

         

        “Survey questions are tricky to write in a way that yields high quality, actionable data. Importantly, the sample for the survey must be large enough to enable meaningful statistical analyses and comparisons, and it must be representative of the population of interest. If I want to know what “racing gamers”—the people who will potentially buy my game—think about my game, I must ensure that my sample truly represents the population of racing gamers. Surveys are also retrospective in nature. When players are asked in a survey to give their views about a game, they are asked to think about their past experiences with a game, experiences that may have varied widely. Survey respondents may have finished the game, quit because it was not fun or played very little of the game. It is often not clear, therefore, that survey respondents are reporting their perceptions of the same gaming experience, which makes it difficult to draw generalizable conclusions from data collected in this manner. Furthermore, self-reported judgments about experiences that took place in the past are subject to biases and other difficulties that are well documented.” - source

        John P. Davis (User Research Engineer, Microsoft Game Studios), Keith Steury (User Research Lead for Microsoft Game Studios), and Randy Pagulayan (User Research Lead Microsoft Game Studios)

        gamestudies.org

        “An online survey project can take anywhere from 2 days to 2 to 4 weeks to complete. The difference in the time needed to complete the project depends on the research methodology and deliverables.” - source

        Emily Palermo

        Drive Research

        These are examples of specific recommendations we gave our GamerSpeak clients that got implemented into their games. Further down this page we have an even longer list.

        Get On a Video Call With Your Superusers Once a Month

        Old Way

        • Communicate with players via customer support when they write in with an idea.
        • Communicate with a focus group via Discord every time you release new content.
        • Set up player interviews in exchange for a gift card.

        New Way

        • Set up a video call with your trained Superusers once a month at a minimum.

        • Go over more complicated issues or ideas during this time to ensure you find the best path for a positive outcome.

          Old Result

          • Limited detail in the feedback you receive.
          • It’s difficult to understand the true severity of the problem or the true conviction of an idea.
          • It feels like there is a barrier or lack of trust and respect that is holding you back from having a meaningful relationship with the player(s) you are talking to.

          New Result

          • You’ll build a strong bond of trust with your Superuser group that will ultimately be reflected in their leadership within the community.
          • They will try extra hard to provide critical details, actionable recommendations, and honest representation of the severity of issues.
          • You will have more confidence in your resolution plans and they will be more effective.
          • Your Superusers will feel as if they are a part of your team. They will feel invested in the game’s success.

          Takeaway

          Setting up regular video calls with your Superusers will create a special bond of trust and advocacy between you and them that is so important for receiving trustworthy actionable feedback.

          "... our moderators reflected that participants are more relaxed in their own homes, and thus are more involved in the focus group discussion. We feel that this has resulted in deeper content and substance from each focus group. ... Virtual focus groups are a promising alternative to in-person focus groups. In our experience, virtual groups are feasible and provide substantial data for qualitative research." - source

          The American Journal of Surgery

          So, as you can see, all you need to do is:

          • Build a community hub and sponsor Superusers to publish high-quality strategy guides.
          • Train a group of Superusers to capture actionable feedback and provide recommendations.
          • Collect ideas and issues using a Superuser-led Discord.
          • Set up urgent reporting for your Superusers.
          • Gather actionable feedback that directly improves KPIs using KPI-specific questions.
          • Get on a video call with your Superusers once a month.

          And you can get an increase of 15-30% in retention and revenue in 6 months or less.

          Now there are five ways to achieve this:

          Build a Strategy Guide Website and Write Your Own Guides

          You could hire a marketing company to build a strategy guide website and have your community manager write the strategy guides; however:

          • The marketing company does not play your game every day or spend money on it.
          • Their lack of game expertise will be obvious to your team and to the players.
          • They cannot build a website properly tailored for your game without a lot of help from your team.
          • Your community manager cannot write transparent and authentic content about their successes and failures because that would go against company guidelines.
          • Players won’t get value from surface level guides from a marketing agency.
          • You will spend a minimum of $20k-25k for a website + $750 on monthly maintenance and support costs if you hire a marketing agency.
          • Your CM will spend a minimum of 20 hours a week ($2,300/month) playing the game, writing content, and updating old content with the latest information.
          • It will take 4-6 months to get an official strategy guide website online with enough content published for it to be launched.

          Or another option is to hire a social media manager or a social media marketing company to post content and get player feedback; however:

          • You will receive very little engagement and usable feedback on social media.
          • You will spend lots of time creating content that doesn’t get the responses you’re hoping for.
          • You will spend lots of time managing the social platforms with no measurable ROI to show for it.
          • Your upper management will be frustrated that you can’t attribute social media activities to change in KPIs.
          • The marketing firm can’t translate player complaints into actionable feedback.
          • You will spend $60k+ a year for a social media manager or community manager, and it will take you a minimum of 3-6 months to find someone you like for the job.
          • You will spend a minimum of $4,000 a month for a social media marketing agency that you end up firing three months later because they don’t impress you.

            Post On Social Media and Gather Feedback from Comments.

            Your community manager can post content on social media and hope to get player feedback; however:

            • You will receive very little engagement.
            • You will receive very little useful feedback.
            • Your CM will spend lots of time managing the social platforms with no measurable ROI to show for it.
            • Upper management will be frustrated that you can’t attribute social media activities to change in KPIs.
            • Your CM can’t translate player complaints into actionable feedback.
            • You will spend $60k+ a year for a social media manager or community manager, and it will take you a minimum of 3-6 months to find someone you like for the job.
            • You will spend a minimum of $4,000 a month for a social media marketing agency that you end up firing three months later because they don’t impress you.

            Gather feedback via a focus group and surveys.

            Your CM could recruit and manage a “VIP” focus group to gather feedback & recommendations yourself; however:

            • Your CM will worry about telling the VIPs something that will slow down or stop their spending behavior.
            • Your CM will be concerned about VIPs leaking information.
            • Your CM won’t have enough time to facilitate strategic conversations with the group.
            • Your CM will be worried about saying the wrong things and it blowing up into a dramatic situation.
            • The VIPs in the group don’t give feedback that increases your revenue and retention.
            • Feedback from VIPs is often self-centered when talking to the dev team.
            • You will spend at least $4,650 for your CM to create a plan and process for the focus group.
            • Your CM will spend around 16 weeks working 10 hrs a week finding, recruiting, and re-recruiting members for a group which will cost you $4,650.
            • Your CM will spend 20 hours a week ($2,300/month) meeting with the focus group and managing them.

             Or you can try to gather feedback via surveys; however

            • Your Community Manager will spend ~47 hours a month ($10,000/month) segmenting and creating profiles, getting in touch with players, interviewing players, analyzing interviews, and paying participants with gift cards.

            Train Superusers to give feedback.

            Your CM can recruit Superusers themselves; however:

            • Your CM will spend a lot of time trying to find the right Superusers.
              (8 weeks, 20 hrs/week CM time = $4,650)
            • Your CM will have to develop a training program to teach Superusers what feedback is valuable to you.
              (8 weeks, 20 hrs/week CM time = $4,650)
            • Your CM will have to design systems to create, collect, and edit reports.
              (8 weeks, 4 hrs/week Designer time, 10 hrs/week CM time = $5,325)

              Collect urgent sentiment, bugs, and VIP issues via customer support and social media.

              You could hope that you will catch urgent player sentiment, bugs, and VIP issues in time through your social channels; however:

              • Your customer support team will go back and forth with players gathering information.
              • You will discover bugs slowly.
              • Your customer service team will have to respond to a lot of tickets as bugs become widespread.
              • Your churn will spike every time there is a widespread bug.
              • You will have to reimburse your players with currency.
              • You will lose VIPs because customer service reps don’t know how the game works and can’t help them with urgent issues.
                Your QA and Customer Service team will spend 60 hours a month ($5,540/month) testing and verifying urgent bugs.

              Your community manager can post content on social media and hope to get player feedback; however:

              • You will receive very little engagement.
              • You will receive very little useful feedback.
              • Your CM will spend lots of time managing the social platforms with no measurable ROI to show for it.
              • Upper management will be frustrated that you can’t attribute social media activities to change in KPIs.
              • Your CM can’t translate player complaints into actionable feedback.
              • You will spend $60k+ a year for a social media manager or community manager, and it will take you a minimum of 3-6 months to find someone you like for the job.

               

              The GamerSpeak Method:

              Or you can use GamerSpeak.

               

              • We create player-focused strategy guide websites and train Superusers to write incredible content for your game based on questions that players ask in the community. You will have core gameplay guides and a finished website up and running in 45 days or less for a fraction of the cost.
              • We also train Superusers to gather feedback, filter the feedback, and send it directly to you in easy-to-read, edited reports. These reports include specific, actionable feedback that your game design team can act on immediately.
              • We recruit a group of Superusers who you can communicate with safely to explore ideas for improving VIP engagement without the risks of talking to your VIPs directly. The Superusers are trustworthy and motivated to give you actionable recommendations for improving the engagement of their friends (the VIPs) and themselves.
              • We have perfected all of those processes so you will get actionable feedback from qualified and trained Superusers within 30 days.
              • You will be able to talk to these Superusers once a month on a video call to dive deep into challenging topics that you need to resolve for the long-term health of your game.
              • You will get urgent reporting from trusted Superusers. The reports cover urgent LiveOps sentiment about things like event structure, event rewards, limited time in-app purchases as well as urgent bugs and urgent VIP issues. You will immediately understand the severity of the issue, the steps to reproduce it, and how to resolve it.

                Who is this for?

                Again, this is for game developers who want to increase their retention and revenue but are struggling to get high-quality actionable feedback they can implement from their players.

                Case Studies

                Increased Monthly Revenue +30% ($300k) & Retention +30% for Iron Throne: The Firstborn in 6 Months

                The reason we work with GamerSpeak is in its name already. Any developer, especially mobile game developers, should be interested to hear what users have to say about their game, what they feel about it, all kinds of users, all power levels, different backgrounds, spending levels. The voices of all these diverse players is important to know for any game developer.

                GamerSpeak’s insights into our users contributes about 30% ($300k/mo) of our revenue  and retention.

                We are a Korean company, and we can guess what our North American users feel, but it’s better to hear it first hand. GamerSpeak’s community insights are very different from the insights we gather. The perspective they deliver with their sentiment reporting allows us to know what our players are really thinking and that is very important to us.

                There is a huge difference between internal and external sentiment reports. When we look at sentiment we look at it through the eyes of users and developers and it’s always different in some way from the POV of a developer and user. It is important for us as developers to look at the game through the eyes of users - someone else who is not us. GamerSpeak’s reporting gives us that authentic user perspective, so we have a complete picture.

                One of the biggest benefits of working with GamerSpeak is the community hub website and chat room they create and maintain for our game. The guides on the website help the players a lot and the sentiment reports GamerSpeak sends us from the chat room improve our game.

                Our game design team uses GamerSpeak’s sentiment reports for certain events, game mechanics, and the interface. It saves us a lot of time on testing. For example, if we are considering some change, GamerSpeak will tell us how the community will react to that - and we might end up saying “Oh, well then we probably won’t do that” and we will save a lot of time that could have been spent on an idea. GamerSpeak bug reports also save us time because they send them very quickly and have the exact information we need, including screenshots a lot of times, that make it so we don’t have to do all the testing and searching ourselves to fix the bug.

                Finally, because GamerSpeak’s work helps meet our business goals, it directly affects my personal job satisfaction and personal happiness.

                Youngjun Hong

                Producer, Netmarble F&C

                Challenge
                • Limited knowledge of what top players are interested in.
                • Conflicting internal opinions from different departments.
                • Unreliable quality and short-term results from third-party service providers
                • Players are unsure how much of the game works, and are not confident with their purchases. No existing strategy guides.
                Result
                • Players insights that led to better game design and accounts for 15-30% ($150k-$300k+/mo) of Revenue  and 30% Retention
                • 2.5+ year life-cycle support with consistently high-quality results
                • 50+ strategy guides that cover all verticals of the game and are updated monthly
                • An average of 8 GamerSpeak actionable recommendations are implemented each month for an estimated savings of $12,920/month, $155,050/year in engineering and developer costs.
                Time Frame
                4-6 Months
                Site: Iron Throne Elite
                Game: Iron Throne: The Firstborn
                Client: Netmarble F&C

                We attribute around 15-20% ($150k-$200k/mo) of our revenue to GamerSpeak’s customer feedback loop and community insights. 

                In addition to contributing to our revenue, GamerSpeak reliably delivers results, which is really important for us. Many services deliver strong performance during the first one or two months, but their quality always drops off. Games like ours are very long term with a 1-3+ year life cycle and change a lot. We need stable and high-quality results that stick because that stabilizes our revenue and ARPDAU. GamerSpeak’s insights are a significant reason we see those stable revenue and ARPDAU numbers and that is why we keep working with them.

                GamerSpeak also really knows our players. We have different kinds of players - top players, middle players, and entry-level players and it’s hard to get authentic insights from all of them. The GamerSpeak reports and comments cover all of those players, especially the middle and top players. We can reliably gather information and user sentiment from GamerSpeak for our weekly, monthly, and yearly plans.

                Jihyun Seo

                Head of Global Business Strategy, Netmarble F&C

                 

                Iron Throne: The Firstborn is a 4x mobile game that has maintained steady retention and revenue in a very competitive hardcore genre. The game launched globally on June 7th, 2018.

                As of August 2020, the game maintains 60,000 DAU and daily revenue of $33,000, with 15-30% of that revenue and ARPDAU attributed to GamerSpeak’s services.

                Netmarble F&C (formerly “4PLAT Inc.”) came to GamerSpeak two months before they were going to launch their first 4x title, Iron Throne: The Firstborn. They were coming in late to an extremely competitive market of 4x games from the likes of MZ, Funplus, Tap4Fun, and Elex.

                To make sure they could get an edge on all those other games, they hired GamerSpeak one and half years before global launch to write up extensive breakdowns for all other top 4x games in the market. We highlighted the latest and greatest features from each game that monetized successfully, as well as the core elements that made the most successful 4x games fun.

                Then, when the game was in soft launch, GamerSpeak recruited 15 influential VIP players from various 4x games who were interested in playing the first 3-dimensional 4x game to come on the market. The playtest lasted two weeks, with an average playtime of 40 hours per player, and included an extensive survey that covered every vertical and monetization feature in the game. Based on the recommendations of those VIPs, NM F&C implemented over 15 major changes into Iron Throne. One of the most successful implementations was the recommendation to incorporate layers of VIP customer support that were very clear to the player how they could earn it. This differentiation retained many VIP players who came from other games that were unclear about how to get high-quality customer support or didn’t offer it altogether.

                Finally, as a late entrant into the genre, Netmarble F&C knew they needed a solid community to stand out amongst their peers. Their only competition that had up-to-date strategy guides and a very active third-party community was MZ. As such, they partnered with GamerSpeak to provide all of the same services.

                Iron Throne developers were able to carve out a strong niche within the genre by being incredibly talented, creative, and fearless with their game design.

                 Services Requested

                1. A GamerSpeak community hub website
                2. Engaging strategy guides
                3. Line App superuser community
                4. Detailed authentic sentiment reports
                5. Urgent bug and urgent sentiment reporting

                Solution

                • Deliver accurate and filtered general sentiment from the community to all departments at Netmarble F&C
                • Deliver actionable recommendations and specific improvements to existing gameplay
                • Assist the Netmarble F&C team to proactively avoid negative sentiment by vetting new features before launch
                • Strategy guides covering general info on ALL the components of the game: all heroes, troops, gameplay styles, buildings, PVP, PvE, equipment, etc
                • Teach players the value and effect of new content, to increase the pace of adoption and thus monetization

                Results

                Currently, the Iron Throne Producer attributes 15- 30% of their revenue and 30% of their retention to GamerSpeak services.

                At the beginning of the project, GamerSpeak GamerSpeak launched a custom community website with 16 beginner to intermediate level strategy guides for Iron Throne: The Firstborn in four weeks. Within one month, the website was generating 500 page views/day, and after 2 years the site has had over 150,000 page views.

                Additionally, GamerSpeak built up a massive Line room with 500 Superuser players looking to improve their game by using the latest strategies and new features. Many of those 500 are VIP players spending over $1,000/mo. At the time of this case study, GamerSpeak manages two Line rooms with 750 daily active users.

                From the authentic conversation in those rooms, GamerSpeak’s team of Gamefluencers (top players in the game who help us run the community) take detailed notes of player sentiment. They often promote deep conversations on certain topics to provide maximum fidelity to the developer and to uncover actionable recommendations the developers can use to make future improvements.

                At the time of this case study (April 2021), an average of 8 GamerSpeak actionable recommendations are implemented each month for an estimated savings of $12,920/month, $155,050/year in engineering and developer costs.

                Conclusion

                Detailed authentic sentiment reporting and high-quality recommendations from GamerSpeak meaningfully increased revenue and retention by 30%, and stabilized LTV and engagement for “Iron Throne: The Firstborn”. This was possible because of the insights from our deep understanding of Iron Throne’s player’s at all levels, and our services to create strategy guides, a community hub, and a feedback loop.

                GamerSpeak can increase revenue and retention up to 30% in 6 months or less for your game. Book a consultation to get started.

                 

                The Seven Deadly Sins: Grand Cross - 225 Pages of Strategy Guides in 45 Days

                The Seven Deadly Sins: Grand Cross is a mobile game based on the hugely successful anime series. The game launched on February 27th, 2020 globally after having hit #1 in Japan and Korea in 2019.

                The global launch was also tremendously successful, reaching a peak of 3.5MM DAU and daily revenue of ~$750k.

                Challenge

                Even with what most companies would consider a vibrant community, Netmarble F&C had thousands of players asking for high-quality strategy guides for the “The Seven Deadly Sins: Grand Cross” (7DSGC). It was hard for players to find the exact information they were looking for by watching YouTube videos from influencers. In addition, the database websites only provided stats and not strategies.

                GamerSpeak had been in talks with Netmarble F&C about building a community for their game before the English version had launched , but with such a strong title, Netmarble F&C wanted to wait and see what sort of community would arise naturally from the player base. In the first few months, multiple large YouTube channels (5,000+ subs) and two database sites were created for the game. There was also a strong presence on Reddit with over 30,000 subscribers. Yet no one in the community was writing strategy guides. It was a daunting task considering the scale of the game.

                Solution

                GamerSpeak created long-form, in-depth, and high-quality strategy guides for Netmarble F&C using the Fandom wiki platform.

                The key objectives for the content in priority order were:

                1. Content covering general info on ALL the components of the game:
                      a. All Heroes, Map Levels, Team Suggestions, Buildings, PVP, PVE, Equipment, Etc.
                2. Content to assist the progression of their core engaged audience who had been playing for 30-60 days
                3. Content to help players get the most out of new features and events launched every week
                4.Content that would shed light on hard to discover portions of the game

                Results

                Since the game had already launched, GamerSpeak had to quickly publish content as fast as possible. Netmarble F&C was incredibly responsive, providing us with assets and game stats that we needed in a timely manner. Within 45 days we had 225 unique pages of strategy guide content published on the wiki!

                Impressed with the quality and speed, Netmarble F&C requested all the content to be localized into German, French, Spanish, and Portuguese. They used their localization partner, and GamerSpeak created the interlanguage language wikis and published the localized guides.

                The Wiki launched on May 26th, 2020 to very positive feedback from the community. Two months later on July 31st, 2020 Netmarble F&C was ready to share the Fandom directly to their Forum with 220,000 global users. At this point, we published 75 localized guides (~20 in each language) that allowed the content to be available to a large portion of the user base.

                The post was very well received by 3,400 viewers in the first 5 days, with 33 positive reactions and only 2 negative reactions.

                Lifetime Page Views

                Peak Daily Pageviews

                Lifetime & Daily Statistics as of March 2021

                GamerSpeak's rapid development of strategy guides filled the strong demand from the community. Because GamerSpeak was able to quickly write and publish the strategy guides on the Fandom Wiki for 7DS:GC, the community had a place to go to answer crucial questions that were answered from a player-first view and continued playing the game.

                GamerSpeak’s in-depth strategy guides and powerful feedback loop can increase revenue and retention up to 30% in 6 months or less for your game. Click here to book your consultation call to get started.

                Challenge
                • Rapid adoption of the game, but no strategy guides created by players even three months after launch
                • Huge number of requests by players globally for in-depth strategy guides
                Result
                • 225 unique pages of content published in 45 days
                • Content published in five different languages
                • Over 1M Page Views in 9 months
                Time Frame

                45 Days

                Game:
                The Seven Deadly Sins: Grand Cross

                Client:
                Netmarble F&C

                Highest Scoring Feature Releases From GamerSpeak Recommendations for Iron Throne: The Firstborn

                Iron Throne: The Firstborn" shared with us that two (#1 and #4) of our recommended features were in the top 5 most positively received by players from their latest update. They emailed us saying “our highest scoring recent feature release, ‘Lvl 30 Super Pass’, was entirely based on your reports!" We love seeing the power of our Superuser-led communities generating positive sentiment and increased engagement!

                 

                Game:
                Iron Throne: The Firstborn

                Client:
                Netmarble F&C

                Elevated Official Discord Server Moderation Efforts for OverPrime, NetMarble F&C Inc.’s new Action MOBA and Grew the Server to 3,500 Users in Two Weeks

                NetMarble F&C Inc. created a new, official Discord server for their new game OverPrime, which is currently in closed beta. OverPrime has a passionate, dedicated player base; however, they were having difficulty finding trusted, reliable moderators who were experienced in conflict mediation and community moderation.

                NetMarble approached GamerSpeak for help with moderating the new Discord to create a healthy, welcoming environment for all players as they prepare for launch. GamerSpeak entrusted their experienced Gamefluencers to help set new expectations for server behavior and reinforce server rules. GamerSpeak also implemented a new moderation bot to assist with moderation efforts and solve the technical issues that occurred with the original bot. Currently, the official OverPrime Discord has grown to over 3,500 members in one month and has continued to actively increase membership daily.

                 

                Overprime Discord Server Stats as of April 2021:

                 

                 

                Challenge
                • Internal conflicts regarding moderation practices and banning players.
                • New, official Discord server needed trusted, experienced moderators who could foster a comfortable, inclusive community.
                • A few experienced, but rebellious players trolled the community, which created tension and unrest in chat.  
                • Increase in player frustration due to issues with custom moderation bot incorrectly moderating “bad” language which caused unwarranted banning and trolling the bot.
                Result
                • Immediately set a visible standard of moderation in the new Discord server and established an expectation of proper rule enforcement. 
                • Moderators checked in on the server regularly in shifts that covered the server 24 hours a day, 7 days a week.
                • Recommended to clearly split the user moderator and content moderator roles to reduce role confusion. 
                • Implemented YAGPDB Moderation bot properly into the server to assist moderation efforts. This bot correctly striked banned words and managed server roles. 
                • Submitted bi-weekly reports about the health of the Discord server and other moderator activities.
                Time Frame

                Two Weeks

                Game:
                Overprime

                Client:
                NetMarble F&C Inc.

                So, Why is the

                GamerSpeak Sentiment Method Better?

                • You will save hours of development work and millions of dollars in lost revenue by getting high-quality actionable feedback that leads to game new content your players will love.
                • You will know about urgent bugs right away instead of days later when they have been exploited and have affected thousands of your players.

                 

                • You will finally have a lively community Discord server run by trusted and influential Superusers in as little as 30 days.

                 

                • You can enjoy a consolidated, popular community hub with tons of valuable strategy guides in 45 days or less, at a fraction of the cost of doing it internally.

                  

                • You will feel connected and engaged on phone or  video calls with Superusers who are invested in your game and give you great actionable feedback to achieve your business goals.
                • You will be able to implement game updates and mechanics at a much faster and less expensive pace, saving an average of $30,000+ a month in design and engineering time.
                • You will feel less frustrated about a small group of negative players taking up all of your Community Manager’s time because you know you are implementing what the majority of your playerbase wants.
                • You will get insights about the urgent needs and complaints from your VIPs before they become a serious issue and the VIPs quit your game.

                  

                • You will get urgent sentiment about your live ops activities so you can adjust them in time to still make money from them.  
                • You can get rid of ineffective and expensive projects that don’t give you strategic and actionable feedback.

                  

                • You will be able to use actionable learnings and feedback for your development team

                 

                • You will feel confident that the Superuser feedback reflects the opinions of thousands of other players who have various playstyles.
                • You will spend less time managing your feedback process.

                   

                • You will be able to get up to a 30% increase of retention and revenue in 6 months or less if you implement the GamerSpeak Sentiment Method properly.

                So how does this work?

                Before, when you wanted to build a strategy guide website and have your Community Manager write the strategy guides, you would have to hire an expensive marketing company to build the website and go through extended internal approvals. Then your Community Manager, (likely more than one) has to write at least 16 strategy guides to populate the website for launch and spend an additional 40 hours a month writing new guides and updating old ones.

                But now, you can get a proven GamerSpeak Community Hub website and let our team manage a group of Superusers who will publish high-quality strategy guides every week. The players will write authentic, positive content about their experiences, strategies, and tips, so all players can learn from them. They will even update the strategy guides as the meta of the game shifts. Players connect with Superuser-written guides more because they are written from a peer perspective as opposed to a developer perspective. Think of it like trusting buying advice from a car salesman vs a friend who loves their car. GamerSpeak creates an individual website branded for a specific game so players aren’t distracted by a game they don’t play. We make it clear that although players write the content, the website is sponsored by the developers for the benefit of the player base. Now, you can use your dev team’s time to build the game and avoid an expensive and slow community strategy.

                Getting a GamerSpeak Community Hub is 4x faster to launch (45 days instead of 180 days)and 5x less expensive (a marketing agency and internal team would cost at least $25k/mo). You will save 27 hours a month of your Customer Service rep’s time answering customer support questions that users could have found on a community hub (an estimated savings of $7,800/month for 3 CS reps). You will retain 18% or more in revenue from players who do not quit because they are able to find the information they need from the community instead of having to deal with customer support.

                Before, when you wanted to create a “VIP” focus group to gather feedback & recommendations, you would have to recruit VIPs to join a focus group on Discord in hopes that they will feel special and want to share ideas they have or issues they encounter. But in reality, they don’t go there unless they are mad or they want something to be less expensive. 

                But now, you can meet regularly with GamerSpeak Superusers who play with your VIPs every day. They have an inside scoop on what VIPs are actually willing to pay for and why because they have authentic relationships with and are trusted by those VIPs. You can work with the Superusers to proactively avoid actions that will piss off the VIPs. Get rid of the focus group all together and bundle the VIPs in with the rest of your player channels in Discord.

                You will save 20 hours of your CM’s time a week (an estimated savings of $2,300/month) meeting with the focus group and managing them. You will save 1 month of your CM’s time creating a plan and process for the focus group (an estimated savings of $4,600). You will get feedback from the Superusers in as little as 45 days instead of 4-6 months trying to setup, adjust, and manage your own focus group.

                Before, when you wanted to collect issues, ideas, and actionable recommendations, you would launch an official Discord server or forum for the game where you hope players will post useful feedback and important issues rather than constantly complain. Then, you would spend your whole day moderating toxicity, responding to trolls, and if you’re lucky, getting one or two tidbits of useful info to pass to your designers. You might even try segmenting your player base and collecting thousands of survey responses from different player profiles.

                But now, you can use GamerSpeak’s Sentiment Method to get detailed, authentic sentiment reports delivered weekly with KPI-specific  feedback that your designers know will make the game more money. Let your official Discord be a place for announcements and player to player engagement, but don’t rely on it for revenue generating ideas. Click here to see an example.

                As a part of onboarding, we meet with your design team to discuss what KPI-specific questions we need to answer about each part of the game. Our team of Superusers from your game are then trained on how to answer each of those KPI-specific questions. This is how we know our actionable feedback will improve your KPIs and provide actionable insights for your design team. The Superusers will introduce these key questions to your community daily in a natural way that results in authentic feedback. Click here to see an example.

                You will get a trained group of Superusers paid and managed by GamerSpeak in 45 days vs. 90 days. You will save 40% of the cost for your internal CM to set up and manage the Superuser feedback (an estimated savings of 160hrs CM time = $4,650) and save 20 hours a week in CM time focusing on trying to get meaningful feedback (an estimated savings of $2,300/mo).

                Before, in order to discover a bug you would wait for a significant number of customer support tickets on a specific issue. Or you might identify an issue from an outburst on social media.

                Another issue you probably have is VIP players quitting because their CS agent doesn’t have enough knowledge of the game to properly reimburse them for an issue.

                But now, you can use GamerSpeak’s urgent reporting system and get trained Superusers who send you urgent reports about player sentiment, bugs, events, and VIPs. You will understand the scope and severity of issues immediately. The reports will include steps to reproduce the bug and recommendations on how to fix the issue and how to compensate those who were affected by it. You will receive urgent reports about VIP players who are running into issues or getting frustrated and might quit. You will know about bugs that players are trying to keep secret and exploit because the Superusers will hear about them in the game and the Superuser-led Discord server and report them directly to you.

                You will get a trained group of Superusers who will proactively report urgent bugs and issues managed by GamerSpeak within 45 days. You will save $5,540/month testing and verifying urgent bugs. Your in-game economy will not break from having to reimburse players because you will stop issues before they become widespread. Your player retention and VIP retention will increase because you will be able to proactively respond to their issues before they quit.

                Before, when you wanted to gather actionable feedback that directly improves KPIs you would have to send out surveys to all of your players once a month. These surveys would have inherent bias and generate inauthentic responses. It would take a lot of your time and your design team’s time to create and curate the survey, then segment your audience for the survey.  

                But now, you will save tons of time by using a standardized set of KPI-specific questions directly related to your KPIs that Superusers are trained to answer. The sentiment reports you receive are guaranteed to have actionable learnings and feedback for your development team. You can be confident that the feedback from the Superusers reflects the opinions of thousands of other players across various playstyles. Click here to see an example of our KPI-specific questions.

                Your Community Manager will save 47 hours a month ($10,000/month) segmenting and creating profiles, getting in touch with players, interviewing players, analyzing interviews, and paying participants with gift cards.

                Now if you wanted to get this job done before using your internal team’s time and resources, it would cost you at least $43,234 a month for 6 months.

                 

                We start at only $7,500 a month, for 6 months, and will be up and running in 45 days or less.

                Here’s What You Get

                • A GamerSpeak Community Hub website for your game managed by our team with a group of Superusers to publish high-quality strategy guides and meta updates.

                  This will allow your Superusers to educate thousands or tens of thousands of players a day.The readers will gain tremendous confidence in their ability to play the game. This will increase their investment in the game which means better retention, revenue, and ARPDAU.

                This will save you hours of customer service work because players will find answers to their questions on the community hub.

                This is valued at $17,785/mo.

                • Authentic sentiment reports delivered weekly with actionable player feedback that your designers know will make the game more money. These filtered and curated reports are delivered to you with summaries, severity levels, priority levels, and more detailed experiential information in an easy-to-read format. Urgent LiveOps sentiment and verified bug reports are also sent in real-time.

                This will save you hours of development work and thousands of dollars in lost revenue while increasing your game’s retention and revenue up to 30%.

                This is valued at $15,318/mo.

                • Meet regularly with GamerSpeak Superusers who play with your VIPs every day and have an inside scoop on what they are actually willing to pay for and why. Work with them to proactively avoid actions that will piss off the VIPs.

                This will allow you to design a game that meets the expectation of your VIPs. You won’t have to worry about getting a sudden, negative reaction from them and your team won’t have to spend their time putting out fires. Your VIPs will tell their friends “these devs actually know what they are doing and listen to their players,” and their friends will come play the game, too.

                This is valued at $10,158/mo.

                Instead of paying $43,234 a month, we are offering this to you starting at only $7,500 a month.

                All you need to do is book a call to get started!

                With the industry exploding, the slots for this year are booking fast and we only have 8 spots for game partnerships left in 2021. After that, there is no guarantee, and lead times may be longer than 30 days.

                Now because you are reading this offer, we are going to do something extremely special: 

                For a limited time, we are going to offer you unlimited next-day 15-minute sentiment consulting calls where you can book a call with a Superuser about a sentiment they submitted to ask them further questions.

                Of course, we back everything up with our action-based money back guarantee.
                If you don’t attribute the GamerSpeak Sentiment Method to a 15-30% increase in revenue and retention in 6 months or less we’ll give you a refund.

                So Let’s Summarize What We Are Offering: 

                You get: 

                • Authentic sentiment reports delivered weekly with actionable player feedback that your designers know will make the game more money. These filtered and curated reports are delivered to you with summaries, severity levels, priority levels, and more detailed experiential information in an easy-to-read format. Urgent LiveOps sentiment and verified bug reports are also sent real-time. This will save you hours of development work and thousands of dollars in lost revenue, while increasing your game’s retention and revenue up to 30%.
                • A GamerSpeak Community Hub website for your game managed by our team with a group of Superusers to publish high-quality strategy guides and meta updates. This will allow you to have your Superusers educate thousands or tens of thousands of players a day. Those players will gain tremendous confidence in their ability to play the game. This will increase their investment in the game which means strong retention, strong revenue, and strong ARPDAU.
                • Urgent Reporting from trained Superusers on player sentiment, events, bugs, and VIPs. This will save you thousands in support costs, and reimbursements. Your VIPs will feel like they are taken care of and you will stay ahead of game-breaking issues in your game which will increase your revenue and retention
                • Regular meetings with GamerSpeak Superusers who play with your VIPs every day and have an inside scoop on what they are actually willing to pay for and why. Work with them to proactively avoid actions that will piss off your VIPs. This will allow you to design a game that meets the expectation of your VIPs. You won’t have to worry about getting a sudden, negative reaction from them, and your team won’t have to spend their time putting out fires. Your VIPs will tell their friends “these devs actually know what they are doing and listen to their players,” and their friends will come play the game too.

                • We only partner with 2 games per month (8 remaining spots in 2021).
                • Our action-based money back guarantee if you don’t attribute a 15-30% increase in revenue and retention in 6 months or less.

                 

                All you need to do is book a call today.

                F.A.Q

                Should I hire an internal Community Manager or GamerSpeak?

                This is our most commonly asked question. We recommend hiring a Community Manager for representing your official brand on social media. However, if you are looking for actionable player feedback that will improve your KPIs, it will be at least 83% less expensive to use GamerSpeak.

                The old way of capturing feedback is using Facebook, Instagram, Twitter, or a Forum as a “Community” where you post game announcements and hope that players will leave comments with good feedback. This ends up being a huge waste of energy and money because your follower engagement on these platforms turn out super low, and your ROI for these activities end up extremely murky.

                GamerSpeak builds a Superuser-led community ecosystem that works together to directly and clearly impact business goals. Superuser communities are proven to be more effective than official communities in all areas that impact business goals.

                1. Superuser strategy guides are more educational and engaging than in-game help menus or “fluff guides” published on the developer's official website.
                2. Superuser chat rooms are not full of biased and negative comments that plague official channels.
                3. Authentic sentiment can only be collected by Superusers in unofficial communities. Sentiment from official communities is just players asking for free stuff or thinking the game is broken when it isn't.
                4. Actionable feedback from trained Superusers includes win-win situations for the enjoyment of the players and the business goals of the developer.

                What you really want is to build a community that generates actionable feedback that improves your KPIs. This is feedback that your design team doesn’t ignore but actually gets excited about and implements on a regular basis.

                You need feedback from Superuser players who play your game so much, they know more about it than your designers do. Especially a year or two down the line when the game gets bloated and it's extremely difficult to keep track of all the little details that need maintenance.

                How do you find Superusers?

                Great question. This can be done in three ways:

                1. GamerSpeak recruits from existing official or Superuser communities that currently exist (easiest).
                2. GamerSpeak leverages some of our existing contracted Superusers who have experience in your game genre to temporarily get the community started. We recruit native players from your game within 30-60 days after the strategy guide website launches.
                3. You may have already identified some potential Superusers/gamefluencers we could reach out to to interview.

                We recruit a variety of different player personality types:

                Source: https://www.gamerspeak.io/6-lessons-from-6-years-of-player-first-community-management/

                The qualities we look for in the people we recruit are:

                Source: https://www.gamerspeak.io/6-lessons-from-6-years-of-player-first-community-management/

                How do you train Superusers?

                Thoroughly! Trust and reliability are attributes developers need in their Superusers. We train them on a wide array of topics like:

                 

                • The basics of game design
                • How to give KPI-specific feedback
                • How to give actionable feedback
                • How to be a leader in the community
                • How to handle sensitive situations in the community
                • How to write in-depth content
                • How to market their content in the community
                • How to have authentic and targeted conversation on certain topics
                • How to converse honestly, but without bias to a developer
                You don’t have any case studies in my game genre. How do I know it will work?

                There are differences in the amount of GamerSpeak services necessary for a given game genre, but all games need a deep understanding of their players in order to succeed in the long run. Games that fail have initial resonance with players but cannot maintain resonance month after month, so they die off quickly.

                Our sentiment system is platform agnostic. The methods we use are proven to work because they are player focused, not game or platform focused, and consistently deliver results for our clients across all game genres. Waiting for a case study in your specific genre is like waiting to develop a feature only after you've seen competitors deploy it.The asymmetric returns come from being the only one in the meadow. If you are the first to use such a sentiment system, you will have a window of time to gain until your competitor catches on and imitates.

                Furthermore, research shows that the information players care about the most in all genres and in all countries is: tips, tricks, and strategy.

                 Source: https://ss-usa.s3.amazonaws.com/c/308477825/media/67615f311186cc9f671814704513763/FBG_Mobile%20Gaming%20Genre_EN.pdf 

                Can we write official strategy guides?

                Sort of. You can write some basic guides to explain how the game works, but we recommend Superusers write more intermediate and advanced guides that go into depth about game strategy and how they play. This is because players connect with Superuser-written guides more because they are written from a peer perspective as opposed to a developer perspective.

                Think of it like trusting buying advice from a car salesman (developer) vs a friend who loves their car (Superuser). You tend to think the car salesman isn’t really looking out for your best interest, but if a friend raves about their car, you trust them because they have nothing to gain and they are your friend, after all. That’s why players have more trust in strategy guides written by Superusers (their friends).

                Can we host the strategy guides on our official website?

                We’ve not had any clients elect to do this. The goal is to create a fan community with as much authenticity as possible so that ultimately the feedback you get is as authentic as possible. If you start mixing the value (strategy guides) into official channels, there won’t be as much trust in what is written in them.

                I do want you to know that as per FTC guidelines, we still include a phrase at the top of every guide that says “This website is sponsored by the developer for the enjoyment of the players.” So if you are wanting credibility and respect for sponsoring community content, this is where you will get that.

                How many DAUs should my game have before working with GamerSpeak?

                We’ve seen Superuser communities of as little as 500 players generate incredible insights. Every player that you acquire who does not get to experience the community we develop has a higher chance of churning and lower LTV. We recommend launching a GamerSpeak community as soon as your game is global launch ready. Just so you know, we need 30-45 days of lead time.

                Should I work with GamerSpeak before or after launch?

                At a minimum, you should start with GamerSpeak as soon as you determine that your game is ready for global launch. Although, we have had 20% of our customers start with us in soft launch and playtesting phases to make sure they have a clear path of what their target audience wants from the game.

                If you don’t want your game to die in soft-launch, start with us then. Even if metrics don’t look great during soft-launch, we can give you a clear path of what your target audience wants from your game so you know exactly what to change to get awesome KPIs.

                We had a client wait 3 months after launching before they could get approval to bring us in to build a community hub with in-depth strategy guides. As a result they missed out on an INSANE opportunity for higher engagement, retention and revenue for their game. One year later that community is generating 487,000 page views a month. we could have achieved that engagement 4x times faster if we launched the community hub before or at the same time as the global launch of the game.

                Should I build an official community or a Superuser-led community?

                Superuser communities are proven to be far more effective than official communities in all areas that impact business goals, but there is still a place for official communities.

                1. Superuser strategy guides are more educational and engaging than surface level official guides.
                2. Superuser chat rooms are often more positive and constructive than the biased and negative comments that plague official channels.
                3. Authentic sentiment can only be collected by Superusers in unofficial communities. Sentiment from official communities is often just players asking for free stuff or thinking the game is broken when it isn't.
                4. Recommendations from Superusers, who are trained to look for win-win situations for the enjoyment of the players and the business goals of the developer, are more valuable and actionable than what players suggest on social channels.

                We still recommend investing in an official Discord for game announcements and creating relationships with players. Facebook, Instagram, Twitter, etc. won’t generate insights that can be measured for ROI. Nor will they achieve compelling engagement to justify the effort you put in. If you’re curious how to best use each social media platform, we wrote about that here: https://www.gamerspeak.io/whats-the-best-platform-for-game-developers-to-obtain-community-actionable-feedback/

                We’ve not seen or heard of many developers claiming to increase their retention and revenue by using traditional social media to promote engagement in their game. Instead, they look at whether or not the player feedback they receive and implement is affecting their KPIs. However, the vast majority of developers do not have great channels for reliable, detailed, authentic, and actionable feedback. This is the problem GamerSpeak solves for them.

                Is it still valuable to create a Facebook page for my game?

                We don’t think so. Take Fortnite - the biggest game in a very long time only has 5 million Facebook page likes as of March 2021, with between 200-1,000 engagements per post. That’s appallingly low for a game with 25M DAU. Facebook doesn’t promote pages or groups like they used to. 

                Take this quote from David Logan, a Discord community expert, on Gamasutra: “Fifteen years ago, anyone launching an indie game would have needed to make a Facebook. Ten years ago, they’d need Twitter. Five years ago, they’d need Instagram. Today, every marketing expert in gaming is going to tell you to set up a Discord server for your upcoming indie titles.”

                Will GamerSpeak manage my official social channels?

                We won’t manage any “social media” channels, except Discord. With Discord, we’ll walk you through our standard operating procedures for exactly how we recommend your team engage with players while we manage it.

                Does GamerSpeak work with premium games as well as F2P?

                Yes. There are differences in the amount of services necessary for games with different revenue models (cosmetic vs. premium vs. free to play), but every model needs to deeply understand their players to be really profitable. Games that fail have initial resonance with players but cannot maintain resonance month after month, so they die off quickly.

                Do you translate your content in multiple languages?

                We can publish our content in multiple languages to reach an international audience. As for the localization itself, we go through the developer’s localization partner. Then we publish the localized content on the community hub in a SEO friendly manner.

                Will your service work for a game with an international audience?

                Absolutely. We can localize content in as many languages as your game has. However, our customers typically focus on English content, or they just localize content for the most popular countries and languages the game is played in.

                If our partnership ends do we get to keep the community hub?

                Yes. We would transfer the administrative rights to your team, and move the hosting to a server of your choice.

                Do we get to have a say in the content created on the community hub?
                Absolutely. We will share our recommended content calendar with you, but you can request changes.
                How does the guarantee work?

                We offer an action-based guarantee. If you follow our action plan and don’t get high-quality strategic recommendations 90-days post-launch, then we refund your money. Obviously, you have to do the work and show that you followed the steps for the guarantee to apply. However, if you are leaning on a guarantee before you get started, then it's likely that you don't really believe that this will work and it may be better for you to go back and think if this is really for you or do a little more research before pulling the trigger.

                Why work with you? What makes you so special?

                Our CEO, Chad Kihm, started building communities for F2P mobile games back in 2014. He found a recipe for building a community that VIP players love, and a community that uncovers hidden insights game developers can use to make a lot of money.

                Who are you guys anyway?
                We are a group of Superuser gamers that are deeply involved in various communities for games. We know how to get to the heart of what players desire from a game, and we know how to relay that information to developers in a way that helps them achieve their goals.
                What happens if I wait?
                Every day you aren’t super clear on what your players want from you next, you waste your limited valuable time and money.
                What results will I actually get from this?
                Expect a 15-30% increase in revenue and retention in six months or less if you follow our action plan.
                What exactly am I signing up for?
                A minimum of a 3 month partnership where we execute our GamerSpeak Method for your game.
                Are there any hidden fees?
                There are no upcharges or extra hourly fees of any kind. You pay a flat rate and it never changes unless the contract is renegotiated.
                Are there any long-term contracts?
                Contract length ranges from 3 months to 6 months depending on what you prefer.
                Do I need to integrate your service with anything?

                The GamerSpeak Method does not include any software that needs to integrate into something.

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