SensorTowerSensorTower

The importance of wishlists in 2025

2025年1月27日·5 分钟阅读

Steam愿望清单本是用户主动标记‘想玩’的游戏列表,具有通知折扣、社交曝光和激励转化的功能。然而,近年来开发者通过弹窗或奖励机制强制引导用户添加愿望清单,导致‘伪意愿’用户激增,部分甚至通过作弊手段伪造数据。这引发了对愿望清单作为购买意向指标的质疑:若用户是被动添加而非主动兴趣,其后续转化率和LTV将大幅低于真实用户。

数据表明,愿望清单对游戏上线首周的自然用户获取(UA)仍有显著推动作用——来自愿望清单的玩家在Steam算法推荐和好友可见性上获得优先级,从而提升曝光与下载量。但这一效果随游戏品类差异显著:在超休闲和叙事类游戏中,愿望清单带来的ROAS(广告支出回报率)远低于硬核策略游戏,因为前者的用户决策周期短、依赖冲动消费。

从投放策略看,开发者应区分‘高质量’与‘低质量’愿望清单。例如,通过MMP(移动测量合作伙伴)归因分析发现,来自自然搜索或KOL推荐的愿望清单用户,其7日留存率比强制引导用户高40%以上;而后者在广告变现(如内购或激励视频)中的eCPM反而更低。因此,广告主需放弃笼统的愿望清单数量目标,转而聚焦‘高意向用户获取’(如通过Lookalike模型定向类似种子用户)。

在SKAN(SKAdNetwork)时代,iOS端无法直接追踪用户从愿望清单到付费的完整路径,但Steam作为PC平台仍可通过事件回传实现准实时归因。建议广告主:1)在UA阶段区分自然与付费流量对愿望清单的贡献;2)结合LTV模型筛选ROI>1的用户群,而非仅看CPI(单次安装成本);3)通过AB测试验证“愿望清单按钮”在社区裂变(如好友推荐)中的增量提效。

总结:2025年的愿望清单不再是UA的银弹,而是需配合精准归因(如Adjust或AppsFlyer)与投放策略优化。未来,开发者应更关注‘有效愿望清单’的转化漏斗——从曝光到愿望清单到最终购买的完整路径,而非表面数据。对于中小团队,放弃追逐大DAU式的愿望清单轰炸,转向精品化用户的垂直渗透,可能更符合ROAS导向的生存逻辑。

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