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Lazar Gošić
Download CVlazar22.gosic@gmail.com

Belgrade, Serbia

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Case studyNordeus

Top Eleven Shop Monetization

Lift Top Eleven's shop revenue 10% while reducing the pay-to-win perception.

Role
Case competition
Period
Case competition
Stage
Modeled
Type
F2P monetization

+24%

Net revenue (modeled)

The problem

The goal was +10% shop revenue, but players saw many offers as pay-to-win or low-value, which puts retention and trust at risk. Interviews showed value perception, not just price, was the blocker.

What I designed

  1. 01Grind&Earn: a limited-time purchase that unlocks a challenge, where performance decides the bonus, so spending feels earned.
  2. 02Mystery Eleven: two box tiers mixing collectible progress with useful consumables, to raise perceived value and repeat purchase.
  3. 03First Purchase Sale: a time-limited entry offer to convert engaged non-spenders.
  4. 04Modeled cannibalization against existing token purchases and set retention and payer-mix guardrails.

Outcome and KPIs

+24%Net revenue (modeled)
  • Modeled ~+24% net revenue (~+$360K/month) after cannibalization, against a +10% target.
  • KPI tree: shop revenue, conversion, ARPDAU and ARPPU, with D7/D30 retention and whale dependency as guardrails.

Stack and methods

Game economySegmentationKPI treesA/B test design