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Colombia 3.0

     Monetization and Content

Juan F Franco & Juan C Roldan
Track Record
why Latin America?

                                                                   By 2014 global
                                                                   ecommerce is
                                                                   expected to grow more
                                                                   than 90%.5 In Latin
                                                                   America that
                                                                   expectation is twice
                                                                   as big!!


                                                                   1,2. Internet World Stats
                                                                   March 2011
                                                                   3. Playspan report Feb 2011
                                                                   4. January 2011, UN
                                                                   5. Euromonitor International




•   Internet population: 183M1 (53% of population)
•   Growing Internet penetration (28.8%+ average)2
•   Virtual goods market in LatAm to reach $624MM by 20143
•   70% of online transactions are executed through alternative payment methods.
•   The annual growth of e-commerce in Latin America is more than 20%.
monetization strategy




Assessment         Payments &
                                                   Implementation   Program-follow
   & Gap           Transactions   Decision-
                                                     & execution    through & fine
  analysis           analysis      Making                               tuning




• Metric analysis with RJ         • Offline campaigns               • Weekly follow
                                                                    up calls
Metrics (revenue, user profiles   • Online marketing                •Quarterly
approval rate, ARPPU, etc)        campaigns (including              Business
• Business Intelligence           landing page, user targeting      Reveiws to go
                                                                    over goals and
Strategies and complex            tools, etc)                       strategies for
analysis                          • Monetization strategies for     next quarter
• Business Model Assessment       achieving proposed goals
Monetization Strategy
• Payments: online, offline, mobile (SMS, smartphones)
• More than payment methods, focus on increasing user base and
  conversion rate, and minimize your taxes and fees in the region.




                              experience                       usability
   coverage
  Massive physical and
                              & security                   Easy to use interface, 3-
                                                            step process allowing
digital presence to reach                                    young people to pay
                                4 million registered
the entire Latin American                                  beyond normal payment
                             users, optimized system to
    online population.                                    methods, and customizable
                            reduce chargeback & fraud.
                                                                look and feel.
need for alternative payments
•   E-commerce is growing exponentially in Latin America, but credit cards are still not as
    prevalent as in the US and Western Europe.
•   Less than 20% of credit cards in the region are accepted abroad.
•   Cash and offline sales make up almost half of transactions.
online services
                            We have created a checkout that can be
                            customized according to the developer’s
                             look and feel, in order to improve user
                                  experience within the game.




   Our gateway also
  adapts to the user’s
   behavior. We can
prioritize price products
 or payment methods
according to the user’s
 purchasing behavior.
Costumers
                           situation:
                           Brazil and the rest of Latam was a huge
                           market for Zynga, representing a good
                           portion of users, but not transacting
                           customers.


                           solution:
                           Paymentez to reach users at POS and
                           internet cafes.

                           result:
                           Before Paymentez, Zynga had no offline
                           presence in the region. By the end of the first
                           year, offline channels made up slightly more
                           than half of total transactions, and sales
                           increased 4-fold. Paymentez has helped
                           strengthen awareness of the brand and
(customer since 2010)
                           games in the region.
meet our costumers
                        situation:
                        Although Zumba is a hit across the world, it
                        had yet to take off in Brazil. After finding a
                        payment partner in Paymentez, it began to
                        offer training courses in the region.


                        solution:
                        With Paymentez, Zumba arrived with local
                        payment methods, such as credit cards,
                        Boleto, debit cards, and the innovation of the
                        Paymentez PIN.


                        result:
                        Zumba has made a name for itself in Brazil
                        with Paymentez’s help, and within the first 6
                        months it increased its revenue projections
(customer since 2011)
                        3x.
meet our costumers
       situation:
       Habbo Hotel is a virtual world that started using
       Paymentez to reach Brazilian users through
       offline channels.


       solution:
        •   Separation of payment methods into
            direct online and offline options
        •   Branded PINs and prepaid cards to raise
            awareness of brand in offline channels
        •   Poster contest for users to connect
            virtual world with Paymentez

       results:
        •   Offline payments raised from accounting for
            1% of revenue to 8% in 4 months
        •   ARPPU increased among users paying
            through offline channels
        •   Poster contest: 500 submissions, 25K votes
Mentez
CONTENT AND GAME CRITERIA
STICKINESS
                           AND
                       ENGAGEMENT




ADAPTABILITY                                VIRALIZATION
    AND                                      AND SOCIAL
 FLEXIBILITY                                INTEGRATION

                       CONTENT




           MARKET                      CONTENT
         OPPORTUNITY                 BACKGROUND
INNOVATION




DEVELOPER
                                                  DESIGN
 PROFILE


                      CONTENT




           TECH
       ARCHITECTURE                MONETIZATION
       AND SUPPORT
• Low engagement
AMUSEMENT      • No emotional attachement
               • Short Lifecyles



               • 8 – 15 min play sessions
DISTRACTION    • Ongoing interest and involvement
               • Diverts attention – Instant/delayed gratification



               • 1 year + lifecycles
   AFFINITY    • Communication between players
(CONNECTION)   • Time and financial Investment

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Mentez / Juan Franco y Juan Roldan

  • 1. Colombia 3.0 Monetization and Content Juan F Franco & Juan C Roldan
  • 2.
  • 3.
  • 5.
  • 6. why Latin America? By 2014 global ecommerce is expected to grow more than 90%.5 In Latin America that expectation is twice as big!! 1,2. Internet World Stats March 2011 3. Playspan report Feb 2011 4. January 2011, UN 5. Euromonitor International • Internet population: 183M1 (53% of population) • Growing Internet penetration (28.8%+ average)2 • Virtual goods market in LatAm to reach $624MM by 20143 • 70% of online transactions are executed through alternative payment methods. • The annual growth of e-commerce in Latin America is more than 20%.
  • 7. monetization strategy Assessment Payments & Implementation Program-follow & Gap Transactions Decision- & execution through & fine analysis analysis Making tuning • Metric analysis with RJ • Offline campaigns • Weekly follow up calls Metrics (revenue, user profiles • Online marketing •Quarterly approval rate, ARPPU, etc) campaigns (including Business • Business Intelligence landing page, user targeting Reveiws to go over goals and Strategies and complex tools, etc) strategies for analysis • Monetization strategies for next quarter • Business Model Assessment achieving proposed goals
  • 8. Monetization Strategy • Payments: online, offline, mobile (SMS, smartphones) • More than payment methods, focus on increasing user base and conversion rate, and minimize your taxes and fees in the region. experience usability coverage Massive physical and & security Easy to use interface, 3- step process allowing digital presence to reach young people to pay 4 million registered the entire Latin American beyond normal payment users, optimized system to online population. methods, and customizable reduce chargeback & fraud. look and feel.
  • 9. need for alternative payments • E-commerce is growing exponentially in Latin America, but credit cards are still not as prevalent as in the US and Western Europe. • Less than 20% of credit cards in the region are accepted abroad. • Cash and offline sales make up almost half of transactions.
  • 10. online services We have created a checkout that can be customized according to the developer’s look and feel, in order to improve user experience within the game. Our gateway also adapts to the user’s behavior. We can prioritize price products or payment methods according to the user’s purchasing behavior.
  • 11. Costumers situation: Brazil and the rest of Latam was a huge market for Zynga, representing a good portion of users, but not transacting customers. solution: Paymentez to reach users at POS and internet cafes. result: Before Paymentez, Zynga had no offline presence in the region. By the end of the first year, offline channels made up slightly more than half of total transactions, and sales increased 4-fold. Paymentez has helped strengthen awareness of the brand and (customer since 2010) games in the region.
  • 12. meet our costumers situation: Although Zumba is a hit across the world, it had yet to take off in Brazil. After finding a payment partner in Paymentez, it began to offer training courses in the region. solution: With Paymentez, Zumba arrived with local payment methods, such as credit cards, Boleto, debit cards, and the innovation of the Paymentez PIN. result: Zumba has made a name for itself in Brazil with Paymentez’s help, and within the first 6 months it increased its revenue projections (customer since 2011) 3x.
  • 13. meet our costumers situation: Habbo Hotel is a virtual world that started using Paymentez to reach Brazilian users through offline channels. solution: • Separation of payment methods into direct online and offline options • Branded PINs and prepaid cards to raise awareness of brand in offline channels • Poster contest for users to connect virtual world with Paymentez results: • Offline payments raised from accounting for 1% of revenue to 8% in 4 months • ARPPU increased among users paying through offline channels • Poster contest: 500 submissions, 25K votes
  • 15. STICKINESS AND ENGAGEMENT ADAPTABILITY VIRALIZATION AND AND SOCIAL FLEXIBILITY INTEGRATION CONTENT MARKET CONTENT OPPORTUNITY BACKGROUND
  • 16. INNOVATION DEVELOPER DESIGN PROFILE CONTENT TECH ARCHITECTURE MONETIZATION AND SUPPORT
  • 17. • Low engagement AMUSEMENT • No emotional attachement • Short Lifecyles • 8 – 15 min play sessions DISTRACTION • Ongoing interest and involvement • Diverts attention – Instant/delayed gratification • 1 year + lifecycles AFFINITY • Communication between players (CONNECTION) • Time and financial Investment