11. Before 2008:
โข Games = Niche
โข Big, But Closed Industry
โข Non-Gamers Not Welcome
โข Barriers to entry โ you need a console
12. Number of gamers exploded:
2000: 250M
2011: 1B+
โข New fast-growing โopenโ platforms (Fb, iOS)
โข Metrics-led design, new generation of game devs
โข Broadband penetration so very accessible
โข Free to play
13. Like 90s dot.com boom it is hyped and
inflatedโฆ
But Social Games companies have REAL
REVENUE and PROFTIABLE
Zynga
โข Q4 revenue = $311K โฆ and raised $1B
IPO in Dec-11
โข Market capitalization $9B vs $5B for EA
14. Why Should You Care?
โข 150B minutes spent EVERY MONTH on social games
โข Thatโs an average of 10 minutes for everyone on the planet!
โข 81M people play social games at least once a day
โข 49M play a few times a day
โข 33% of console players said regular playing pattern
declined since starting social games
โข Console market expected to shrink globally
18. Rise of PC Gaming
Source: ignite Game Technolgies Sept-11
19. Different Business Models
Subscriptions Freemium + Lite Freemium
Advertising +
(Display) Microtransactions
Freemium + MTX : Most effective business model
19
20. Definitions Uses
Freemium: Freemium:
- use for free but premium - low barrier entry point
content chargeable
Microtransactions: Microtransactions:
- virtual items purchasable - pay according to what
for small amounts of โperceivedโ value is
real currency
20
24. What do Social Gamers like?
Source: Various (see appendix)
25. Game is a Service not a Product
More
New Ready to
Live Reiterate veteran
Features x-promo
features
Scale
down
Time dependent on game
โข Launching the game is just the beginning
โข Metrics and analytics
โข User Lifecycle
โข Ready to x-promo out
25
26. User life cycle
Engagement
Conversion Repeat
Installs Virality and Monetization
and Billing spend
Retention
โข Different features for different stages of user life cycle
โข Fine tune with metrics
โข Predictive analytics
โข KNOW YOUR USER
26
27. The two week sprint
Planning:
Specs and Sprint Stories and Assigning
Roadmaps Planning Tasks team GO
Sprint:
Coding
Art goes starts Code Play
LIVE
first (front and Review testing
backend
27
28. Studio SetupStudio Setup
Tech Lead Producer
Marketing
Lead Back Lead Flash Lead Art & Game
PM CM
End Developer Design Designer
Back End Flash Art &
Design Analyst
Developer Developer
Back End Flash
Developer Developer
โข Size is dependent on โข Game Design = โข Communication
needs of the game โข UI Fun channels
28
especially on โข Artstyle โข Game Intel = Data โข Community
production management
29. Funnel
Reach size of audience
Acquisition + Liquidity adding audience
Retention keeping audience
Spenders converting to spenders
Revenue bottom line
33. Reach
Reach
Acquisition + Liquidity
Retention
MAU and DAU Spenders
Revenue
>30M MAU
Peaked at = largest
100M MAU Poker site in
the world 33
34. Reach
Reach
Acquisition + Liquidity
Retention
Spenders
Differs by genre Revenue
Resources Mgt Casual
โข DAU big ranges (Cityville โข โReal game mechanicsโ
peaked at โข Light and easy to get RPG
100M, Millionaire City into - casual player โข Zombie Lane (1.9M)
2.5M, Restaurant City โข Bubble Witch Saga โข Vampire Diaries (0.3M)
5M) (4.2M DAU and rising) โข Combines social but
โข Competitive genre โ โข Bejeweled Blitz (peaked more with a role-playing-
most games are in this at 4.6M) game element
category
Gaming / Casino Hidden Objects
โข โNew-ishโ category โข Gardenโs of Time 8.3M
โข Slotomania but most popular game
(1.7M), DoubleDown on Facebook in terms of And many moreโฆ
Casino (1.1M), Bingo Blitz satisfaction โข Sports
(0.9M) โข New games: Hidden โข Mid-core strategy
โข High ARPDAU Chronicles, Jane โข etc
โข Older female skew Austenโs inpsired Rouge
and Romance (BBC)
34
39. Reach
Retention
Acquisition + Liquidity
Retention
Spenders
Revenue
Retention rates
โข Day 2 retention rates is crucial
โข Good games retain 35% to 40%
โข Overtime quality installs drops
โข Retention by level and on-boarding
drop offs to prevent lapsing users
Newbies and Veterans
โข Day 3 - 7, D14, D21, D30, D60 โ
there is a difference between
newbies and veteran retention
39
40. Newbie + Veteran Average Retention
Decay curve of a social game
Only 35% and 45% of users
% returning users
Veterans
actually come back the
next day
Newbies
The rest lapse out
40
42. Reach
Spenders
Acquisition + Liquidity
Retention
Spenders
Revenue
Metrics
โข Small % of spenders ( <5%)
โข Depends on the product offering
โข By genre ARPDAU is different
Price
$50 Small % of spenders will
generate most of the
$20
revenue
$5
$1
1% - 5% 95%+ No of users
42