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SOCIAL, MOBILE GAME
PRIMER TALK
AGENDA
• Game Industry at a glance
• Key Metrics
• Trends
• Design to Monetize
• Social Casino
2016/12/6 | Confidential | Pg No. 2
GAME INDUSTRY AT A
GLANCE
2016/12/6 | Confidential | Pg No. 3
At first, we start from an idea…At Last, Games for Players
FROM AN IDEA TO A PRODUCT
2016/12/6 | Confidential | Pg No. 4
Administration, Finance, Human Resource, and so on
Game Development
In-between, Lots of Work
Publishing / Operation
GAME INDUSTRY
2016/12/6 | Confidential | Pg No. 5
2016/12/6 | Confidential | Pg No. 6
PEOPLE IN GAME INDUSTRY
2016/12/6 | Confidential | Pg No. 7
GAME CATEGORIES
-HOG
-Match-3
-Endless
Runner
-Ville/Farm
-Tower
Defense
-MOBA
2016/12/6 | Confidential | Pg No. 8
INDUSTRY CHAIN
2016/12/6 | Confidential | Pg No. 9
MARKET SIZE
2016/12/6 | Confidential | Pg No. 10
MARKET SIZE PER SEGMENT
2016/12/6 | Confidential | Pg No. 11
BUSINESS MODEL
KEY METRICS
2016/12/6 | Confidential | Pg No. 12
2016/12/6 | Confidential | Pg No. 13
 Console, PC
 Purchase (packages, pay per download, try & buy)
 Units sold, sales volume
 MMOG
 Subscription, F2P
 MCCU (PCCU): max./peak concurrent user (server
loading)
 ACCU: average concurrent user (revenue base)
 Apps (Social, Mobile)
 DAU: daily active user
 MAU: monthly active user
KEY METRICS : MAU & DAU
2016/12/6 | Confidential | Pg No. 14
REFERENCE : DAU OF THE TOP 10 FACEBOOK
GAMES
2016/12/6 | Confidential | Pg No. 15
 Acquisition
 New users
 UAC/CAC: user/customer acquisition cost
 LTV: lifetime value
 Retention
 MAU/DAU > 20%
 Day 2/3/4/5/6/7/15/30
 Monetization
 ARPU: average revenue per user
 ARPPU: average revenue per paid user
 Pay rate
KEY METRICS : ARM RELEVANT
LTV of EA Social Sports: $56
(Source: AllThingsD, 2012)
Good D2/D7/D30 retention≒ 40% /20%/10%
(Source: Flurry, June 2012)
2016/12/6 | Confidential | Pg No. 16
REFERENCE: GAME DESIGN FOR BETTER
RETENTION
2016/12/6 | Confidential | Pg No. 17
OTHER KEY METRICS I
2016/12/6 | Confidential | Pg No. 18
REFERENCE : HOW MUCH IS THE AVERAGE
UAC
2016/12/6 | Confidential | Pg No. 19
OTHER KEY METRICS II
 Conversion Rate
 General
 Payers/Players
 Retention relevant
 churn/attrition rate : subscription-based
 aver. # of sessions, aver. session length
 Data-driven
 cohort analysis
 results tables of in-game systems like match-making,
queuing
REFERENCE: DO WE MONETIZE WELL
2016/12/6 | Confidential | Pg No. 20
TRENDS
2016/12/6 | Confidential | Pg No. 21
2016/12/6 | Confidential | Pg No. 22
TREND 1 : FREEMIUM
 F2P earns more
 Why? Economical Reasons
 Remove barriers
 Remove the upper limits
 Why? Psychological Mechanism
 Willpower & Impulsive purchase
 Virtual currency
 Instant satisfaction
 Why? Teach player to spend
2016/12/6 | Confidential | Pg No. 23
FREEMIUM EARNS MORE
 Teach players to spend
 Free coins as rewards
 Free trial to get addicted
 Design to monetize
 Reasonable Price Structure
 Integrate monetization
into gameplay/core loop
 Good Design: items etc.
 Implement chance-based
factor to boost payment
PAYMENT: KEY ISSUE IN THE EMERGING MARKET
2016/12/6 | Confidential | Pg No. 24
PAYMENT OPTIONS
2016/12/6 | Confidential | Pg No. 25
2016/12/6 | Confidential | Pg No. 26
TREND2 : SOCIAL
-Easy to play
-Bite Size
-Enriched by
real relations
2016/12/6 | Confidential | Pg No. 27
CORE OF SOCIAL: COMPETITIVE & CO-OP
Collaboration & giftingCompetition & rivalry
2016/12/6 | Confidential | Pg No. 28
SOCIAL IS GOOD FOR RETENTION
2016/12/6 | Confidential | Pg No. 29
SOCIAL IS GOOD FOR MONETIZATION
2016/12/6 | Confidential | Pg No. 30
TREND 3 : MOBILE DOMINATES
2016/12/6 | Confidential | Pg No. 31
CHANGE : MOBILE GAME INDUSTRY CHAIN
2016/12/6 | Confidential | Pg No. 32
CHANGE: MOBILE GAMES
“Snake” on the
feature phone in the
old days
“Snake.apk”
With iAP & SNS integration (Facebook, IMs)
-Compare score:
leaderboard
-Share Results with
friends
-Ask Friends to help,
all response get
rewards
-Send/Receive Gifts
-Single player but
remain online
-Multi players with
rivals and/or team
work to achieve
-Pay to revive
-Pay to slow down
2016/12/6 | Confidential | Pg No. 33
MOBILE GAME TRENDS
DESIGN TO MONETIZE
2016/12/6 | Confidential | Pg No. 34
STRATEGY
2016/12/6 | Confidential | Pg No. 35
 Satisfy our payers
 Please non-payers: Why they matter
 Revenue stream (via iAD)
 Viral marketing to reduce our UAC/CPI (invites /posts to
play free)
 Keep payers stay (Vanity & Special items)
REASONABLE PRICE STRUCTURE
2016/12/6 | Confidential | Pg No. 36
 Pricing
 Low barrier
 The higher price,
the better unit price
 Promotion
 Limited time
 Limited amount
 Free Trial of iAP
 Tutorial
 Quests
 Free First Test
RULES: INTEGRATE MONETIZATION IN CORE LOOP
2016/12/6 | Confidential | Pg No. 37
 Core Loop: key sets of activities a player takes in
each session
 Actions: main interactive elements
 Gates: elements that block progression
 Sinks: where players spend currency
 Taps: where players gain currency
 Provide options in Taps, path with least resistance
 Earning in sessions, free gifts (rewards, comprehension)
 RMT(real money trading)
 Social (Viral): friends help, post to wall
 Spend time/ Skills
SINK DESIGN
2016/12/6 | Confidential | Pg No. 38
Ultima Online (1997):
items wear out MapleStory (2003):
items expire
ITEM DESIGN
2016/12/6 | Confidential | Pg No. 39
IMPLEMENT CHANCE-BASED FACTOR
2016/12/6 | Confidential | Pg No. 40
 Collectible Trading Items (cards)
 Normal, Rare, Super Rare,
 Random cards in packs
 Gambling
 Slots
 Gacha
 Lottery
 Recycle
 Compose, Embed, Forge, Enchant
2016/12/6 | Confidential | Pg No. 41
BEST PRACTICES I
Progression
Map
Proper Level
Difficulty
Randomness
as Obstacles
Multiple Goal
Structures
2016/12/6 | Confidential | Pg No. 42
BEST PRACTICES II
Multiple vectors of achievement make completion both harder
and more interesting (motivations to pay)
2016/12/6 | Confidential | Pg No. 43
BEST PRACTICES III
No patience to wait is one of the
strongest factor to pay
2016/12/6 | Confidential | Pg No. 44
BEST PRACTICES IV: CLANS (GUILDS)
Team incentives create pressure to keep up with each other and
thus spend.
SOCIAL CASINO
2016/12/6 | Confidential | Pg No. 45
2016/12/6 | Confidential | Pg No. 46
MARKET SIZE
In 2012, the predict market size is $1.7BN by 2013, $2.5 BN by 2015
Social Casino Gaming reaches $2.9BN in 2013, and $4.4 BN 2015e!
(Source: SuperData, 2014)
2016/12/6 | Confidential | Pg No. 47
MARKET GROWTH
2016/12/6 | Confidential | Pg No. 48
MARKET SHARE BY COUNTRY & PLATFORM
2016/12/6 | Confidential | Pg No. 49
MARKET SHARE (IOS TOP 10)
2016/12/6 | Confidential | Pg No. 50
TOP 10 COUNTRIES (IOS)
2016/12/6 | Confidential | Pg No. 51
KEY PRODUCTS BY MAU
WWW.ASPECTGAMING.COM
2016/12/6 | Confidential | Pg No. 52

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20140707 social game primer talk

  • 2. AGENDA • Game Industry at a glance • Key Metrics • Trends • Design to Monetize • Social Casino 2016/12/6 | Confidential | Pg No. 2
  • 3. GAME INDUSTRY AT A GLANCE 2016/12/6 | Confidential | Pg No. 3
  • 4. At first, we start from an idea…At Last, Games for Players FROM AN IDEA TO A PRODUCT 2016/12/6 | Confidential | Pg No. 4
  • 5. Administration, Finance, Human Resource, and so on Game Development In-between, Lots of Work Publishing / Operation GAME INDUSTRY 2016/12/6 | Confidential | Pg No. 5
  • 6. 2016/12/6 | Confidential | Pg No. 6 PEOPLE IN GAME INDUSTRY
  • 7. 2016/12/6 | Confidential | Pg No. 7 GAME CATEGORIES -HOG -Match-3 -Endless Runner -Ville/Farm -Tower Defense -MOBA
  • 8. 2016/12/6 | Confidential | Pg No. 8 INDUSTRY CHAIN
  • 9. 2016/12/6 | Confidential | Pg No. 9 MARKET SIZE
  • 10. 2016/12/6 | Confidential | Pg No. 10 MARKET SIZE PER SEGMENT
  • 11. 2016/12/6 | Confidential | Pg No. 11 BUSINESS MODEL
  • 12. KEY METRICS 2016/12/6 | Confidential | Pg No. 12
  • 13. 2016/12/6 | Confidential | Pg No. 13  Console, PC  Purchase (packages, pay per download, try & buy)  Units sold, sales volume  MMOG  Subscription, F2P  MCCU (PCCU): max./peak concurrent user (server loading)  ACCU: average concurrent user (revenue base)  Apps (Social, Mobile)  DAU: daily active user  MAU: monthly active user KEY METRICS : MAU & DAU
  • 14. 2016/12/6 | Confidential | Pg No. 14 REFERENCE : DAU OF THE TOP 10 FACEBOOK GAMES
  • 15. 2016/12/6 | Confidential | Pg No. 15  Acquisition  New users  UAC/CAC: user/customer acquisition cost  LTV: lifetime value  Retention  MAU/DAU > 20%  Day 2/3/4/5/6/7/15/30  Monetization  ARPU: average revenue per user  ARPPU: average revenue per paid user  Pay rate KEY METRICS : ARM RELEVANT LTV of EA Social Sports: $56 (Source: AllThingsD, 2012) Good D2/D7/D30 retention≒ 40% /20%/10% (Source: Flurry, June 2012)
  • 16. 2016/12/6 | Confidential | Pg No. 16 REFERENCE: GAME DESIGN FOR BETTER RETENTION
  • 17. 2016/12/6 | Confidential | Pg No. 17 OTHER KEY METRICS I
  • 18. 2016/12/6 | Confidential | Pg No. 18 REFERENCE : HOW MUCH IS THE AVERAGE UAC
  • 19. 2016/12/6 | Confidential | Pg No. 19 OTHER KEY METRICS II  Conversion Rate  General  Payers/Players  Retention relevant  churn/attrition rate : subscription-based  aver. # of sessions, aver. session length  Data-driven  cohort analysis  results tables of in-game systems like match-making, queuing
  • 20. REFERENCE: DO WE MONETIZE WELL 2016/12/6 | Confidential | Pg No. 20
  • 22. 2016/12/6 | Confidential | Pg No. 22 TREND 1 : FREEMIUM  F2P earns more  Why? Economical Reasons  Remove barriers  Remove the upper limits  Why? Psychological Mechanism  Willpower & Impulsive purchase  Virtual currency  Instant satisfaction  Why? Teach player to spend
  • 23. 2016/12/6 | Confidential | Pg No. 23 FREEMIUM EARNS MORE  Teach players to spend  Free coins as rewards  Free trial to get addicted  Design to monetize  Reasonable Price Structure  Integrate monetization into gameplay/core loop  Good Design: items etc.  Implement chance-based factor to boost payment
  • 24. PAYMENT: KEY ISSUE IN THE EMERGING MARKET 2016/12/6 | Confidential | Pg No. 24
  • 25. PAYMENT OPTIONS 2016/12/6 | Confidential | Pg No. 25
  • 26. 2016/12/6 | Confidential | Pg No. 26 TREND2 : SOCIAL -Easy to play -Bite Size -Enriched by real relations
  • 27. 2016/12/6 | Confidential | Pg No. 27 CORE OF SOCIAL: COMPETITIVE & CO-OP Collaboration & giftingCompetition & rivalry
  • 28. 2016/12/6 | Confidential | Pg No. 28 SOCIAL IS GOOD FOR RETENTION
  • 29. 2016/12/6 | Confidential | Pg No. 29 SOCIAL IS GOOD FOR MONETIZATION
  • 30. 2016/12/6 | Confidential | Pg No. 30 TREND 3 : MOBILE DOMINATES
  • 31. 2016/12/6 | Confidential | Pg No. 31 CHANGE : MOBILE GAME INDUSTRY CHAIN
  • 32. 2016/12/6 | Confidential | Pg No. 32 CHANGE: MOBILE GAMES “Snake” on the feature phone in the old days “Snake.apk” With iAP & SNS integration (Facebook, IMs) -Compare score: leaderboard -Share Results with friends -Ask Friends to help, all response get rewards -Send/Receive Gifts -Single player but remain online -Multi players with rivals and/or team work to achieve -Pay to revive -Pay to slow down
  • 33. 2016/12/6 | Confidential | Pg No. 33 MOBILE GAME TRENDS
  • 34. DESIGN TO MONETIZE 2016/12/6 | Confidential | Pg No. 34
  • 35. STRATEGY 2016/12/6 | Confidential | Pg No. 35  Satisfy our payers  Please non-payers: Why they matter  Revenue stream (via iAD)  Viral marketing to reduce our UAC/CPI (invites /posts to play free)  Keep payers stay (Vanity & Special items)
  • 36. REASONABLE PRICE STRUCTURE 2016/12/6 | Confidential | Pg No. 36  Pricing  Low barrier  The higher price, the better unit price  Promotion  Limited time  Limited amount  Free Trial of iAP  Tutorial  Quests  Free First Test
  • 37. RULES: INTEGRATE MONETIZATION IN CORE LOOP 2016/12/6 | Confidential | Pg No. 37  Core Loop: key sets of activities a player takes in each session  Actions: main interactive elements  Gates: elements that block progression  Sinks: where players spend currency  Taps: where players gain currency  Provide options in Taps, path with least resistance  Earning in sessions, free gifts (rewards, comprehension)  RMT(real money trading)  Social (Viral): friends help, post to wall  Spend time/ Skills
  • 38. SINK DESIGN 2016/12/6 | Confidential | Pg No. 38 Ultima Online (1997): items wear out MapleStory (2003): items expire
  • 39. ITEM DESIGN 2016/12/6 | Confidential | Pg No. 39
  • 40. IMPLEMENT CHANCE-BASED FACTOR 2016/12/6 | Confidential | Pg No. 40  Collectible Trading Items (cards)  Normal, Rare, Super Rare,  Random cards in packs  Gambling  Slots  Gacha  Lottery  Recycle  Compose, Embed, Forge, Enchant
  • 41. 2016/12/6 | Confidential | Pg No. 41 BEST PRACTICES I Progression Map Proper Level Difficulty Randomness as Obstacles Multiple Goal Structures
  • 42. 2016/12/6 | Confidential | Pg No. 42 BEST PRACTICES II Multiple vectors of achievement make completion both harder and more interesting (motivations to pay)
  • 43. 2016/12/6 | Confidential | Pg No. 43 BEST PRACTICES III No patience to wait is one of the strongest factor to pay
  • 44. 2016/12/6 | Confidential | Pg No. 44 BEST PRACTICES IV: CLANS (GUILDS) Team incentives create pressure to keep up with each other and thus spend.
  • 45. SOCIAL CASINO 2016/12/6 | Confidential | Pg No. 45
  • 46. 2016/12/6 | Confidential | Pg No. 46 MARKET SIZE In 2012, the predict market size is $1.7BN by 2013, $2.5 BN by 2015 Social Casino Gaming reaches $2.9BN in 2013, and $4.4 BN 2015e! (Source: SuperData, 2014)
  • 47. 2016/12/6 | Confidential | Pg No. 47 MARKET GROWTH
  • 48. 2016/12/6 | Confidential | Pg No. 48 MARKET SHARE BY COUNTRY & PLATFORM
  • 49. 2016/12/6 | Confidential | Pg No. 49 MARKET SHARE (IOS TOP 10)
  • 50. 2016/12/6 | Confidential | Pg No. 50 TOP 10 COUNTRIES (IOS)
  • 51. 2016/12/6 | Confidential | Pg No. 51 KEY PRODUCTS BY MAU