SlideShare a Scribd company logo
1 of 25
TM




SYNCHRONOUS
AND SOCIAL
Why games that connect people
in real-time are the real future of
social games
                 TM

                       Hussein Chahine
                       December 1, 2011
TM




INTRODUCING YAZINO



Immediate
Real-time synchronous social games

Cross-platform
Global, instant, and accessible to
play anytime, anywhere at the flick of
a button (web and mobile)

Intimate
Closer to people:
    Invite and play with friends        We call this in-sync gaming
    Meet new, like-minded people
    In-game chat and mentoring
    Create private tables and
    challenge in tournaments
TM




ANALOGY




If Nintendo Wii was...
    Free
    Global
    On your computer or phone
    Anytime, anywhere
    Instant & bite-size
TM




GAMES ARE INHERENTLY SOCIAL




Personal interaction builds a
dynamic of competition and
cooperation which is
psychologically positive
TM




BUT THERE’S LITTLE THAT’S SOCIAL IN SOCIAL GAMES




If Solitaire was on Facebook, would
that make it a social game?

The definition of a social game
“Games that run on or integrate with a
social network and use that network to
enhance gameplay between players.”
- Quora
TM




ASYNCHRONOUS VS SYNCHRONOUS GAMES




Asynchronous games connect
players but are about playing alone




Synchronous games use real-time
online interaction between players
to create a shared experience

Synchronous = Social
TM




IN-SYNC GAMES AND MOTIVATION




            INTRINSIC / I WANT TO
           EXTRINSIC / YOU NEED TO
                               Synchronous games don’t have
                               extrinsic features
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal   Asynchronous   Synchronous   Need Satisfaction


                      No. of players
    Acquisition
                      Cost per player




     Retention        Churn rate




    Engagement        Playtime




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal   Asynchronous        Synchronous   Need Satisfaction


                      No. of players    Advertising cost
    Acquisition
                      Cost per player   Virality is dying




     Retention        Churn rate




    Engagement        Playtime




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal   Asynchronous        Synchronous        Need Satisfaction


                                                            More acquisition
                      No. of players    Advertising cost
                                                               channels
    Acquisition
                      Cost per player   Virality is dying   Relevance gives
                                                                virality



     Retention        Churn rate




    Engagement        Playtime




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal   Asynchronous        Synchronous        Need Satisfaction


                                                            More acquisition
                      No. of players    Advertising cost
                                                               channels
    Acquisition                                                                  Relatedness
                      Cost per player   Virality is dying   Relevance gives
                                                                virality



     Retention        Churn rate




    Engagement        Playtime




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous          Synchronous        Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                      Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality



                                        Lack of brand loyalty
     Retention        Churn rate
                                           creates churn




    Engagement        Playtime




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous         Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                        Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community
                                           creates churn
                                                                Reduced churn



    Engagement        Playtime




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous         Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                        Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community         Relatedness
                                           creates churn
                                                                Reduced churn



    Engagement        Playtime




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous         Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                        Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community         Relatedness
                                           creates churn
                                                                Reduced churn



                                          Less emotional
    Engagement        Playtime
                                           engagement




    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous         Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                        Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community         Relatedness
                                           creates churn
                                                                Reduced churn

                                                                  Heightened
                                          Less emotional           emotional
    Engagement        Playtime
                                           engagement             engagement
                                                                Live experience



    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous         Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                        Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community         Relatedness
                                           creates churn
                                                                Reduced churn

                                                                  Heightened
                                          Less emotional           emotional             Mastery
    Engagement        Playtime
                                           engagement             engagement            Autonomy
                                                                Live experience



    Monetisation      Revenue
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous         Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                        Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community         Relatedness
                                           creates churn
                                                                Reduced churn

                                                                  Heightened
                                          Less emotional           emotional             Mastery
    Engagement        Playtime
                                           engagement             engagement            Autonomy
                                                                Live experience



    Monetisation      Revenue           Reduced motivation
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous          Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                         Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community          Relatedness
                                           creates churn
                                                                 Reduced churn

                                                                  Heightened
                                          Less emotional           emotional              Mastery
    Engagement        Playtime
                                           engagement             engagement             Autonomy
                                                                 Live experience


                                                                Greater motivation
    Monetisation      Revenue           Reduced motivation
                                                                driven by live play
TM




SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS




 Business Challenge     Business Goal     Asynchronous           Synchronous          Need Satisfaction


                                                                More acquisition
                      No. of players      Advertising cost
                                                                   channels
    Acquisition                                                                         Relatedness
                      Cost per player     Virality is dying     Relevance gives
                                                                    virality


                                                                Loyalty to friends
                                        Lack of brand loyalty
     Retention        Churn rate                                 and community          Relatedness
                                           creates churn
                                                                 Reduced churn

                                                                  Heightened
                                          Less emotional           emotional              Mastery
    Engagement        Playtime
                                           engagement             engagement             Autonomy
                                                                 Live experience


                                                                Greater motivation        Mastery
    Monetisation      Revenue           Reduced motivation
                                                                driven by live play      Autonomy
TM




THREE KEY GAMING TRIGGERS




                           Self
                                               Autonomy
                       actualisation



                            Esteem             Mastery



                        Belonging              Relatedness



                            Safety


                       Psychological




                                     Revenue
TM




IN-SYNC PLAYERS PLAY FOR LONGER




The Average Lifetime Value (ALV)
of a Yazino purchaser is $230 over
six months compared to an industry
average of $60. After six months,
15% are still purchasing.




                                     $60   $230
TM




INTRINSIC DRIVES INVESTMENT



 By focusing on intrinsic motivation
 through positive game design, Yazino
 players play for longer and spend more.




               $0.30                  $1             $1.50
            Monthly ARPU         Monthly ARPU     Monthly ARPU
            for an average          for a high     for a Yazino
              performing           performing         player
            social game on       social game on
               Facebook            Facebook
TM




CHALLENGES OF SYNCHRONOUS GAMES




Why isn’t everyone doing this?
  Latency and broadcasting
  Single currency
  Auditing
  Supporting the games
  One platform, multiple games
  Platform independence
TM




ANY QUESTIONS?




Hussein Chahine
Founder & CEO
hchahine@yazino.com
@husseinchahine
                 TM

More Related Content

Similar to Synchronous and Social - Evolve Conference

hi5 Presentation at SXSW Interactive 2011: Games of the Future
hi5 Presentation at SXSW Interactive 2011: Games of the Futurehi5 Presentation at SXSW Interactive 2011: Games of the Future
hi5 Presentation at SXSW Interactive 2011: Games of the Futurehi5
 
Understanding Co Opetition Using The Parts Strategy
Understanding Co Opetition Using The Parts StrategyUnderstanding Co Opetition Using The Parts Strategy
Understanding Co Opetition Using The Parts StrategyRadhika Sukhani
 
Anita Ondine: Integrating Game Mechanics into Your Story
Anita Ondine: Integrating Game Mechanics into Your StoryAnita Ondine: Integrating Game Mechanics into Your Story
Anita Ondine: Integrating Game Mechanics into Your StoryAphra_Kadabra
 
D2C Marketing Presentation
D2C Marketing PresentationD2C Marketing Presentation
D2C Marketing PresentationMike Cilla
 
Advergamng a World of Possibilities
Advergamng a World of PossibilitiesAdvergamng a World of Possibilities
Advergamng a World of PossibilitiesAlvaro Gonzalez
 
Day2 0830 wexler_connecting brands
Day2 0830 wexler_connecting brandsDay2 0830 wexler_connecting brands
Day2 0830 wexler_connecting brandsMediabistro
 
Game Analytics SiTF (David vs Goliath)
Game Analytics SiTF (David vs Goliath)Game Analytics SiTF (David vs Goliath)
Game Analytics SiTF (David vs Goliath)Elvin Li
 
0845 omma video sponsored breakfast eyeview
0845 omma video sponsored breakfast eyeview0845 omma video sponsored breakfast eyeview
0845 omma video sponsored breakfast eyeviewMediaPost
 
Gamification: A New Way of Marketing
Gamification:  A New Way of Marketing Gamification:  A New Way of Marketing
Gamification: A New Way of Marketing Matmi
 

Similar to Synchronous and Social - Evolve Conference (11)

hi5 Presentation at SXSW Interactive 2011: Games of the Future
hi5 Presentation at SXSW Interactive 2011: Games of the Futurehi5 Presentation at SXSW Interactive 2011: Games of the Future
hi5 Presentation at SXSW Interactive 2011: Games of the Future
 
Understanding Co Opetition Using The Parts Strategy
Understanding Co Opetition Using The Parts StrategyUnderstanding Co Opetition Using The Parts Strategy
Understanding Co Opetition Using The Parts Strategy
 
Anita Ondine: Integrating Game Mechanics into Your Story
Anita Ondine: Integrating Game Mechanics into Your StoryAnita Ondine: Integrating Game Mechanics into Your Story
Anita Ondine: Integrating Game Mechanics into Your Story
 
D2C Marketing Presentation
D2C Marketing PresentationD2C Marketing Presentation
D2C Marketing Presentation
 
Week 3: Gaming w/Gustavo & Don
Week 3: Gaming w/Gustavo & DonWeek 3: Gaming w/Gustavo & Don
Week 3: Gaming w/Gustavo & Don
 
Advergamng a World of Possibilities
Advergamng a World of PossibilitiesAdvergamng a World of Possibilities
Advergamng a World of Possibilities
 
Gaming3 slideshare
Gaming3 slideshareGaming3 slideshare
Gaming3 slideshare
 
Day2 0830 wexler_connecting brands
Day2 0830 wexler_connecting brandsDay2 0830 wexler_connecting brands
Day2 0830 wexler_connecting brands
 
Game Analytics SiTF (David vs Goliath)
Game Analytics SiTF (David vs Goliath)Game Analytics SiTF (David vs Goliath)
Game Analytics SiTF (David vs Goliath)
 
0845 omma video sponsored breakfast eyeview
0845 omma video sponsored breakfast eyeview0845 omma video sponsored breakfast eyeview
0845 omma video sponsored breakfast eyeview
 
Gamification: A New Way of Marketing
Gamification:  A New Way of Marketing Gamification:  A New Way of Marketing
Gamification: A New Way of Marketing
 

Recently uploaded

Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfErwinPantujan2
 
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONTHEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONHumphrey A Beña
 
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptxQ4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptxlancelewisportillo
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...Nguyen Thanh Tu Collection
 
ClimART Action | eTwinning Project
ClimART Action    |    eTwinning ProjectClimART Action    |    eTwinning Project
ClimART Action | eTwinning Projectjordimapav
 
TEACHER REFLECTION FORM (NEW SET........).docx
TEACHER REFLECTION FORM (NEW SET........).docxTEACHER REFLECTION FORM (NEW SET........).docx
TEACHER REFLECTION FORM (NEW SET........).docxruthvilladarez
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfJemuel Francisco
 
4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptx4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptxmary850239
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parentsnavabharathschool99
 
Dust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSEDust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSEaurabinda banchhor
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxVanesaIglesias10
 
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...JojoEDelaCruz
 
Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)Mark Reed
 
Millenials and Fillennials (Ethical Challenge and Responses).pptx
Millenials and Fillennials (Ethical Challenge and Responses).pptxMillenials and Fillennials (Ethical Challenge and Responses).pptx
Millenials and Fillennials (Ethical Challenge and Responses).pptxJanEmmanBrigoli
 
Measures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataMeasures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataBabyAnnMotar
 
Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17Celine George
 
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17Celine George
 
Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmStan Meyer
 
4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptx4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptxmary850239
 

Recently uploaded (20)

Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
 
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONTHEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
 
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptxQ4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
 
ClimART Action | eTwinning Project
ClimART Action    |    eTwinning ProjectClimART Action    |    eTwinning Project
ClimART Action | eTwinning Project
 
TEACHER REFLECTION FORM (NEW SET........).docx
TEACHER REFLECTION FORM (NEW SET........).docxTEACHER REFLECTION FORM (NEW SET........).docx
TEACHER REFLECTION FORM (NEW SET........).docx
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
 
4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptx4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptx
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parents
 
Dust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSEDust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSE
 
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptxFINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptx
 
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
 
Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)
 
Millenials and Fillennials (Ethical Challenge and Responses).pptx
Millenials and Fillennials (Ethical Challenge and Responses).pptxMillenials and Fillennials (Ethical Challenge and Responses).pptx
Millenials and Fillennials (Ethical Challenge and Responses).pptx
 
Measures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataMeasures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped data
 
Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17
 
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
 
Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and Film
 
4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptx4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptx
 

Synchronous and Social - Evolve Conference

  • 1. TM SYNCHRONOUS AND SOCIAL Why games that connect people in real-time are the real future of social games TM Hussein Chahine December 1, 2011
  • 2. TM INTRODUCING YAZINO Immediate Real-time synchronous social games Cross-platform Global, instant, and accessible to play anytime, anywhere at the flick of a button (web and mobile) Intimate Closer to people: Invite and play with friends We call this in-sync gaming Meet new, like-minded people In-game chat and mentoring Create private tables and challenge in tournaments
  • 3. TM ANALOGY If Nintendo Wii was... Free Global On your computer or phone Anytime, anywhere Instant & bite-size
  • 4. TM GAMES ARE INHERENTLY SOCIAL Personal interaction builds a dynamic of competition and cooperation which is psychologically positive
  • 5. TM BUT THERE’S LITTLE THAT’S SOCIAL IN SOCIAL GAMES If Solitaire was on Facebook, would that make it a social game? The definition of a social game “Games that run on or integrate with a social network and use that network to enhance gameplay between players.” - Quora
  • 6. TM ASYNCHRONOUS VS SYNCHRONOUS GAMES Asynchronous games connect players but are about playing alone Synchronous games use real-time online interaction between players to create a shared experience Synchronous = Social
  • 7. TM IN-SYNC GAMES AND MOTIVATION INTRINSIC / I WANT TO EXTRINSIC / YOU NEED TO Synchronous games don’t have extrinsic features
  • 8. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction No. of players Acquisition Cost per player Retention Churn rate Engagement Playtime Monetisation Revenue
  • 9. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction No. of players Advertising cost Acquisition Cost per player Virality is dying Retention Churn rate Engagement Playtime Monetisation Revenue
  • 10. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Cost per player Virality is dying Relevance gives virality Retention Churn rate Engagement Playtime Monetisation Revenue
  • 11. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Retention Churn rate Engagement Playtime Monetisation Revenue
  • 12. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Lack of brand loyalty Retention Churn rate creates churn Engagement Playtime Monetisation Revenue
  • 13. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community creates churn Reduced churn Engagement Playtime Monetisation Revenue
  • 14. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community Relatedness creates churn Reduced churn Engagement Playtime Monetisation Revenue
  • 15. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community Relatedness creates churn Reduced churn Less emotional Engagement Playtime engagement Monetisation Revenue
  • 16. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community Relatedness creates churn Reduced churn Heightened Less emotional emotional Engagement Playtime engagement engagement Live experience Monetisation Revenue
  • 17. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community Relatedness creates churn Reduced churn Heightened Less emotional emotional Mastery Engagement Playtime engagement engagement Autonomy Live experience Monetisation Revenue
  • 18. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community Relatedness creates churn Reduced churn Heightened Less emotional emotional Mastery Engagement Playtime engagement engagement Autonomy Live experience Monetisation Revenue Reduced motivation
  • 19. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community Relatedness creates churn Reduced churn Heightened Less emotional emotional Mastery Engagement Playtime engagement engagement Autonomy Live experience Greater motivation Monetisation Revenue Reduced motivation driven by live play
  • 20. TM SECRET SAUCE FOR A SUCCESSFUL SOCIAL GAMING BUSINESS Business Challenge Business Goal Asynchronous Synchronous Need Satisfaction More acquisition No. of players Advertising cost channels Acquisition Relatedness Cost per player Virality is dying Relevance gives virality Loyalty to friends Lack of brand loyalty Retention Churn rate and community Relatedness creates churn Reduced churn Heightened Less emotional emotional Mastery Engagement Playtime engagement engagement Autonomy Live experience Greater motivation Mastery Monetisation Revenue Reduced motivation driven by live play Autonomy
  • 21. TM THREE KEY GAMING TRIGGERS Self Autonomy actualisation Esteem Mastery Belonging Relatedness Safety Psychological Revenue
  • 22. TM IN-SYNC PLAYERS PLAY FOR LONGER The Average Lifetime Value (ALV) of a Yazino purchaser is $230 over six months compared to an industry average of $60. After six months, 15% are still purchasing. $60 $230
  • 23. TM INTRINSIC DRIVES INVESTMENT By focusing on intrinsic motivation through positive game design, Yazino players play for longer and spend more. $0.30 $1 $1.50 Monthly ARPU Monthly ARPU Monthly ARPU for an average for a high for a Yazino performing performing player social game on social game on Facebook Facebook
  • 24. TM CHALLENGES OF SYNCHRONOUS GAMES Why isn’t everyone doing this? Latency and broadcasting Single currency Auditing Supporting the games One platform, multiple games Platform independence
  • 25. TM ANY QUESTIONS? Hussein Chahine Founder & CEO hchahine@yazino.com @husseinchahine TM

Editor's Notes

  1. \n
  2. Yazino is the destination for playful grown-ups seeking an intimate and fun social gaming experience. Our multiplayer ‘in-sync’ games heighten competition and social interaction, making every game more real, live and intense.\n
  3. \n
  4. Play is part of the fundamental psychology of well-being in humans. Some of the most popular games today are those steeped in local and regional culture.\n Technology has now reached the point that we have the ability to play online in the same way we have played offline for centuries.\n
  5. The industry standard definition describes a game hosted on a social network - but ignores the game mechanic itself\n Social connections are part of the distribution and revenue model of these games (virality), not the motivation to play\n Motivation in the game is focused inwards on the player; interaction is a requirement (to complete/achieve) and not an intrinsic motivation for play\n
  6. 95% of games which claim to be ‘social’ are built around asynchronous gameplay - Farmville, Mafia Wars, Pet Society, etc.\n Synchronous play enables a deeper, more meaningful opportunity for interaction between gamers both within the game and within the community of players that surrounds the game.\n
  7. Inviting friends is a major source of acquisition for social games. Utilising intrinsic motivators leads to players inviting people who would actually like playing the games. Games are more relevant and therefore more engaging, which also means you’ll acquire a higher quality of user.\n \nIntrinsic motivation comes from within - it is motivation that is driven by an interest or enjoyment in the task itself, and exists within the individual rather than relying on any external pressure. Extrinsic motivation comes from outside of the individual. Common extrinsic motivations are rewards like money and grades, coercion and threat of punishment.\n\nthe fundamental weakness of many ‘social’ games are that they have a business model, and therefore gameplay mechanism, based on extrinsic motivation. Extrinsic motivation delivers rewards for actions completed - but these actions are also mandatory in order to progress and succeed. \n\nExample - Zombie Cafe - players are rewarded with increasing rewards for each day in succession that they play - but miss a day, and the rewards start again from zero. While this is a successful way to encourage players to continue to play, it also penalises the player for their own behaviour if it is contrary to the game mechanic - becoming a negative motivation (“I just lost my bonuses - what’s the point of starting again from scratch?”)\n\nNintendo Gamecube game Animal Crossing - if you stop playing for a prolonged period, the animals in your town send you letters telling you you have upset them!\n\nFarmville - if you are unable to harvest your crops at the alloted time of the games’ choosing, they wither and die\n\nIntrinsic motivation on the contrary seeks to reward engagement in a positive way. Crucially, people are likely to be intrinsically motivated if the task/challenge gives them a sense of autonomy, relatedness and mastery.\n\nExamples are increased opportunities to play (chip bonuses, score multiplyers, unexpected rewards) and a focus in giving plenty of positive feedback to the player - which appeals to the autonomy and mastery triggers of our play.\n\nWhile games that use extrinsic motivation may attract lots of players and drive big DAU and MAU numbers, they also see players spend less time in the games, and from our data on the comparative behaviour of Yazino players, extrinsic motivation also results in less purchasing and a less deep relationship between the player and the game\n
  8. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  9. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  10. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  11. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  12. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  13. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  14. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  15. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  16. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  17. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  18. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  19. Acquisition: the window of opportunity for Facebook games is closing as the cost of player acquisition continues to rise.\nRetention: Social games have been traditionally designed to maximise virality to acquire new users. However, virality is not the same as loyalty. Retention is problematic.\nEngagement: asychronous games penalise engagement by trying to keep players in the game. Synchronous games reward players for time spent in the game - this creates a sense of mastery (i am making positive progress) and autonomy (I am in control at all times)\nMonetisation: Industry averages is about 2%. We are at least in line with this figure (and we’re only just starting!)\n
  20. for a game to be truly social, it needs therefore to satisfy a number of psychological needs in order to motivate a player. \nThere are 3 key psychological triggers for player engagement:\nAutonomy - the basic need to feel we are in control of our own choices - that our actions have clear and understandable ‘cause and effect’. For example, games that provide the ability to customise characters or choose story paths offer the player a high degree of autonomy; but if these choices ultimately have no effect over the gameplay itself, it can be unsatisfying as the autonomy experienced by the player is false. True autonomy is the key motivator inherent in all traditional games as the strategy is always controlled by the player (this is the basis of Yazino games)\nmastery - is the basic need to feel effective in what we do. It provides a sense of progression and achievement - that we are getting better, whether through experience, skill, or progression through a story arc. Games which offer a high degree of mastery give the players lots of feedback on their progress, as well as showing a clear goal for long term development - e.g. ranking system in games like MW3, levelling system in WoW\nrelatedness - the feeling of meaningful connections to friends, other players and the community around us.Best described as the feeling of ‘I matter’ to others and they matter to me. Relatedness most often felt in situations of cooperation and competition which also fulfil our autonomy or master needs - so, for example, when cooperation opens up more choice/options, or where competition enables us to increase our ranking within a game world\n
  21. \n
  22. As you can see from these numbers, the monthly ARPU of a Yazino player is at least 50% higher than even a successful Facebook game. These figures, quoted by PopCap and also the virtial currency company Social Gold, show the ARPU of average and successful games hosted on Facebook.\n\nYazino has an incredibly consistent level of purchasing behaviour across all of our games. We believe that this is because of the consistency of our game design, meaning that players are ONLY motivated by their enjoyment of the games themselves - there are no barriers to play or challenges to be met\n
  23. Auditing - Today with 100K daily users we have 35-40m transactions per day\n\nSupporting the Games (infrastructure, Management Back-office, Updates, Communication)\n\nPlatform independence (One code base for web, Android & iOS)\n\n\n\n
  24. \n