A presentation on social gaming and game mechanics presented by David Gloss of Here's My Chance
http://www.heresmychance.com
http://twitter.com/hmctwit
http://facebook.com/hmc2011
14. Case Study
• Started 2009 with $1.4M VC Series A
• Charitable Social Game merged with real time
sweepstakes
• Independent Study under advisement of
Professor YoungjinYoo of Temple University
– Urban Apps & Maps ($700,000 Grant)
– A City as a Gaming Platform
15.
16.
17. Social Gamers by Age Group
25%
20%
Social Gaming 15%
Overview 10%
5%
0%
<18 18-21 22-29 30-39 40-49 50-59 60+
Frequency of Gameplay by Gender
40%
35%
30% Social Gamers by Gender
25%
20%
Male
15% Male
Female
10% 45%
5% Female
0% 55%
Several Times a Once a Day 2-3 Times a Week Once or Less a
Day Week
18.
19.
20. Frequency of Game Play by Age
50%
45%
40%
35%
30%
Several Times a Day
25% Once a Day
2-3 Times a Week
20%
Once or Less a Week
15%
10%
5%
0%
18-21 22-29 30-39 40-49 50-59 60+
21. Where They Hear about the Game by Age
60%
50%
40% Ad on Facebook
Recommendation from Friend
30%
Alert from Friend Playing the Games
20%
Search Engine
10% Ad on other Site
Read on Blog
0%
18-21 22-29 30-39 40-49 50-59 60+
23. What They Look for in a Game by Gender
70%
60%
50%
40%
Male
30% Female
20%
10%
0%
Friendly Competition Interactive Gameplay Opportunities to Win Cooperative Gameplay Regularly Scheduled
Prizes Tournaments
24. What we chose to do…
• Charity Tournaments
• Iterative Development and Release Cycles
• Cooperative leveling
• Player Lifecycle Continuity (Charity Votes)
• Virtual Goods
25. Shocking Insights
• Charity Players = $$
– 19% of total Paying players
– Spending an average of $15 per month
• Charity Players = Eyeballs
– Average time in game 35 minutes
– 20% longer than non charity players
• Charity Players = GROWT H
– Viral Growth was higher
– 3x more friends invited