SlideShare ist ein Scribd-Unternehmen logo
1 von 28
MOBILE GAME
CENTER PLATFORM
MARKET RESEARCH
SERVICE INTRODUCTION
BUSINESS PLAN
MARKETING PLAN
PLAN
MARKET RESEARCH
A. Market research
• Mobile gaming, a very quick growth sector
– From Snake to Clash of Clans
A. Market research
• Mobile gaming, a very quick growth sector
Segment 2012 2013 2014 2015
Video Game Console 37,400 44,288 49,375 55,049
Handheld Video Games 17,756 18,064 15,079 12,399
Mobile Games 9,280 13,208 17,146 22,009
PC Games 14,437 17,722 20,015 21,601
Total Video Game Market 78,872 93,282 101,615 111,057
A. Market research
• Key Factors:
– Global growth (quality, pay per game…) reach
$23,9 Billions in 2016
– US, EU and Asia Pacific are the leaders
– Tablet game will be the pilot (400% growth in
2016, reach $10 Billion)
– 360 Millions user world wide, $2,78 monthly
average spending on game
– Number of Mobile Gamers jumps 35% in US
year-on-year (100 million titles in total)
– The US counts 21 million tablet gamers
A. Market research
A. Market research
• Mobile gaming’s trend of development
– Android is the most popular Mobile Game OS (>70% market)
– Tablet is most used device for game purpose (400 % growth)
– Freemium is most popular pricing plan
– On going countries are fastest growth market.
A. Market research
• Popular Companies
SERVICE INTRODUCTION
B. Service Introduction
- Game Mobile Center is a portal platform
which can be served to provide various
types of mobile game (Android, IOS, Java
game), PC game (game client or web-
based) to end user through:
- Website
- Wapsite
- Mobile Website (for smart devices)
- Smart device application
B. Service Introduction
• Target customer:
– Is customer (prepaid or postpaid) of mobile
carrier, have a internet connection through
2G, EDGE, GPRS, 3G, 4G
– Customer from 10 – 30 years old which use at
least 1 of these devices bellows:
• PC
• Iphone
• Windows Phone Devices
• Android Phone
• Featured Phone
Administrator
features
Developer features
End user features
B. Service Introduction
B. Service Introduction
Download
game
Microblog
Purchase
Gift
Subscriptio
n
SSO
Auto
detect
device
End user features
B. Service Introduction
Key of
success
Easy play
Easy
register
Easy pay
Full
information
Stable
system
Via SMS and front end
portal
Auto–registrationvia
3G, 4G
Auto registrationvia Gift,
Subscriptionpackage
Auto registrationvia
Mobile Ads, Ads network
Registration
B. Service Introduction
Easy pay, various
way to buy your
favorite game
B. Service Introduction
Social Features
Function Description
Status Post a status on your own wall
Profile management View, creat and edit your profile (avatar, age, sex …)
Notification View notification from system and your friend
My follow View your list friend
Post Post a status, image, a game forward on your wall
Favorite Your game favorite list
Chat Chat (text, emotion) between friend.
Follow Follow an platform user (become friend)
Invite Invite a member from your contact list to become platform user
Tag Tag friend on a status, post
Share on SNS Share game, platform information on other social network.
B. Service Introduction
B. Service Introduction
MGCP is so
fun, so
interesting
BUSINESS MODEL
20
C. Business model
• Free to join, free to registration (freemium)
• Game purchase, bundle purchase
• Game subscription, bundle purchase
• In game purchase
• Business case in Vietnam
– Game purchase: 5 cent – 1 USD
– Game package: 1 USD – 2,5 USD
– Bundle subscription:
• Daily: 10 cent/day
• Weekly: 50 cent/week
• Monthly: 1,5 $/month
MARKETING PLAN
22
4. MARKETING PLAN
• Target customer
– From 12 – 35
– Mostly from urban zone
Age < 6 6 - 12 12 - 18 18 - 25 25 - 35 35 - 45 > 45
City
Rural
4. MARKETING PLAN
• Segmentation
Age Sex Financial
capacity
Technology
adaption
Favorite
12 – 16
M
Dependent
Strong MMO, Sport, car racing, fighter
F Average Casual, social, puzzle
16 – 18
M
Dependent
Strong MMO, Sport, car racing, fighter, RPG
F Average Casual, social, puzzle
18 - 25
M Self - autonomy,
autonomy
Strong MMo, RTS, Strategic , sport, car racing
F Pretty weak casual, social game, puzzle
25 - 35
M
Stable
Average MMo, RTS, Strategic , sport, car racing
F Weak casual, social game, puzzle
4. MARKETING PLAN
• Key of success : community
• Target of marketing plan
Recognition
Brand
User’s
interesting
Registration
Habit
4. MARKETING PLAN
• Channel
Others Media channel
(radio, papers, TV Ads,
magazine)
On site channel
(PR, event, Flyers, Brochures,
Posters)
Online channel
(radio online, in game ads,
video ads, facebook ads,
Google Adwords)
Mobile Channel
(SMS, mobile ads)
Marketing
tool
4. MARKETING PLAN
• Plan (Phase 1: 6 first month, launching, phase 2: 6 month after, develop
customer base, phase 3: after, development and maintaint)
Channel Phase 1 Phase 2 Phase 3
SMS broad cast
Mobile Ads
Google Adwords
Facebook Ads, Facebook fanpage
Video ads
Radio ads
In game ads
PR
Event
TV ads
Papers, magazine
Frequency
Highest
Often
Less often
Sometimes
THANK YOU
28

Weitere ähnliche Inhalte

Ähnlich wie Game Mobile Portal Platform 01

Jooist Presentation
Jooist PresentationJooist Presentation
Jooist Presentationwalikha
 
Yodo1 overview Feb 12 2014
Yodo1 overview Feb 12 2014Yodo1 overview Feb 12 2014
Yodo1 overview Feb 12 2014James LaLonde
 
Don't be anti-social (2013-Oct-21)
Don't be anti-social (2013-Oct-21)Don't be anti-social (2013-Oct-21)
Don't be anti-social (2013-Oct-21)Gerald Tan
 
Marketing Plan
Marketing PlanMarketing Plan
Marketing Planrohan tank
 
Webinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alphaWebinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alphaKabir Ahmad
 
Video gaming in China and South East Asia
Video gaming in China and South East AsiaVideo gaming in China and South East Asia
Video gaming in China and South East Asiakhause
 
China Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip DriverChina Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip DriverPhilip Driver
 
Playable Ad_Branded Mini Games
Playable Ad_Branded Mini GamesPlayable Ad_Branded Mini Games
Playable Ad_Branded Mini GamesJuhee Lee
 
G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)
G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)
G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)Martin Ha
 
Game n contest proposal
Game n contest proposalGame n contest proposal
Game n contest proposalSarika Mehta
 
Gamesbond presenation
Gamesbond presenationGamesbond presenation
Gamesbond presenationGamesbond12
 
Telco Mobile Gaming Strategy in Africa
Telco Mobile Gaming Strategy in AfricaTelco Mobile Gaming Strategy in Africa
Telco Mobile Gaming Strategy in AfricaNicholas Parakokwa
 
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014Bom Bin
 
Games research
Games researchGames research
Games researchPham Duc
 
Web Wed Massive
Web Wed MassiveWeb Wed Massive
Web Wed Massivewlsg2020
 

Ähnlich wie Game Mobile Portal Platform 01 (20)

Presentation games complete
Presentation games completePresentation games complete
Presentation games complete
 
Global Digital Gaming Market (2018-2023)
Global Digital Gaming Market (2018-2023)Global Digital Gaming Market (2018-2023)
Global Digital Gaming Market (2018-2023)
 
Jooist Presentation
Jooist PresentationJooist Presentation
Jooist Presentation
 
Yodo1 overview Feb 12 2014
Yodo1 overview Feb 12 2014Yodo1 overview Feb 12 2014
Yodo1 overview Feb 12 2014
 
Don't be anti-social (2013-Oct-21)
Don't be anti-social (2013-Oct-21)Don't be anti-social (2013-Oct-21)
Don't be anti-social (2013-Oct-21)
 
Marketing Plan
Marketing PlanMarketing Plan
Marketing Plan
 
Webinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alphaWebinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alpha
 
Video gaming in China and South East Asia
Video gaming in China and South East AsiaVideo gaming in China and South East Asia
Video gaming in China and South East Asia
 
China Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip DriverChina Video Games Market & Marketing - Philip Driver
China Video Games Market & Marketing - Philip Driver
 
Playable Ad_Branded Mini Games
Playable Ad_Branded Mini GamesPlayable Ad_Branded Mini Games
Playable Ad_Branded Mini Games
 
G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)
G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)
G-NEXT Global Week - Martin Ha (Seoul, Sep 2017)
 
Game n contest proposal
Game n contest proposalGame n contest proposal
Game n contest proposal
 
Gamesbond presenation
Gamesbond presenationGamesbond presenation
Gamesbond presenation
 
Cloud gaming market
Cloud gaming marketCloud gaming market
Cloud gaming market
 
Advergaming2
Advergaming2Advergaming2
Advergaming2
 
InGyre Deck
InGyre DeckInGyre Deck
InGyre Deck
 
Telco Mobile Gaming Strategy in Africa
Telco Mobile Gaming Strategy in AfricaTelco Mobile Gaming Strategy in Africa
Telco Mobile Gaming Strategy in Africa
 
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014
 
Games research
Games researchGames research
Games research
 
Web Wed Massive
Web Wed MassiveWeb Wed Massive
Web Wed Massive
 

Game Mobile Portal Platform 01

  • 4. A. Market research • Mobile gaming, a very quick growth sector – From Snake to Clash of Clans
  • 5. A. Market research • Mobile gaming, a very quick growth sector Segment 2012 2013 2014 2015 Video Game Console 37,400 44,288 49,375 55,049 Handheld Video Games 17,756 18,064 15,079 12,399 Mobile Games 9,280 13,208 17,146 22,009 PC Games 14,437 17,722 20,015 21,601 Total Video Game Market 78,872 93,282 101,615 111,057
  • 6. A. Market research • Key Factors: – Global growth (quality, pay per game…) reach $23,9 Billions in 2016 – US, EU and Asia Pacific are the leaders – Tablet game will be the pilot (400% growth in 2016, reach $10 Billion) – 360 Millions user world wide, $2,78 monthly average spending on game – Number of Mobile Gamers jumps 35% in US year-on-year (100 million titles in total) – The US counts 21 million tablet gamers
  • 8. A. Market research • Mobile gaming’s trend of development – Android is the most popular Mobile Game OS (>70% market) – Tablet is most used device for game purpose (400 % growth) – Freemium is most popular pricing plan – On going countries are fastest growth market.
  • 9. A. Market research • Popular Companies
  • 11. B. Service Introduction - Game Mobile Center is a portal platform which can be served to provide various types of mobile game (Android, IOS, Java game), PC game (game client or web- based) to end user through: - Website - Wapsite - Mobile Website (for smart devices) - Smart device application
  • 12. B. Service Introduction • Target customer: – Is customer (prepaid or postpaid) of mobile carrier, have a internet connection through 2G, EDGE, GPRS, 3G, 4G – Customer from 10 – 30 years old which use at least 1 of these devices bellows: • PC • Iphone • Windows Phone Devices • Android Phone • Featured Phone
  • 13. Administrator features Developer features End user features B. Service Introduction
  • 15. B. Service Introduction Key of success Easy play Easy register Easy pay Full information Stable system
  • 16. Via SMS and front end portal Auto–registrationvia 3G, 4G Auto registrationvia Gift, Subscriptionpackage Auto registrationvia Mobile Ads, Ads network Registration B. Service Introduction
  • 17. Easy pay, various way to buy your favorite game B. Service Introduction
  • 18. Social Features Function Description Status Post a status on your own wall Profile management View, creat and edit your profile (avatar, age, sex …) Notification View notification from system and your friend My follow View your list friend Post Post a status, image, a game forward on your wall Favorite Your game favorite list Chat Chat (text, emotion) between friend. Follow Follow an platform user (become friend) Invite Invite a member from your contact list to become platform user Tag Tag friend on a status, post Share on SNS Share game, platform information on other social network. B. Service Introduction
  • 19. B. Service Introduction MGCP is so fun, so interesting
  • 21. C. Business model • Free to join, free to registration (freemium) • Game purchase, bundle purchase • Game subscription, bundle purchase • In game purchase • Business case in Vietnam – Game purchase: 5 cent – 1 USD – Game package: 1 USD – 2,5 USD – Bundle subscription: • Daily: 10 cent/day • Weekly: 50 cent/week • Monthly: 1,5 $/month
  • 23. 4. MARKETING PLAN • Target customer – From 12 – 35 – Mostly from urban zone Age < 6 6 - 12 12 - 18 18 - 25 25 - 35 35 - 45 > 45 City Rural
  • 24. 4. MARKETING PLAN • Segmentation Age Sex Financial capacity Technology adaption Favorite 12 – 16 M Dependent Strong MMO, Sport, car racing, fighter F Average Casual, social, puzzle 16 – 18 M Dependent Strong MMO, Sport, car racing, fighter, RPG F Average Casual, social, puzzle 18 - 25 M Self - autonomy, autonomy Strong MMo, RTS, Strategic , sport, car racing F Pretty weak casual, social game, puzzle 25 - 35 M Stable Average MMo, RTS, Strategic , sport, car racing F Weak casual, social game, puzzle
  • 25. 4. MARKETING PLAN • Key of success : community • Target of marketing plan Recognition Brand User’s interesting Registration Habit
  • 26. 4. MARKETING PLAN • Channel Others Media channel (radio, papers, TV Ads, magazine) On site channel (PR, event, Flyers, Brochures, Posters) Online channel (radio online, in game ads, video ads, facebook ads, Google Adwords) Mobile Channel (SMS, mobile ads) Marketing tool
  • 27. 4. MARKETING PLAN • Plan (Phase 1: 6 first month, launching, phase 2: 6 month after, develop customer base, phase 3: after, development and maintaint) Channel Phase 1 Phase 2 Phase 3 SMS broad cast Mobile Ads Google Adwords Facebook Ads, Facebook fanpage Video ads Radio ads In game ads PR Event TV ads Papers, magazine Frequency Highest Often Less often Sometimes

Hinweis der Redaktion

  1. Dv IVR đầu tiên VIVAS có thể làm với VMS
  2. Dv IVR đầu tiên VIVAS có thể làm với VMS