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The Social Gaming/Mobile Convergence:
How to Build and Engage a Profitable Mobile App Audience



                79%
                Female
Celia Francis

CEO
WeeWorld
From online to mobile…
                notes from the road

 Roadmap:
 Where WeeWorld started online
 2. Why Mobile?
 3. WeeWorld mobile launch
 4. Your choices
    –   And help in how to make them
 5. 5 final tips
WeeWorld.com – top teen social game




  • 2.5 million monthly UVs
  • Top 10 teen site in the US
  • Iconic avatar for visual self
    expression, games, social
    interactions – fun!
WeeWorld.com - Virtual Goods




• High monetization and
engagement
   • 17% purchase virtual
   goods
   • 30 min session times
WeeWorld.com – Social Advertising
From online to mobile…
                notes from the road

 Roadmap:
 1. Where WeeWorld started online
  Why Mobile?
 3. WeeWorld mobile launch
 4. Your choices
    –   And help in how to make them
 5. 5 final tips
Part 2: Why Mobile?

                                        At the crossroads of
           Mobile Apps
                                         three hot markets
           $15B 2011
           $30B 2013



Virtual Goods            Social Media
  $7B 2010                Advertising
 $14B 2014                $2.8B 2011
                         $3.5B 2013
From online to mobile…
                notes from the road

 Roadmap:
 1. Where WeeWorld started online
 2. Why Mobile?
 WeeWorld mobile launch
 4. Your choices
    –   And help in how to make them
 5. 5 final tips
iPhone hit


                          Top 10 Overall

             #1
             Social
             Networking




                  5-star rated
             #1 Avatar Creator app

                  Top 10 Social
                   Networking

                 Top 100 Overall
Fast-growing mobile franchise


                                   • Agile
                                   • Profitable
                                   • Strong pipeline




                  iOS, Android
                  and Windows Mobile
From online to mobile…
                notes from the road

 Roadmap:
 1. Where WeeWorld started online
 2. Why Mobile?
 3. WeeWorld mobile launch
 Your choices
    –   And help in how to make them
 5. 5 final tips
Entering the race: what’s under the hood


Choices, Choices, Choices
• Platform
   – Native or HTML5, device specific
• Audience
• Monetization
   – Free, freemium or paid
   – Virtual goods, ads, paid downloads
• App
• Distribution
Which Platform?

                          Two horse race right now…
              Apple iOS                               Android




                              Time will tell…
   Windows Mobile            Amazon Kindle Fire       (..HTML5)..
Which audience?


  • Gender
       – 53% women; 47% men
  • 50% have higher education
    than average
  • <24 heaviest users
  • >25 spends most money
  • Men and women just as
    likely to buy but men buy
    more


Source: Flurry
Monetization: Paid Download or Free?


 • 44% of apps paid on iOS; 22% on Android
       – Paid users are more invested in your app and more
         likely to buy in app purchases



 • BUT.. All of the momentum is toward freemium
   now..
       – January 2011 61% of the revenue generated from
         top 100 grossing games was from paid apps – by
         June that dropped to 35%



Source: Nielsen, Flurry
Monetization: Freemium options


Any combination of these are possible:

1. Download for free with in app purchases

2. Download for free with advertising

3. Download for free with paid upgrade?
   – Lite app vs. full app
   – Remove ads with upgrade
The elephant in the room: Distribution



• Half the time spent on
  all apps is spent on
  the top 20 apps
• Top 100 apps and top
  100 publishers have
  had little turnover in
  the past year
Make an App you’d tell a friend about


 • Almost 40% hear about it from a friend




                                    Source: WeeWorld Survey
Untapping new brand growth via mobile


       Had you heard of WeeMees or
    WeeWorld before you heard about the
                  app?


                 No
                 60%

                          Yes
                          40%




                                 Source: WeeWorld Survey
Virality: Tell a friend
Virality: Social sharing



• Make social media and
  other forms of sharing
  integral
• 30% share by email
• 30% share on Facebook
Virality: Social and online sharing
Virality: App store reviews



   In-app messaging
   that encourages
   positive reviews
Drive returns to the app: Messaging


 Opt-in push
 messaging base
 grows each month
Cross promotion important
Mine your analytics

• Attract
   – Daily rankings, downloads, comments, campaigns: CPI, CPC
• Retain
   – Active users (DAU and MAU), Total Active Opted in Base, Visits
     per user, Session Time, Events, DAU/MAU
• Monetize
   – Conversion Rate, ARPU, ARPPU
   – LTV, PLTV
   – TTV
What’s your strategy? App franchise




             App to come...   App to come...
From online to mobile…
                notes from the road

 Roadmap:
 1. Where WeeWorld started online
 2. Why Mobile?
 3. WeeWorld mobile launch
 4. Your choices
   –   And help in how to make them
 5 final tips
5 key elements as you go mobile



 #1 Focus on core
   competencies

 #2 Listen to your audience
   (the right way)
5 key elements as you go mobile



 #3 Adapt to the medium

 #4 Find partners with
   synergy

 #5 Expect change
Any questions?

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Build and Engage a Profitable Mobile App Audience

  • 1. The Social Gaming/Mobile Convergence: How to Build and Engage a Profitable Mobile App Audience 79% Female
  • 3. From online to mobile… notes from the road Roadmap: Where WeeWorld started online 2. Why Mobile? 3. WeeWorld mobile launch 4. Your choices – And help in how to make them 5. 5 final tips
  • 4. WeeWorld.com – top teen social game • 2.5 million monthly UVs • Top 10 teen site in the US • Iconic avatar for visual self expression, games, social interactions – fun!
  • 5. WeeWorld.com - Virtual Goods • High monetization and engagement • 17% purchase virtual goods • 30 min session times
  • 7. From online to mobile… notes from the road Roadmap: 1. Where WeeWorld started online  Why Mobile? 3. WeeWorld mobile launch 4. Your choices – And help in how to make them 5. 5 final tips
  • 8. Part 2: Why Mobile? At the crossroads of Mobile Apps three hot markets $15B 2011 $30B 2013 Virtual Goods Social Media $7B 2010 Advertising $14B 2014 $2.8B 2011 $3.5B 2013
  • 9. From online to mobile… notes from the road Roadmap: 1. Where WeeWorld started online 2. Why Mobile? WeeWorld mobile launch 4. Your choices – And help in how to make them 5. 5 final tips
  • 10. iPhone hit Top 10 Overall #1 Social Networking 5-star rated #1 Avatar Creator app Top 10 Social Networking Top 100 Overall
  • 11. Fast-growing mobile franchise • Agile • Profitable • Strong pipeline iOS, Android and Windows Mobile
  • 12. From online to mobile… notes from the road Roadmap: 1. Where WeeWorld started online 2. Why Mobile? 3. WeeWorld mobile launch Your choices – And help in how to make them 5. 5 final tips
  • 13. Entering the race: what’s under the hood Choices, Choices, Choices • Platform – Native or HTML5, device specific • Audience • Monetization – Free, freemium or paid – Virtual goods, ads, paid downloads • App • Distribution
  • 14. Which Platform? Two horse race right now… Apple iOS Android Time will tell… Windows Mobile Amazon Kindle Fire (..HTML5)..
  • 15. Which audience? • Gender – 53% women; 47% men • 50% have higher education than average • <24 heaviest users • >25 spends most money • Men and women just as likely to buy but men buy more Source: Flurry
  • 16. Monetization: Paid Download or Free? • 44% of apps paid on iOS; 22% on Android – Paid users are more invested in your app and more likely to buy in app purchases • BUT.. All of the momentum is toward freemium now.. – January 2011 61% of the revenue generated from top 100 grossing games was from paid apps – by June that dropped to 35% Source: Nielsen, Flurry
  • 17. Monetization: Freemium options Any combination of these are possible: 1. Download for free with in app purchases 2. Download for free with advertising 3. Download for free with paid upgrade? – Lite app vs. full app – Remove ads with upgrade
  • 18. The elephant in the room: Distribution • Half the time spent on all apps is spent on the top 20 apps • Top 100 apps and top 100 publishers have had little turnover in the past year
  • 19. Make an App you’d tell a friend about • Almost 40% hear about it from a friend Source: WeeWorld Survey
  • 20. Untapping new brand growth via mobile Had you heard of WeeMees or WeeWorld before you heard about the app? No 60% Yes 40% Source: WeeWorld Survey
  • 22. Virality: Social sharing • Make social media and other forms of sharing integral • 30% share by email • 30% share on Facebook
  • 23. Virality: Social and online sharing
  • 24. Virality: App store reviews In-app messaging that encourages positive reviews
  • 25. Drive returns to the app: Messaging Opt-in push messaging base grows each month
  • 27. Mine your analytics • Attract – Daily rankings, downloads, comments, campaigns: CPI, CPC • Retain – Active users (DAU and MAU), Total Active Opted in Base, Visits per user, Session Time, Events, DAU/MAU • Monetize – Conversion Rate, ARPU, ARPPU – LTV, PLTV – TTV
  • 28. What’s your strategy? App franchise App to come... App to come...
  • 29. From online to mobile… notes from the road Roadmap: 1. Where WeeWorld started online 2. Why Mobile? 3. WeeWorld mobile launch 4. Your choices – And help in how to make them 5 final tips
  • 30. 5 key elements as you go mobile #1 Focus on core competencies #2 Listen to your audience (the right way)
  • 31. 5 key elements as you go mobile #3 Adapt to the medium #4 Find partners with synergy #5 Expect change