A seguito di una breve ma esaustiva presentazione di Famdoms, dibattito per esaminare in un’ottica condivisa la percezione dei social games oggi e la frequentazione da parte degli utenti del mondo mobile in chiave ludica.
Aspettative, benefici e costi.
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Gianluca Finazzi - Fandoms, il social game del tifoso - Digital for Business
1.
2. CLUB I do not know how to engage and involve my fans
I do not know how to make money from fans via web
Fandoms,the Social Game that brings the Stadium
into your home
3. Company and Mission
Fandoms is the Social Game that realizes the dream of a fan:
become a leading player in the stadium of the heart.
Our mission
A cheering 365 days - long, screaming but not aggressive
Our promise
A fan loved and respected, the true 12th man on the field
4. Problem
FAN
I am no longer passive recipient of an armchair experience
I want to support my team on facebook without being insulted
CLUB
I do not know how to engage and involve my fans
I do not know how to make money from fans via web
allows fans to shift from ‘Story Telling’ to ‘Story
Participation’ in sport
helps clubs to enhance social engagement with fans
to maximize potential revenue streams
6. Market Size
no idea what this is, but it
looks really fucking
impressive, doesn’t it?
• Potential market:
World Wide Web Soccer Fans = >1 Billion
Sources: guerrillasport.it + sporteconomy.it, analyst marketing & social media
• Fandoms target market:
Top 30 Soccer Teams Facebook Fans
– Italy 20M customers
– World (in 3 years) 207M customers
– Apple consumers 25%
– Usage 45%
– Average takeout order costs = €0,89
– Average customer buys 1,7 times per year
– Available Total Market Size:
• Today = €3,37M annually
• In future = €35,20M annually
big market lead
very elastic demand
unshakable faith
Target : fans and clubs of all sports and all over the world
8. Giovanna Guarriello Web, Marketing e Communication
45 years, Faculty of Sociology, University of Milano Bicocca
Stefano Cumella, Web Master/Developer
30 years, Creative Analyst, partner at SCV Production (CEO)
Cinzia Virgilio 3D Artist/Creative
29 years, partner at SCV Production (CEO)
Karim Sallam App Developer
28 years, Developer iOS,
Gianluca Finazzi, CEO & Founder
42 years, Sales/Marketing, Entrepreneur
Team
9. Milestone e Financing
BREAK EVEN POINT 2013 Q2
0
500.000
1.000.000
1.500.000
2.000.000
2.500.000
3.000.000
3.500.000
4.000.000
4.500.000
5.000.000
2013 2014 2015
Costi/Ricavi€
Years
Cost and revenues
ricavi da pubblicità
ricavi merchandising e
rendering
costi totali
(2.574)
222.267
875.362
(100.000)
0
100.000
200.000
300.000
400.000
500.000
600.000
700.000
800.000
900.000
1.000.000
2013 2014 2015
Utile€
Years
Earnings trend
UTILE NETTO
Let’s
start
3D Prototype
Fandoms Toro
Round #1 Financing: €40k
Friends, Family & Fools
Fandoms
Mockup
8/12 2/131/1312/129/12 11/12 6/13 12/13 3/14
Fandoms Fiorentina
Marketing campaigns
& user acquisition
World Cup
Teams
Fandoms Website
and Social Profiles
10/12 3/13 8/13
500K download100K download 200K download
€170K Adv revenues
6 dic 12 7/147/12
Fandoms Juve
€340K Merch. revenues
Seeking Round #2 Financing €150K
Use of Proceeds:
€80K: marketing campaigns & user acquisition
€50K: development & system maintenance
€20K: hardware & operative costs
9/13
Fandoms
Roma- Atlanta
10. Memento:
e-mail us info@fandoms.it
for a private beta
“oh, and One More Thing...”
facebook.com/fandoms12
twitter.com/fandoms12
Instagram.com/fandoms12
youtube.com/user/fandoms12
pinterest.com/fandoms12
flickr.com/fandoms12
google.com/fandoms12
LIKE US… ;-)
www.fandoms.it
Download by http://bit.ly/FandomsJ
12. Revenue Model
Direct Payments
Today: revenue €0,89
for each virtual good purchased
In future: revenue €1,00
per month per user for premium contents
Projected In-App Purchase Revenue (2016)
…and the future is even brighter!
Sources: iTunes App Store *Juniper Research – The Mobile Games Briefing 2011-2016
Additional Monetisation
through Tapjoy.com:
In-App Offerwall
Featured Ads
Video Engagement Ads
Banner Ads
€2,483
€6,209
€1,241
projected ARPDAU (Average Revenue Per Daily Active User)