4. At first, we start from an idea…At Last, Games for Players
FROM AN IDEA TO A PRODUCT
2016/12/6 | Confidential | Pg No. 4
5. Administration, Finance, Human Resource, and so on
Game Development
In-between, Lots of Work
Publishing / Operation
GAME INDUSTRY
2016/12/6 | Confidential | Pg No. 5
15. 2016/12/6 | Confidential | Pg No. 15
Acquisition
New users
UAC/CAC: user/customer acquisition cost
LTV: lifetime value
Retention
MAU/DAU > 20%
Day 2/3/4/5/6/7/15/30
Monetization
ARPU: average revenue per user
ARPPU: average revenue per paid user
Pay rate
KEY METRICS : ARM RELEVANT
LTV of EA Social Sports: $56
(Source: AllThingsD, 2012)
Good D2/D7/D30 retention≒ 40% /20%/10%
(Source: Flurry, June 2012)
32. 2016/12/6 | Confidential | Pg No. 32
CHANGE: MOBILE GAMES
“Snake” on the
feature phone in the
old days
“Snake.apk”
With iAP & SNS integration (Facebook, IMs)
-Compare score:
leaderboard
-Share Results with
friends
-Ask Friends to help,
all response get
rewards
-Send/Receive Gifts
-Single player but
remain online
-Multi players with
rivals and/or team
work to achieve
-Pay to revive
-Pay to slow down
35. STRATEGY
2016/12/6 | Confidential | Pg No. 35
Satisfy our payers
Please non-payers: Why they matter
Revenue stream (via iAD)
Viral marketing to reduce our UAC/CPI (invites /posts to
play free)
Keep payers stay (Vanity & Special items)
36. REASONABLE PRICE STRUCTURE
2016/12/6 | Confidential | Pg No. 36
Pricing
Low barrier
The higher price,
the better unit price
Promotion
Limited time
Limited amount
Free Trial of iAP
Tutorial
Quests
Free First Test
37. RULES: INTEGRATE MONETIZATION IN CORE LOOP
2016/12/6 | Confidential | Pg No. 37
Core Loop: key sets of activities a player takes in
each session
Actions: main interactive elements
Gates: elements that block progression
Sinks: where players spend currency
Taps: where players gain currency
Provide options in Taps, path with least resistance
Earning in sessions, free gifts (rewards, comprehension)
RMT(real money trading)
Social (Viral): friends help, post to wall
Spend time/ Skills
38. SINK DESIGN
2016/12/6 | Confidential | Pg No. 38
Ultima Online (1997):
items wear out MapleStory (2003):
items expire
41. 2016/12/6 | Confidential | Pg No. 41
BEST PRACTICES I
Progression
Map
Proper Level
Difficulty
Randomness
as Obstacles
Multiple Goal
Structures
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BEST PRACTICES II
Multiple vectors of achievement make completion both harder
and more interesting (motivations to pay)
43. 2016/12/6 | Confidential | Pg No. 43
BEST PRACTICES III
No patience to wait is one of the
strongest factor to pay
44. 2016/12/6 | Confidential | Pg No. 44
BEST PRACTICES IV: CLANS (GUILDS)
Team incentives create pressure to keep up with each other and
thus spend.
46. 2016/12/6 | Confidential | Pg No. 46
MARKET SIZE
In 2012, the predict market size is $1.7BN by 2013, $2.5 BN by 2015
Social Casino Gaming reaches $2.9BN in 2013, and $4.4 BN 2015e!
(Source: SuperData, 2014)