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Thursday, December 27, 12 Making it to the 1%

Mominis: Making it to the 1%

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Tens of thousands of apps are launched daily, all attempting to tap into this lucrative and growing market; yet relatively few find success. But ninety-nine percent of all mobile apps disappear sooner or later. So how do developers and studios get their app or game to become part of the valuable 1% category? In this session, Eyal Rabinovich, VP Marketing at MoMinis, will review some of the highly cost-effective tools available to publishers and developers that can be leveraged today, together with practical guidance, tips and best practices on where cross-promotion can be used and how.

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Page 1: Mominis: Making it to the 1%

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Making  it  to  the  1%  

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•  $2.7  billion  today,  $7.5  billion  by  2015  

•  +500,000  Android  apps    •  99%  of  the  apps  disappear…  

•  5%  <  50K  downloads  •  1%  <  250K  downloads  

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Making  it  to  the  1%  

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AcceleraJon  

New  

Free  

The  Free  Effect  

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3.5%  Innovators  

13.5%  Early  

Adopters  

34%  Early  

Majority  

34%  Late  

Majority  

15%  Laggards  

InnovaJon  AdopJon  Lifecycle  

       

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The  10  Golden  Rules  of  Everything  

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1.    Know  your  market,  understand  how  it  works  

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MarkeJng  Strategy  

High  Quality  Content  

PromoJon  OpJmizaJon  

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2.  Know  your  audience  

High  Quality  Content  

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•  Non  Gamers  

•  Lots  of  females  

•  Different  age  groups  

•  Countries  

Who  are  they?  

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•  Female  

•  Mother  of  2    •  In  her  30s  

•  Berta  has  never  played  a  mobile  game  in  her  life  

• Or  at  least  it  seems  that  way  

Meet  Berta  

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All  you  have  to  do  is  to  start  playing  the  game  

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Okay  it  didn’t  work…    Well  if  it  didn’t  work  I  will  press  it  over  and  

over  again…  

Okay,  that  doesn’t  work…  Let’s  try  to  press  on  something  else…    

What  do  you  press  on  now?  

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You  know…  you  should  really  let  the  player  know  how  to  play  the  game.  

 Maybe  write  down  instrucJons…  

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Players  like  to  learn  

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Players  don’t  like  to  read  

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MAKE  IT  LOOK  SIMPLE  

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3.  Defining  your  guidelines  

High  Quality  Content  

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•  Core  Gameplay  

•  OOBE  

•  EmoJon  

•  Design  

•  Progression  

•  MoneJzaJon  

•  Social  

•  Customer  RelaJons  

•  Branding  

•  PlayScape  

Our  Guidlines  

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EmoJon  

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Funny   Adrenaline  Happy  Moments  

Yeah!  Haha   OMG  

EmoJon  

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EmoJon  

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EmoJon  

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EmoJon  

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4.  Invest  where  it  maeers  

High  Quality  Content  

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Invest  where  it  maeers?  

New  Game  

More  Users   Revenue  

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1.  Know  your  audience    2.  Define  Guidelines  

3.  Invest  where  it  maeers  

High  Quality  Content  

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MarkeJng  Strategy  

High  Quality  Content  

PromoJon  OpJmizaJon  

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PlayScape  

Mega  Game  

Cross  PromoJon  Transferable  Goods  Reward  System  

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0%  

5%  

10%  

15%  

20%  

25%  

30%  

35%  

40%  

45%  

Splash  screen   Loading  screen   NoJficaJon  

5.  AdverJsement  Space  

Industry  Standard  

PromoJon  

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6.  Use  incenJves  

PromoJon  

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Your  Concept  

Reward  System  

Message  UI  

7.  Develop  a  Jght  concept  

PromoJon  

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MarkeJng  Strategy  

High  Quality  Content  

PromoJon  OpJmizaJon  

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Data  Analysis  

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0%  

10%  

20%  

30%  

40%  

50%  

60%  

70%  

Level  

Stars  Collected  By  Level  

0%  

5%  

10%  

15%  

20%  

25%  

30%  

35%  

Level  

Players  Playing  By  Level  

Pyxxis  –  Who  was  right?  

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Data  Data  Data  Data  Data    Data  Data  Data  Data  Data  Data  Data  Data  Data  Data  Data  Data    Data    Data  Data  Data  Data  

Data  Data  Data  Data  Data    

Data  Data  Data  Data  

Data  Data  Data  Data  

Data  Data  Data  Data  

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Development/  Improvement  

TesJng  Analyzing  the  results  

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8.  Stay  data  driven  

PromoJon  

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Why  is  that  important?  

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• UninstallaJons  •  RaJng  • Downloads  •  Crashes  

•  Session  length  •  AcJvity  •  Usage  pareern  •  LifeJme  

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What  is  the  usage  paeern?  

How  many  downloads?  

What  is  the  Life  Jme?    

When  do  players  uninstall?    

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9.  Define  your  quesJons  

PromoJon  

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What?  

Benchmark  

Measure  &  Compare  

Conclude  

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What?  

Benchmark  

Measure  &  Compare  

Conclude  

Session  Length  

0  

5  

10  

15  

20  

25  

30  

Industry  standard  

Ninja  Run   Ninja  Chicken  

Maya  Pyramid  

PlayScape  Minutes  per  Session

 

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PlayScape  

Mega  Game   Cross  PromoJon  

Transferable  Goods  Reward  System  

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10.  Data  Analysis  is  a  TRADE  

PromoJon  

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ArJst  entrepreneurs  bu

siness  

data  analysts    

art  designers  Development  

Phycology  

Consumer  behavior  

copywriJng  

MarkeJng  AnimaJon  

Game  design  

Sound  

Story  telling  

Writers  

Project  managem

ent  

Independent  

media  social  

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My  Previous  Session  

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“gameplay  is  the  direct  emoJonal  opposite  of  depression.”      

Jane  McGonigal,  “Reality  Is  Broken”      

"games  lubricate  our  minds”    

Benjamin  Franklin    

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“The  biggest  moJvaJon  for  me  is  an  opportunity  to  create  a  small  world  and  let  players  step  into  it.”  

Semyon  Volnov,  Cut  The  Rope  

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Contact  Us  Eyal  Rabinovich  |  VP  MarkeJng  |Co-­‐Founder  |  [email protected]