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Assignment: Pokémon’s Dilemma, for Product Management By Amanleen Puri All rights reserved © Amanleen Puri, CMU SV 1 Executive Summary: This document is a proposal to reduce the churn rate to 30%. By introducing users to the concept of Playing for a cause, opening our platform to game developers outside of Niantic and increasing Pokémon gears that we offer for in-app purchase. Introduction: In this document I would discuss my strategy to improve user engagement of Pokémon go. While chalking out a product strategy I would emphasize on one product feature. This document is based on an underlying premise provided, “Digital commerce tracker Slice Intelligence reports that, in the month of August, Pokémon Go paying player base in the U.S. dropped by a whopping 79%.” [1] Intended audience for this document is the executive Product team at Niantic. Glossary: DAU: Daily Active Users MAU: Monthly Active users ARPDAU: Average Revenue Per Daily Active User Current Metrics [2] Pokémon Go tapped on childhood memories of Millenials, evident from Figure1. These are our users as well as buyers. Following chart shows the metrics I’ve used to monitor progress and growth of our game. Key reasons for Churn: Churn rate is the ratio of number of users who have downloaded the game but are not playing. We monitor this over a period of 28 days. Following are the key reasons in my opinion, for decline in paying player base. Monotonous - No new Pokémon characters Peer pressure Bugs in app 1. Monotonous - No new Poke characters: We offer limited User actions. If you replace the Pokémon characters by hexagons like in Ingress the activity of swirling, swinging and throwing the Pokeball on the screen is pretty monotonous. We can further use Source, Sink and Flow metrics [A][10] to get a granular picture. Downloads •100 million (08/08/2016) Total revenue •$268 (08/12/2016) ARPDAU •$0.25 In-Game Metrics •80% iOS in-app •43 mins/day DAU •20+ million Retention •Day 3 is more than 60% Ranking •App store 3 stars •Google Play 3,2 stars Figure 1 Player profile [3] Following image describes the diversity of our players in terms of their age, gender and income.

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Assignment:Pokémon’sDilemma,forProductManagement ByAmanleenPuri

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ExecutiveSummary:Thisdocumentisaproposaltoreducethechurnrateto30%.ByintroducinguserstotheconceptofPlayingforacause,openingourplatformtogamedevelopersoutsideofNianticandincreasingPokémongearsthatweofferforin-apppurchase.Introduction:InthisdocumentIwoulddiscussmystrategytoimproveuserengagementofPokémongo.Whilechalkingouta product strategy I would emphasize on one product feature. This document is based on an underlyingpremiseprovided,“DigitalcommercetrackerSliceIntelligencereportsthat,inthemonthofAugust,PokémonGopayingplayerbaseintheU.S.droppedbyawhopping79%.”[1]IntendedaudienceforthisdocumentistheexecutiveProductteamatNiantic.Glossary:DAU:DailyActiveUsersMAU:MonthlyActiveusersARPDAU:AverageRevenuePerDailyActiveUserCurrentMetrics[2]PokémonGotappedonchildhoodmemoriesofMillenials,evidentfromFigure1.Theseareourusersaswellasbuyers.FollowingchartshowsthemetricsI’veusedtomonitorprogressandgrowthofourgame.

KeyreasonsforChurn:Churnrateistheratioofnumberofuserswhohavedownloadedthegamebutarenotplaying.Wemonitorthisoveraperiodof28days.Followingarethekeyreasonsinmyopinion,fordeclineinpayingplayerbase.

Monotonous-NonewPokémoncharactersPeerpressureBugsinapp

1. Monotonous-NonewPokecharacters:• WeofferlimitedUseractions.IfyoureplacethePokémoncharactersbyhexagonslikeinIngressthe

activityofswirling,swingingandthrowingthePokeballonthescreenisprettymonotonous.• WecanfurtheruseSource,SinkandFlowmetrics[A][10]togetagranularpicture.

Downloads

• 100million(08/08/2016)

Totalrevenue

• $268(08/12/2016)

ARPDAU

• $0.25

In-GameMetrics

• 80%iOSin-app• 43mins/day

DAU

• 20+million

Retention

• Day3ismorethan60%

Ranking

• Appstore3stars• GooglePlay3,2stars

Figure1Playerprofile[3]Followingimagedescribesthediversityofourplayersintermsoftheirage,genderandincome.

Assignment:Pokémon’sDilemma,forProductManagement ByAmanleenPuri

Allrightsreserved©AmanleenPuri,CMUSV

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2. Peerpressure• ManyplayersdownloadedthegameastheirfavoriteCelebritywasplayingit.Thefactthatourgame

demanded time and dedication to ‘catch ‘em all’ it was not meant for everyone. Which lead todecreaseinDailyActiveUsers.Evidentfromfigure2.

Figure3TrendinUserEngagement(DAU/MAU)[4]

3. Bugsinapp

• Bugsinappleadtobaduserexperience.• PlayerstrickedtheysystembyearningExperiencePoints(XP)usingfakeGPSandbots.• Leadingtofallinuserengagement.

Proposedstrategy:Following is theproduct strategy I’mproposing tomitigatekey churn reasons.Weneed to strengthenourplatformbutwecannotpauseourservers todoso.Hence, let’sstartby lettingusersPlay foracause.Thiswouldimproveuserengagement;I’veexplainedthisindetailbelow.WhilemaintaininguserengagementweneedtoworkonourplatformtomakeitopentootherdeveloperssothattheycanbuildupontheArtificialReality(AR)base.WeneedtoincreasethePokémongearsthatweoffersothatplayersaremotivatedtodomorein-apppurchases.

Feature:PlayforacauseTargetAudience:Playersofallagegroups.ThisfeaturewouldattractfollowingtypesofusersascategorizedbyNirEyalinhisbook‘Hooked’.Thetype

AboutUser Variablerewardsforthem

Thetribe Playerswholookforacknowledgementfromtheircommunity

IncreaseindonationwouldranktheirTeamhigher

Thehunt Needtoacquirephysicalobjectsispartoftheirbrain'soperatingsystem

EarnmorePokeycharacters

Game

PlayforacauseMotivateplayerstoplayforacausetheypick. AP

Is

Openplatforminaregulatedwaytogamedeveloperstocomeupwithcreativewaystodesignandimplementpartsoffeatures/activities

Pokegear ImprovethevarietyofPokemon

gearsweoffer.

Figure2TrendsinDailyActiveUsers[4]

Assignment:Pokémon’sDilemma,forProductManagement ByAmanleenPuri

Allrightsreserved©AmanleenPuri,CMUSV

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Theself Theseplayersdon'tbelieveinwhatpeoplethinkormaterialisticpleasurestherehastobeabiggerreasonforthem.

Senseofachievementascharitydonationswouldshowalongwithyourtotalpoints

HookedmodelforPokémongoplayersTrigger(Internal)

Givingbacktothecommunity

Trigger(External)

Peerpressure,Pokémongoplus

Action Playercanpickacharityofhis/herchoicePlaytoearnenoughXPtodonate

Variablerewards

IncreasedpoolofPokeycharactersPlayerranking(startfromyourglobalranktoasgranularascountyrank)

Investment TimetoplaythegamePurchasein-appPokepoints

FlowofEvents:1.Usethedemandsupplymodeltobreakdownthefeature.Wewouldcreateapoolofcharitiesonsupplysideandplayersondemandside.2.Eachplayercanpickacharityandfreezeanamount(ExperiencePoints)todonate.Playercaneitherdonatefromcurrentbankorplaytoearnthem.3.EachofthesegameswouldhaveatleastonePokestoptoachievetheirtarget.4.PokestopsherewouldbebusinessespayingtobecomeaPokestopsand20%fortheamounttheypayNianticwouldbedonatedtocharity.5.This20%moneyvaluewouldbebrokendownintonumberofpointstoearn.Ratioofmoneytopointswouldbesameasin-apppurchaseofpointscurrentlyavailable.6.PaymentstocharitableinstituteswouldfollowthesamemodelasbusinessespayingtodeclarePokestopsGotomarketPilot 1.Launchitinacontrolledenvironmentofbetatestinggroup.

2.Monitorusagewithmetricstocomparetotalmarketusagetotargetgroupusagetogetatruepicture.

Rollout GraduallystartingfrombigcitieswithhigherDAUstorelativelylesserDAUsConclusion:Wehavecomealongwayrightfromturningintoreality,Google’s2014Aprilfool’sjoke.Agame,everychildwantedtoplaygrowingup.MoldingourstrengthsofIngressintoPokémon’sstoryline.Wehaveprovedtechnologycanbringpeopletogetherliterally.It’stimewechannelizeoureffortstobalancetheecosystem,introduceacultureofgivingbackthroughgames.ThiswouldbuyussometimetostrengthenourplatformandopenittodeveloperswhocouldcontributebuildingonimmortalPokémonseries.Inturn,attractingmorebusinessesonourplatform.Whichwouldhelpusspreaddeeperintogeographies.Reference:

1. https://drive.google.com/drive/u/1/folders/0BxYAVCMOlBBXb2hqaC1mQzBiaFk2. @artie_d."PokémonGOUsageandRevenueStatistics-AppIndustryInsights."BusinessofApps.

August16,2016.AccessedSeptember27,2016.http://www.businessofapps.com/pokemon-go-usage-revenue-statistics/.

3. Http://heavy.com/author/brendanrmorrow/."‘PokemonGo’Demographics:MoreWomenPlayGameThanMen."Heavycom.2016.AccessedSeptember28,2016.http://heavy.com/games/2016/07/pokemon-go-demographics-demographic-player-players-data-statistics-men-women-male-female-gender-majority-income-age-average-players/.

Assignment:Pokémon’sDilemma,forProductManagement ByAmanleenPuri

Allrightsreserved©AmanleenPuri,CMUSV

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4. Perez,Sarah."PokémonGo’sPayingUserBaseHasReachedAplateau."TechCrunch.July29,2016.AccessedSeptember29,2016.https://techcrunch.com/2016/07/29/pokemon-gos-paying-user-base-has-reached-a-plateau/?ncid=rss.

Appendix:A.Habitformingsteps:1. Trigger

a. Internal:Happinessbecauseofchildhoodmemories,Feelgoodfactorforbeinghealthyasucanburncalorieswhileplaying

b. External:Peerpressure:everyonearounduisplaying,Pokestopsalongwithpeopleplayingmakeithardtoresist

2. Actions:a. Peopleplayittomaketheirteamstrongerviapokeygymsb. Discoverpokeystops share locationswith their friendsorpeoplenear them thisgivesa feelingof

unity3. Variablerewards

a. Eggshatchingb. Powerplaytimes,pokycoinsc. PurchaseofpokemongearswithXP

4. Investmenta. Time:Playersinvestlotoftimeandenergyincollectingpointsb. Money:Purchasepointstoplaymore

B.Metrics:

1. DailyActiveUsers(DAUs):DAUisthenumberofuniqueusersthatstartatleastonesessioninyourapponanygivenday.

2. Sessions:EverytimeaplayeropensPokémonapp,thatcountsasasession.Thisplayerneednotbeunique.Thisdepictshowhookedtheuseristoourgame.

3. DAU/MAU:ThisratioofDailyActiveUserstoMonthlyActiveusersshowshowstickythegame.Asittellsushowwelltheappretainsusers,mostsuccessfulgamingappshaveratioscloserto20percent.

4. Retention:Measuredbyseparatingusersintocohorts.ThedayaplayerdownloadsagameisDay0thenonwardsit’sDay1,Day2andsoon.Commondaysusedforretentionare1,3,7and30.

5. ConversionRate:Theconversionratemeasuresthepercentageofuniqueusersthathavemadeapurchaseoutofthetotalnumberofusersduringthattimeperiod.

6. ARPDAU:TheAverageRevenuePerDailyActiveUser(ARPDAU),helpstounderstandhowyourgameperformsonadailybasis.It’sgoodtoknowthisbeforeacquiringusers.

7. ARPPU:AverageRevenuePerPayingUser(ARPPU)measuresonlythesubsetofuserswhohavecompletedapurchaseinagame.

8. Churn:Inlast28days,playerswhohavedownloadedandarenotplayingthegameanymore.9. In-GameMetrics:Helpsdiscovertherightpointingamewherethegamegetstougherthanusual.

Thisstateisbesttomonetizetheapp.10. Source,SinkandFlow:Thismetricsispartofthegameanalyticsdashboard,wheresourcemetricis

measureofamountofExperiencePoints(XP)earned.SinkiswhereusersspendtheirXP.BothSourceandSinkcanbehardandsoftcurrencies.FlowarebalanceXPsplayerhasearnedandspent.

11. Start,FailandComplete:Healthcheckupforuserandgameinteraction.Whichleveldoesplayerstarton,wheredoess/hefailandatwhatleveldoestheplayercompletethegame.