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BeintooBuilding a True Apps Ecosystem
Sunday, November 27, 2011
The Needs
Mobile developers and publishers need:
MonetizationDistribution, Engagement
Sunday, November 27, 2011
Gamification= engagement unleashed
Discounts are the most compelling incentives for winning a challenge(57%), followed by Social Action and Points Towards
Loyalty Program.
Nearly 50% would play from 1 hour up to 5 hours per day to get a 100 $ prize
58% of players say it’s important for Brands to be fun and playful
Source: Saatchi and Saatchi Gamification Study , June 2011
Sunday, November 27, 2011
Our Solution
> Social Game Mechanics to increase engagement and loyalty
> Social game mechanics to monetize the users engagement: brands, retailers and other developers can reach your users by
sponsored rewards and sponsored missions
> Social game mechanics to promote your app/game, paying real actions of interest and not the simple download. From CPI
(cost per install) to CPE (cost per engagement)
> Social game mechanics to increase and optimize your in-app purchase model, driving more revenues
Sunday, November 27, 2011
Game Mechanics to Create EngagementA Free Self Provisioning Mobile Gamification Framework for mobile developers with different game mechanics to choose such as user reputation, user loyalty, profile, contests, leaderboards, challenges, wallet of rewards, badges, alliances. Cross-apps missions to cross promote their own apps. Monetization by Real Rewards. Viral Visibility for Free.
GAME MECHANICS CAN BE FULLY INTEGRATED IN THE APPS USER INTERFACE
Sunday, November 27, 2011
Reputation Game MechanicsTwo key concepts:1) BeDollars: a cross-apps promotional virtual currency delivered when users complete gamified tasks, for example if their comments receive a like. BeDollars can be used to get branded virtual items and real discounts from our advertisers
2) Bescore: a reputation score based on several algorithms to take into account usage, loyalty and success. It can be filtered for single mobile app, group of apps and location
Sunday, November 27, 2011
Smart Leaderboards and AlliancesOn Beintoo, Leaderboards are focused on the user and his friends.The user can see the leaderboard around his position, discovering people with similar skills and challenge them. Leaderboards can be “location-based”
Users can team up in “Alliances” and compete with other teams.It is the first gamification framework with a collaborative game mechanics based on team concept
Sunday, November 27, 2011
Challenges and BetUsers can challenge each other for a specific period of time, betting an amount of Bedollars. The platform analyzes their score and nominates the winner. It is a true two-players match
Users can also create “one-player” challenge, for example, I can bet that a specific users will not reach a specific score in a specific period of time.It is a highly engaging mechanics
Sunday, November 27, 2011
Location-Based Game Mechanics
Several available location-based game mechanics
1) Users can checkin in specific geographic places and express likes on them
2) Connection with Facebook places and Google to import places such as retailers
3) Users can see available offers around them and use their credits to get them
4) Users can see other players using the game/app around them and engage by challenges , messages, bets, etc.
5) Location-based leaderboards: users can see leaderboards of the game near their geographic position
6) Places leaderboards: users can see who is playing in a specific place and the leaderboard. Very powerful game mechanic. Possibility for game studios to assign coupons in specific retailers for top users in that places
7) Location-based achievements
Sunday, November 27, 2011
Cross Apps MissionsDevelopers can define a set of achievements, involving even more than one app, creating a true cross-apps mission and cross-promoting their own apps
Sunday, November 27, 2011
In-game Sponsored RewardsBrands and Retailers can create their sponsored rewards such as discounts and distribute them inside the game experience of our
partners
The second most downloaded mobile game worldwide in 2010 with more than 30 millions downloads
Sunday, November 27, 2011
Users get an achievement to complete to get a reward
Sunday, November 27, 2011
When the achievement is completed, users unlock a reward
Sunday, November 27, 2011
In this example the reward is a choice of
three mobile coupons near the
location of the user
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The user can
engage with the reward
and send it as a gift to
friends
Sunday, November 27, 2011
Sunday, November 27, 2011
In this example, the user gets the coupon
code and the
address of the store
Sunday, November 27, 2011
Cost per EngagementAdvertisers choose the action they would like to pay for.In this example, the user gets a coupon as reward from top brand Kmart and he is invited to insert his email address
- Conversion Rate: 50%Extremely effective
Sunday, November 27, 2011
A new model of Apps PromotionGame studios and apps developers can create their own sponsored rewards such as
virtual items for free and/or discounts on the purchase of virtual items/currency. They do not pay the install, they choose an action of interest and they pay if users
complete the action. They can target users who downloaded the app but who are not using it
Sunday, November 27, 2011
In-app Purchase OptimizationApps developers can create rewards such as discounts on virtual
items/currency and target users of their own apps who did not make yet a purchase. It is an effective way to expand the paying user base
Sunday, November 27, 2011
Sponsored missions Sponsored missions make the apps discovery a true game
Sunday, November 27, 2011
Sponsored missions
Discovery new apps or engage with brands becomes a true challenge for users.
Cost per Engagement (CPE)
Developers , Brands and Retailers can set achievements and distribute them in the missions of our gamified partner apps.They pay just if the users
Sunday, November 27, 2011
Targeting Options and Optimization
Brands and Developers have several opportunities of targeting:
1) Brands and Retailers can create campaigns and target just users who downloaded a previous coupon or made a conversion
2) Developers can target users who already downloaded their app
3) Developers can target users who bought virtual items or who did not buy any of them yet or who are very active
4) Developers and Brands can target users who completed achievements
All the gaming activities of users can become parameters of their user behaviour that can be used in targeting.
A true engagement marketplace
Performance optimization by user behaviour algorithms
Sunday, November 27, 2011
Mobile CommunityBeintoo is the center of the “Apps Life”, a new apps-discovery
community where users can engage with the rewards
Users share cross apps achievements, missions and rewards into their social graph. They redeem their credits into virtual and real offers. Apps developers and Brands get a lot of visibility for free and a channel of distribution for their items
Sunday, November 27, 2011
The MarketplaceBeintoo Community:
users can get the offers around them or search for virtual and real items offers
Sunday, November 27, 2011
The MarketplaceRewards around the users. Users can get them thanks to the Bedollars earned on
the network of partner apps by
completing contests, missions and achievements
A real bridge between virtual and
real world
Sunday, November 27, 2011
Benefits
Beintoo -through the rewarding system and the game mechanics- is a true marketplace of engagement.
The users of our partners apps become an audience for the engagement campaigns of advertisers and
developers
- For brands and retailers: they can engage with users within successful gamified experience
- For developers: they can increase engagement and reach a new effective customer acquisition channel and
pay only when users are engaged.
Sunday, November 27, 2011
AudienceAudience
Rewardable events in one day : 500.000
CTR on rewards: 25%
Redemption+19%
59%
41%
76,2%
Players in US:
9 millions+ 100k new players per day
Players in Europe:
4 millions+ 40k new players per day
Players in China:
6 millions+ 80k new players per day
1.9 millions DAUs
Male
Age:15-35
Female
Ecpm: $ 10
Sunday, November 27, 2011
They have chosen Beintoo...
...and more!Sunday, November 27, 2011
Nexage case study
“Publishers like the social gamification platform Beintoo[...] demonstrates the value of supporting location-enabled impressions on
the Nexage Revenue Platform, and specifically over RTB”
Nexage is the leading provider of market liquidity for buyers and sellers in the mobile advertising market.
“Beintoo realized an 11x eCPM premium for location-enabled impressions as compared to non-location-enabled impressions”
From the article: Nexage Delivering Significant Growth and eCPM Value for Location-Enabled Impressions - MarketWatch
Sunday, November 27, 2011
Key MetricsGlobal Number of Reachable Users: 25 millions
Users with a profile on the Beintoo Community: 300 k, growing at a pace of 4 k per day
Monthly Active Users Percentage: more than 80%
DAUs (Daily Active Users): 2 millions
Growing rate of reachable users: 200 k per day
Average clickthrough rate on Get The Coupon: 25%
Average conversion rate on couponing barcoded/qr coded campaigns in the UK (percentage of people who actually went to the retailer’s stores): 40%
Average CPMs on rewards delivery: $10+
Percentage of monetized users receiving rewards: 20% of DAUs
Sunday, November 27, 2011