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Aakrit Vaish Director, Flurry India November 2, 2012 The Business of Mobile Gaming

The Business of Mobile Gaming - Flurry: NGDC 2012

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Page 1: The Business of Mobile Gaming - Flurry: NGDC 2012

Aakrit VaishDirector, Flurry India

November 2, 2012

The Business of Mobile Gaming

Page 2: The Business of Mobile Gaming - Flurry: NGDC 2012

Publ

isher

s

Adve

rtise

rs

APP MEASUREMENT AND ADVERTISING PLATFORM

DOING FOR MOBILE APPS

WHAT NIELSEN DID FOR TV

DOUBLECLICK FOR DISPLAY

GOOGLE FOR SEARCH

Flurry OverviewLargest data set on mobile tracking 500m consumers; 99% penetration on iOS and Android

Page 3: The Business of Mobile Gaming - Flurry: NGDC 2012

Mobile Gaming MarketBiggest market of our generation; fastest growing consumer technology ever

Source: Flurry Analytics; further analysis by Flurry

Page 4: The Business of Mobile Gaming - Flurry: NGDC 2012

Mobile Gaming MarketIndie Game Makers Dominate

Source: Flurry Analytics; further analysis by Flurry

Page 5: The Business of Mobile Gaming - Flurry: NGDC 2012

Gen Y Plays

-2%

0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

11%

17% 17%

7%

2%

11%

15%

12%

7%

1%

TIME SPENT BY DEMOGRAPHIC

13 – 17 18 – 24 25 – 34 35 – 54 55+

Males (53%) Females (47%)

Page 6: The Business of Mobile Gaming - Flurry: NGDC 2012

Gen X Pays

Source: Flurry Analytics

0%

5%

10%

15%

20%

25%

30%

MOBILE FREE-TO-PLAY GAMES: MONEY SPENT BY DEMOGRAPHIC

Males (58%) Females (42%)

13 – 17 18 – 24 25 – 34 35 – 54 55+

9%

16%

7%

20%

12%

1% 1%3% 2%

29%

Page 7: The Business of Mobile Gaming - Flurry: NGDC 2012

Monetizationgetting them to pay

Retention getting them to stay

Acquisitiongetting players in

Premium:- Selling a product

Number of Units x Price

Freemium:- Service

AU x ARPU, CAC-LTV

Business ModelMeasurement driven approach where LTV and ARPU replace ASP

Page 8: The Business of Mobile Gaming - Flurry: NGDC 2012

ACQUIRE

SEGMENT

RE-ENGAGE

Break the Churn Cycle

MARKETING

MEASUREMENT

DEVELOPMENT

Page 9: The Business of Mobile Gaming - Flurry: NGDC 2012

AcquisitionAcquisition

Page 10: The Business of Mobile Gaming - Flurry: NGDC 2012

• Viral/Social effects• All about game design and product

• App Store optimization• Optimize for search results, name, icon, screenshots

• Mobile advertising• Buy from everywhere and measure

• PR• Give a story rather than press release

• Cross promotion• Use existing economies of scale

What are the Options?

Page 11: The Business of Mobile Gaming - Flurry: NGDC 2012

What: Use your players as ambassadors for the game

How: Virality, Social Proof

Acquisition

Social interaction

CACLTV

Page 12: The Business of Mobile Gaming - Flurry: NGDC 2012

What: Make sure players understand what the game is and give it a fair try

How: Constantly optimizing Tutorial, Newbie Experience

Acquisition

Smooth Initial Experience

CACLTV

Page 13: The Business of Mobile Gaming - Flurry: NGDC 2012

RetentionRetention

Page 14: The Business of Mobile Gaming - Flurry: NGDC 2012

• Change from plain volume to Regularity; not just “fire and forget” but ongoing

• What to Measure1. Usage pattern: session behavior2. Retention: short-term, lifetime retention3. Feature engagement: % of users interacting with a feature

• Engagement1. Basics (core mechanics, progression, etc)2. Constant Balancing3. Regular Content Updates4. Player interaction5. Re-engagement

Retention#1 Challenge in the mobile gaming business

Page 15: The Business of Mobile Gaming - Flurry: NGDC 2012

What: Evolve the game to keep maintain surprise and delight

How: Regular New Challenges, Content, Updates

LTV

Retention

Regular Content Updates

Page 16: The Business of Mobile Gaming - Flurry: NGDC 2012

What: Get your players to interact with each other

How: Social Proof, Competition/Collaboration

LTV

Retention

Social Interaction

Page 17: The Business of Mobile Gaming - Flurry: NGDC 2012

What: Bring people back to the game regularly

How: Appointments, Push Notifications, Player interactions

LTV

Retention

Re-engagement

Page 18: The Business of Mobile Gaming - Flurry: NGDC 2012

Monetization

Monetization

Page 19: The Business of Mobile Gaming - Flurry: NGDC 2012

• Worldwide distribution platform – unprecedented• There is always a FREE alternative• Easiest way to get scale• Once you have users, multiple ways to monetize

instead of a single, up-front transaction1. Micro-transactions2. Advertising3. Usage Behavior

• Paid apps model only for true IP innovation

The Rise of Freemium

Page 20: The Business of Mobile Gaming - Flurry: NGDC 2012

MonetizationAverage transaction size in freemium games

Page 21: The Business of Mobile Gaming - Flurry: NGDC 2012

MonetizationConsumable goods make up highest spend

Page 22: The Business of Mobile Gaming - Flurry: NGDC 2012

MonetizationMobile Advertising

Page 23: The Business of Mobile Gaming - Flurry: NGDC 2012

Mobile Advertising: Selling your ad space

Advertising typically forms 30-40% of total revenue for freemium apps

• Individual Ad Networks• Most common and easiest to integrate• Lowest revenue

• Supply Side Platforms• Combination of ad networks• Good revenue; most ideal solution currently

• Direct• Selling to advertisers on your own• Sales and technology overhead

Page 24: The Business of Mobile Gaming - Flurry: NGDC 2012

Mobile Advertising: Ad Types

Ad Placement is most important; during “ideal time” has highest conversion

• Static• Banners or interstitials (roadblock ads)• Most common, lowest revenue; interstitials perform 4-5x better

• Video• 15-30 second pre roll, post roll• Highest revenue and fill currently

• Rich Media• Mini app within app• High revenue but relatively new and low demand

Page 25: The Business of Mobile Gaming - Flurry: NGDC 2012

Mobile Advertising: Sponsorship

Co-Branded Interstitial Sprint Brand Integration

Page 26: The Business of Mobile Gaming - Flurry: NGDC 2012

Summary

• Measure or Die• Acquire, monetize, re-engage• Constant Balancing• Regular Content Updates• Social Interaction• Freemium for all

Page 27: The Business of Mobile Gaming - Flurry: NGDC 2012

Top 6 Successful Game Types

ENDLESS PASS TIME

SOCIAL RPG

NURTURING & COLLECTING

GAMER’S GAME

BUILDING & SIMULATION

POKER / CASINO

Page 28: The Business of Mobile Gaming - Flurry: NGDC 2012

Thank [email protected]

Page 29: The Business of Mobile Gaming - Flurry: NGDC 2012

AppCircle: Build & Grow Your App Audience• Acquire users with high-quality app recommendations and videos (iOS, Android)• Win-back your best users to build the most loyal and best monetizing audience

Analytics: Increase Your App Engagement and Retention• Free and powerful. Leading app analytics (iOS, Android, WP, BB, J2ME, HTML5)• Understand and segment app audiences to maximize engagement and revenue

AppSpot: Maximize Your App Audience Revenue• 2X revenue, reduce cost with free ad serving and mediation, yield-optimized ads• Max eCPMs with mediation and yield optimization leveraging Flurry’s big data set• Max eCPMs selling direct, segmented parts of your audience to top advertisers

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