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  1. 1. Beintoo Building a True Apps EcosystemSunday, November 27, 2011
  2. 2. The Needs Mobile developers and publishers need: Monetization Distribution, EngagementSunday, November 27, 2011
  3. 3. 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 2011Sunday, November 27, 2011
  4. 4. 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 revenuesSunday, November 27, 2011
  5. 5. Game Mechanics to Create Engagement A 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 INTERFACESunday, November 27, 2011
  6. 6. Reputation Game Mechanics Two 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 locationSunday, November 27, 2011
  7. 7. Smart Leaderboards and Alliances On 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 conceptSunday, November 27, 2011
  8. 8. Challenges and Bet Users 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 mechanicsSunday, November 27, 2011
  9. 9. 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 achievementsSunday, November 27, 2011
  10. 10. Cross Apps Missions Developers can define a set of achievements, involving even more than one app, creating a true cross-apps mission and cross-promoting their own appsSunday, November 27, 2011
  11. 11. In-game Sponsored Rewards Brands 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 downloadsSunday, November 27, 2011
  12. 12. Users get an achievement to complete to get a rewardSunday, November 27, 2011
  13. 13. When the achievement is completed, users unlock a rewardSunday, November 27, 2011
  14. 14. In this example the reward is a choice of three mobile coupons near the location of the userSunday, November 27, 2011
  15. 15. The user can engage with the reward and send it as a gift to friendsSunday, November 27, 2011
  16. 16. Sunday, November 27, 2011
  17. 17. In this example, the user gets the coupon code and the address of the storeSunday, November 27, 2011
  18. 18. Cost per Engagement Advertisers 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 effectiveSunday, November 27, 2011
  19. 19. A new model of Apps Promotion Game 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 itSunday, November 27, 2011
  20. 20. In-app Purchase Optimization Apps 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 baseSunday, November 27, 2011
  21. 21. Sponsored missions Sponsored missions make the apps discovery a true gameSunday, November 27, 2011
  22. 22. Sponsored missionsDevelopers , Brands andRetailers can setachievements anddistribute them in themissions of our gamifiedpartner apps.They pay just if the usersDiscovery new apps orengage with brandsbecomes a true challengefor users.Cost per Engagement (CPE)Sunday, November 27, 2011
  23. 23. 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 algorithmsSunday, November 27, 2011
  24. 24. Mobile Community Beintoo 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 itemsSunday, November 27, 2011
  25. 25. The Marketplace Beintoo Community: users can get the offers around them or search for virtual and real items offersSunday, November 27, 2011
  26. 26. The Marketplace Rewards 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 worldSunday, November 27, 2011
  27. 27. 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
  28. 28. Players in US: Audience 9 millions + 100k new players per day Players in Europe: 76,2% Age: 4 millions 15-35 Rewardable events in one + 40k new players per day day : 500.000 Players in China: 6 millions 59% + 80k new players per day CTR on 1.9 millions DAUs rewards: 25% 41% Redemption +19% Ecpm: $ 10 Male FemaleSunday, November 27, 2011
  29. 29. They have chosen Beintoo......and more!Sunday, November 27, 2011
  30. 30. Nexage case study 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” “Publishers like the social gamification platform Beintoo[...] demonstrates the value of supporting location-enabled impressions on the Nexage Revenue Platform, and specifically over RTB” From the article: Nexage Delivering Significant Growth and eCPM Value for Location-Enabled Impressions - MarketWatchSunday, November 27, 2011
  31. 31. Key Metrics Global 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 DAUsSunday, November 27, 2011