Colombia 3.0     Monetization and ContentJuan F Franco & Juan C Roldan
Track Record
why Latin America?                                                                   By 2014 global                       ...
monetization strategyAssessment         Payments &                                                   Implementation   Prog...
Monetization Strategy• Payments: online, offline, mobile (SMS, smartphones)• More than payment methods, focus on increasin...
need for alternative payments•   E-commerce is growing exponentially in Latin America, but credit cards are still not as  ...
online services                            We have created a checkout that can be                            customized ac...
Costumers                           situation:                           Brazil and the rest of Latam was a huge          ...
meet our costumers                        situation:                        Although Zumba is a hit across the world, it  ...
meet our costumers       situation:       Habbo Hotel is a virtual world that started using       Paymentez to reach Brazi...
MentezCONTENT AND GAME CRITERIA
STICKINESS                           AND                       ENGAGEMENTADAPTABILITY                                VIRAL...
INNOVATIONDEVELOPER                                                  DESIGN PROFILE                      CONTENT          ...
• Low engagementAMUSEMENT      • No emotional attachement               • Short Lifecyles               • 8 – 15 min play ...
Mentez / Juan Franco y Juan Roldan
Mentez / Juan Franco y Juan Roldan
Mentez / Juan Franco y Juan Roldan
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Mentez / Juan Franco y Juan Roldan

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Ponencia en Colombia 3.0

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Mentez / Juan Franco y Juan Roldan

  1. 1. Colombia 3.0 Monetization and ContentJuan F Franco & Juan C Roldan
  2. 2. Track Record
  3. 3. why Latin America? By 2014 global ecommerce is expected to grow more than 90%.5 In Latin America that expectation is twice as big!! 1,2. Internet World Stats March 2011 3. Playspan report Feb 2011 4. January 2011, UN 5. Euromonitor International• Internet population: 183M1 (53% of population)• Growing Internet penetration (28.8%+ average)2• Virtual goods market in LatAm to reach $624MM by 20143• 70% of online transactions are executed through alternative payment methods.• The annual growth of e-commerce in Latin America is more than 20%.
  4. 4. monetization strategyAssessment Payments & Implementation Program-follow & Gap Transactions Decision- & execution through & fine analysis analysis Making tuning• Metric analysis with RJ • Offline campaigns • Weekly follow up callsMetrics (revenue, user profiles • Online marketing •Quarterlyapproval rate, ARPPU, etc) campaigns (including Business• Business Intelligence landing page, user targeting Reveiws to go over goals andStrategies and complex tools, etc) strategies foranalysis • Monetization strategies for next quarter• Business Model Assessment achieving proposed goals
  5. 5. Monetization Strategy• Payments: online, offline, mobile (SMS, smartphones)• More than payment methods, focus on increasing user base and conversion rate, and minimize your taxes and fees in the region. experience usability coverage Massive physical and & security Easy to use interface, 3- step process allowingdigital presence to reach young people to pay 4 million registeredthe entire Latin American beyond normal payment users, optimized system to online population. methods, and customizable reduce chargeback & fraud. look and feel.
  6. 6. need for alternative payments• E-commerce is growing exponentially in Latin America, but credit cards are still not as prevalent as in the US and Western Europe.• Less than 20% of credit cards in the region are accepted abroad.• Cash and offline sales make up almost half of transactions.
  7. 7. online services We have created a checkout that can be customized according to the developer’s look and feel, in order to improve user experience within the game. Our gateway also adapts to the user’s behavior. We canprioritize price products or payment methodsaccording to the user’s purchasing behavior.
  8. 8. Costumers situation: Brazil and the rest of Latam was a huge market for Zynga, representing a good portion of users, but not transacting customers. solution: Paymentez to reach users at POS and internet cafes. result: Before Paymentez, Zynga had no offline presence in the region. By the end of the first year, offline channels made up slightly more than half of total transactions, and sales increased 4-fold. Paymentez has helped strengthen awareness of the brand and(customer since 2010) games in the region.
  9. 9. meet our costumers situation: Although Zumba is a hit across the world, it had yet to take off in Brazil. After finding a payment partner in Paymentez, it began to offer training courses in the region. solution: With Paymentez, Zumba arrived with local payment methods, such as credit cards, Boleto, debit cards, and the innovation of the Paymentez PIN. result: Zumba has made a name for itself in Brazil with Paymentez’s help, and within the first 6 months it increased its revenue projections(customer since 2011) 3x.
  10. 10. meet our costumers situation: Habbo Hotel is a virtual world that started using Paymentez to reach Brazilian users through offline channels. solution: • Separation of payment methods into direct online and offline options • Branded PINs and prepaid cards to raise awareness of brand in offline channels • Poster contest for users to connect virtual world with Paymentez results: • Offline payments raised from accounting for 1% of revenue to 8% in 4 months • ARPPU increased among users paying through offline channels • Poster contest: 500 submissions, 25K votes
  11. 11. MentezCONTENT AND GAME CRITERIA
  12. 12. STICKINESS AND ENGAGEMENTADAPTABILITY VIRALIZATION AND AND SOCIAL FLEXIBILITY INTEGRATION CONTENT MARKET CONTENT OPPORTUNITY BACKGROUND
  13. 13. INNOVATIONDEVELOPER DESIGN PROFILE CONTENT TECH ARCHITECTURE MONETIZATION AND SUPPORT
  14. 14. • Low engagementAMUSEMENT • No emotional attachement • Short Lifecyles • 8 – 15 min play sessionsDISTRACTION • Ongoing interest and involvement • Diverts attention – Instant/delayed gratification • 1 year + lifecycles AFFINITY • Communication between players(CONNECTION) • Time and financial Investment

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