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Mobile Monetization – The Bejeweled Way
Giordano Bruno Contestabile, PopCap Games
June 20th, 2012
Twitter: @giordanobc
My job: managing the business…
…even though I suck at it!
 My excuse: half of those people work at PopCap
• But so do I
Some quick facts
 Launched in late 2000
 History: Bejeweled, Bejeweled 2,
Bejeweled Twist, Bejeweled Blitz,
Bejeweled 3
 Key platforms: PC/Mac, Facebook,
iPhone, XBox360, DS
 Units: > 55 million
 Installs: > 200 million
 MAUs: > 25 million
 Users: 500 million+
One Very Long Minute
History of Bejeweled Blitz on Facebook & iOS
 Bejeweled Blitz launched on Facebook in December 2008
 Blitz mode and FB Connect added to Bejeweled 2 iOS client (April 2010)
 One of the first games to be fully integrated FB and iOS
 3+ years from launch, still consistently popular:
• Facebook: top 10 games by DAU (3M+)
• iPhone: top 10 top grossing games
 Bejeweled Blitz iOS launched as freemium game in December 2011
The Power of Free
Changeinmetricsfrompremiumtofreemium
Key Metrics Change
Downloads Daily Average Downloads 9X
Daily Active Users Weekly Average 5X
Revenue Daily Average 5X
Freemium Switch: did It Work?
… and still growing (every week hasbeen bigger than previous one)
Premium Vs. Freemium: Downloads
Freemium client has 9x as many downloads per day vs. premium
Bejeweled Blitz
Bejeweled
Many Play For Free…
 As expected, ARPPU declined when switching from paid to free
• Higher percentage of free players
 ARPPU still higher, but closer, to Facebook
…But Enough of Them Pay!
 Increased user base driving much higher revenues
Facebook Connect: A High Barrier
Approximately 25% of Blitz iOS
downloads have activated
Facebook Connect, unlocking
full game content
 FB Connect was required to unlock full features
 Launched “Universal Mode” in June 2012
 FB-connected users tend to spend more
Mobile vs Web
Comparing iOS to Facebook
Key Metrics iOS (FB = 100)
Daily Active Users Weekly Average 33%
ARPU DARPU 196%
Engagement Games played / day 208% (52!)
Retention 7-day retention 200%
Monetization % of paying users 205%
Learnings – behavior iOS vs FB
 On most metrics, iOS users are 2x higher than Facebook users
 Contributing factors:
• “Always on, always with me” nature of mobile
• Bejeweled Blitz strongly suited to bite-sized gaming
• Efficient Apple ecosystem, in particular for billing
 We see significant FB / iOS cross-over in user base
• New FB users discovering the game through iOS first
Business Model
Boosts
 Low-priced in-game effects meant to be used regularly
 Balanced not to grant excessive advantages
• The better player will still score higher on average
Rare Gems
 Higher-impact bonuses
 Can be activated every few games, appearing randomly
 Require skill to be fully taken advantage of
 Entertainment value as important as effect
Daily Spins
 Slot machine mechanic granting in-game currency
 1 free “daily spin” every day
 Additional “daily spin” can be purchased
Key tenets
 “Play forever”: no pay walls or limitations for non-paying users
 Game is fun and balanced also without paying
 Pay to have fun, not because the games forces or punishes you
 Server-side code to tweak economy in real time
 Events really important: busy marketing calendar
Our secret? Science!
mF =↑eng + ↑ret + ↑mon
…that I just made up!
More fun = more engagement, retention and monetization
A simple equation…
If players are having fun they will play, stay and pay
Freemium is great, but hard
If you can’t crack it...
Banners
Display Advertising
Interstitials Video Rich Media
• Ad shading
• In-banner feed
• Expandable units
Engagement
Value Added Offer wall
Value Added Banner
EA^2
Reward users for interacting with your brand
Sponsorships
Brand Alignment
A series of custom branded rides to
choose from, all with enhanced benefits
and experiences for game players
Thanks!
Questions?
@giordanobc

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Mobile Games Monetization - the Bejeweled way

  • 1. Mobile Monetization – The Bejeweled Way Giordano Bruno Contestabile, PopCap Games June 20th, 2012 Twitter: @giordanobc
  • 2. My job: managing the business… …even though I suck at it!  My excuse: half of those people work at PopCap • But so do I
  • 3. Some quick facts  Launched in late 2000  History: Bejeweled, Bejeweled 2, Bejeweled Twist, Bejeweled Blitz, Bejeweled 3  Key platforms: PC/Mac, Facebook, iPhone, XBox360, DS  Units: > 55 million  Installs: > 200 million  MAUs: > 25 million  Users: 500 million+
  • 4. One Very Long Minute History of Bejeweled Blitz on Facebook & iOS  Bejeweled Blitz launched on Facebook in December 2008  Blitz mode and FB Connect added to Bejeweled 2 iOS client (April 2010)  One of the first games to be fully integrated FB and iOS  3+ years from launch, still consistently popular: • Facebook: top 10 games by DAU (3M+) • iPhone: top 10 top grossing games  Bejeweled Blitz iOS launched as freemium game in December 2011
  • 6. Changeinmetricsfrompremiumtofreemium Key Metrics Change Downloads Daily Average Downloads 9X Daily Active Users Weekly Average 5X Revenue Daily Average 5X Freemium Switch: did It Work? … and still growing (every week hasbeen bigger than previous one)
  • 7. Premium Vs. Freemium: Downloads Freemium client has 9x as many downloads per day vs. premium Bejeweled Blitz Bejeweled
  • 8. Many Play For Free…  As expected, ARPPU declined when switching from paid to free • Higher percentage of free players  ARPPU still higher, but closer, to Facebook
  • 9. …But Enough of Them Pay!  Increased user base driving much higher revenues
  • 10. Facebook Connect: A High Barrier Approximately 25% of Blitz iOS downloads have activated Facebook Connect, unlocking full game content  FB Connect was required to unlock full features  Launched “Universal Mode” in June 2012  FB-connected users tend to spend more
  • 12. Comparing iOS to Facebook Key Metrics iOS (FB = 100) Daily Active Users Weekly Average 33% ARPU DARPU 196% Engagement Games played / day 208% (52!) Retention 7-day retention 200% Monetization % of paying users 205%
  • 13. Learnings – behavior iOS vs FB  On most metrics, iOS users are 2x higher than Facebook users  Contributing factors: • “Always on, always with me” nature of mobile • Bejeweled Blitz strongly suited to bite-sized gaming • Efficient Apple ecosystem, in particular for billing  We see significant FB / iOS cross-over in user base • New FB users discovering the game through iOS first
  • 15. Boosts  Low-priced in-game effects meant to be used regularly  Balanced not to grant excessive advantages • The better player will still score higher on average
  • 16. Rare Gems  Higher-impact bonuses  Can be activated every few games, appearing randomly  Require skill to be fully taken advantage of  Entertainment value as important as effect
  • 17. Daily Spins  Slot machine mechanic granting in-game currency  1 free “daily spin” every day  Additional “daily spin” can be purchased
  • 18. Key tenets  “Play forever”: no pay walls or limitations for non-paying users  Game is fun and balanced also without paying  Pay to have fun, not because the games forces or punishes you  Server-side code to tweak economy in real time  Events really important: busy marketing calendar
  • 19. Our secret? Science! mF =↑eng + ↑ret + ↑mon …that I just made up! More fun = more engagement, retention and monetization A simple equation… If players are having fun they will play, stay and pay
  • 20. Freemium is great, but hard If you can’t crack it...
  • 21. Banners Display Advertising Interstitials Video Rich Media • Ad shading • In-banner feed • Expandable units
  • 22. Engagement Value Added Offer wall Value Added Banner EA^2 Reward users for interacting with your brand
  • 23. Sponsorships Brand Alignment A series of custom branded rides to choose from, all with enhanced benefits and experiences for game players