The importance of just-in-time operation of social games


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  • 日本: 400 人 ベトナム: 60 人 アメリカ: 30 人
  • 19 タイトル
  • The importance of just-in-time operation of social games

    1. 1. Just-in-time Operation in Social Games gloops Vietnam CEO Eiji Okuda
    2. 2. Agenda ● About gloops Group ● Basics of social games ● Just-in-time operation of social games
    3. 3. About gloops Group
    4. 4. MarketingStudio
    5. 5. About gloops Inc. ・ gloops Inc. was founded in 2005 ・ #1 social game developer on Mobage Platform ・ 400+ employees (As of June 2012) ・ We are seeking fun!
    6. 6. Games released in Japan
    7. 7. Games in Japan As of June 2012: ・ Released 19 titles in 2.5 years ・ Total Users: 20 million ・ MAU : 3.0 million ・ Sales : ???
    8. 8. About gloops Vietnam Co. Ltd. ・ gloops Inc’s first subsidiary outside of Japan ・ Founded in Dec 2011 ・ 60 employees (as of June 2012) ・ Show our value to the world ・ Develop and operate social games for global market
    9. 9. Games developed in VietnamLegend Cards for Facebook ・ Released on Facebook platform ・ Written in HTML5 ・ Can be played on mobile or PC web browsers ・ Operating in Vietnam for international market
    10. 10. Games developed in VietnamLegend Cards for Mobage・ Ported Legend Cards to Mobage platform・ Currently available only on Android・ Coming soon to iOS
    11. 11. Games developed in VietnamMaxx Commando for iOS and Android・ Japanese-style card battle game・ First original IP developed in Vietnam
    12. 12. Games developed in Vietnam・ Another title from gloops Vietnam・ Coming soon!
    13. 13. Basics of social games
    14. 14. What is social game? A type of online game that is played with friends through social networks * Farm Ville (Zynga)
    15. 15. What are the features of social games? ・ Interact with other users through asynchronous gameplay ・ Usually only play in 5 minute segments ・ No end to the game ・ Can modify the game anytime ・ Can open in-game events
    16. 16. Importance of operation Since gameplay can be modified at anytime, prompt analysis and support are very important. ・ Analyze real-time data and use results to immediately enhance game play ・ Open events consistently enough to prevent players from becoming bored
    17. 17. Basic KPIs of social games Break down sales into smaller pieces: DAU Pay UU Sales Sales = Install X X X Install DAU Pay UU = Install X Retention Rate X Pay Rate X ARPPU In order to increase sales, we need to improve each number.
    18. 18. Basic KPIs of social games 1. Installation ・ How you can increase install: - Advertisement - Word of mouth - Review - Invitation ・ Aim to acquire loyal users. ・ Organic users are the best.
    19. 19. Basic KPIs of social games 2. Retention Rate ・ Give players benefit of coming back to the game: - Login Bonus - “Come back” campaign ・ Find drop-out point and fix it ・ Tutorial drop rate is always pretty high ・ Adjust the balance of the game
    20. 20. Basic KPIs of social games 3. Pay Rate ・ Add more cash points, especially for inexpensive goods (e.g. starter pack, etc.) ・ Open sale shop ・ Add new items to the shop (and advertise)
    21. 21. Basic KPIs of social games 4. ARPPU (Average Revenue Per Paid User) ・ Add more cash points, especially for expensive goods: - Bundle pack - Premium item - Etc.
    22. 22. Just-in-time operation of social games
    23. 23. PDCA Cycle (Plan Do Check Act)We need to blaze through the PDCA cycle!・ We accumulate user action history all the time・ We must respond to user needs immediately・ Daily PDCA: “Plan” in the morning with data from last night “Do” in the afternoon/evening “Check” the results next day “Act” by going back to next PDCA cycle
    24. 24. PDCA Cycle (Plan Do Check Act)Plan: The most important! When you make a plan, always make a clear objective. Then you’ll know where to look for progress. Prepare for “Check” in Plan phase In the course of “Do”, you can “Check” progress in real time. Blaze through PDCA cycle
    25. 25. User Stress-Management Play Free User should have appropriate stress (Not too hard, not too easy) Cash Point Stress ・ Cannot win ・ Can get stronger! ・ Cannot proceed ・ Can go further! ・ Too hard ・ Easy and fun! Frustration! This is not fun, I’m quitting!
    26. 26. User Stress-ManagementChange parameters every day accordingto actual data:・ Everyday, check user progress in the game - Number of rare items - Number of users who completed each stage ・ If it is too easy or too difficult, adjust game parameters to balance the game・ Add another stage when a certain amount of users complete all stages
    27. 27. User segmentation ・ Special VIP shop for players in S ・ To increase segment C players, sell $0.50 items (to remove psychological barrier for payment)
    28. 28. In-game Event・ Open in-game events 2–3 times per month・ To release new events on time without updating the game, most parts of the game are built with HTML
    29. 29. In-game EventSales Sub-event Event 1 Event 2 Date
    30. 30. In-game Event The number of users who completed each stage in an event:
    31. 31. Summary
    32. 32. Summary・ Just-in-time operation is the key to success in social games・ Blaze through the PDCA cycle・ Break down sales into smaller KPIs: Installations, Retention Rate, Pay Rate and ARPPU
    33. 33. Summary・ In-game events are very important・ Adjust game parameters according to actual data
    34. 34. Thank you!