Social Gaming

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A presentation done on Social Gaming during Technopreneur Open Day by MAD (http://incubator.com.my/)

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Social Gaming

  1. 1. #SOCIALGAMINGTOO BIG TO IGNORE
  2. 2. Wei CheeZA Solutions
  3. 3. What is Social Gaming?“Casual games designed to be played with friendson online social platforms” - Justin Smith, Inside Facebook“Casual Gaming is the Arcade Business rising fromthe ashes of the 1980s” - Nicholas Carlson, Business Insider
  4. 4. What is Social Gaming?
  5. 5. Social Gaming Statistics ¼ of “consumers” play social game The average social gamer is a 43 year old lady Female driven industry, 38% play several times a day 1 in 10 social gamers’ session last >3 hours 83% play on Facebook
  6. 6. The Rise of Social Gaming
  7. 7. The Rise of Social Gaming
  8. 8. The Rise of Social Gaming World of Warcraft 1,500,000 total users Xbox live 20,000,000 total users ~ 207,000,000 Social Gamers Monthly active Users
  9. 9. The Rise of Social Gaming Zynga 360,000,000 Monthly active Users
  10. 10. The Rise of Social Gaming
  11. 11. The Rise of Social Gaming The opening of social network platforms for 3rd Party developers The rise of smart mobile devices The rise of internet penetration, billing infrastructure
  12. 12. Social Gaming Designs3 Key Stages of EnthusiastPlayer Life cycle Mastery Regular Habit-BuildingNewbieOnboarding
  13. 13. Social Gaming Designs
  14. 14. Social Gaming Designs Visible Progress Positive Emotion Stats / Challenges / Awards / Messages Fun / Delight / Trust / Pride / Curious Player (re)Engagement (social) Call to Action Task / Mission / Game / Quiz / Gift Customize / Share / Help / Compete Newbie Onboarding Engagement Loop
  15. 15. Social Gaming Life Cycle Monetization Iteration Iteration
  16. 16. Social Gaming Dynamics Focus on social emotions – friendship, love, pride, envy, anger Social first, fun second No brainer, easy pick-me-up Target (niche) users Easy payment methods
  17. 17. Social Gaming Trend Social Activity Analytics Streams Group Buying Virtual Worlds Gamification Location- Aware Apps Internet of Things Social TVGartner’s Hype Cycle
  18. 18. Social Gaming Trend Mobile Devices: The Shiny New Toy Location Based Game Virtual Social World Asia Market
  19. 19. Social Gaming Cost 1)Development Cost = $100k ~ $300k 2) Initial Marketing Cost = $50k ~ $200k 3) Live Operation = $12.5k ~ $22.5k Cost of One game launch = $175.5k ~ $522.5k
  20. 20. Social Gaming Cost Market Assumptions: • Number of games: 4 • Average DAU for each successful game in a year: 400k • Number of successful games: 1~2 • Assumed monetization: $45/1000 DAU • Facebook cut: 30%Total cost of 4 games Yearly Revenue Yearly Revenue launch (25% success rate) (50% success rate) $1.96 mil $770k ~ $12.3mil $1.54mil ~ $24.5mil
  21. 21. Social Gaming CostCase Study: • Rovio 34th game • Initial dev cost of €100k++ • Current revenue USD $1mil/month • OMGPop 36th game • Initial dev cost USD$250k??? • Current revenue USD $250k/day
  22. 22. GAMIFICATION
  23. 23. ZanaduWho are We:Specialize in multi-user virtual world platform solutionTeam:8+ developer, artist, designer, social media managerLocation:- Upstairs- Chiang Mai
  24. 24. Thank you!weichee.lee@zanadu.com.myfb.com/leeweichee

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