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

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

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Social Gaming Social Gaming Presentation Transcript

  • #SOCIALGAMINGTOO BIG TO IGNORE
  • Wei CheeZA Solutions
  • 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
  • What is Social Gaming?
  • 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
  • The Rise of Social Gaming
  • The Rise of Social Gaming
  • 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
  • The Rise of Social Gaming Zynga 360,000,000 Monthly active Users
  • The Rise of Social Gaming
  • 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
  • Social Gaming Designs3 Key Stages of EnthusiastPlayer Life cycle Mastery Regular Habit-BuildingNewbieOnboarding
  • Social Gaming Designs
  • 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
  • Social Gaming Life Cycle Monetization Iteration Iteration
  • 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
  • Social Gaming Trend Social Activity Analytics Streams Group Buying Virtual Worlds Gamification Location- Aware Apps Internet of Things Social TVGartner’s Hype Cycle
  • Social Gaming Trend Mobile Devices: The Shiny New Toy Location Based Game Virtual Social World Asia Market
  • 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
  • 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
  • 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
  • GAMIFICATION
  • ZanaduWho are We:Specialize in multi-user virtual world platform solutionTeam:8+ developer, artist, designer, social media managerLocation:- Upstairs- Chiang Mai
  • Thank you!weichee.lee@zanadu.com.myfb.com/leeweichee