Social gaming market entry and success strategy analysis 2013


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Social gaming market entry and success strategy analysis 2013

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Social gaming market entry and success strategy analysis 2013

  1. 1. Social Gaming Market Entry and Success Strategy Analysis 2013 Published: Oct 2013 Single User: $995.00 Pages: 31 Order Now Company Wide:$2,995.00 Order Now Team License:$1,995.00 Order Now The significant rise of social networks has created a springboard for the social gaming segment of the entertainment industry. Gaming is becoming increasingly compelling thanks to various enhancements such as the addition of socially playable and sharable features within games, which have gradually become common characteristics. While generally a lucrative segment, the industry has its own challenges including short-term focus, low user retention, high CPA & OPEX, low ARPPU, and fragmented platforms. This research evaluates the strategy of both successful and unsuccessful social gaming companies. Through this analysis, we have developed Success Guidelines for social gaming companies (start-up and established companies).        Target Audience: Social network companies Mobile application developers Wireless infrastructure suppliers OTT application and service providers Social entertainment application developers Wireless carriers and other service providers Online, mobile, casual, and console game companies Companies in Report: 6waves Bitcoin Bitfold Games Booyah Facebook Kontagent Playdom
  2. 2. Playspan Pretty Simple Sojo Studios Superewards Trialpay Ubisoft Zynga Report Benefits:      Recognize how a strong value chain can mitigate social gaming risks to minimum Understand features and strategic steps that are crucial for social gaming success Identify how to create and introduce new compelling games vs. existing social games Identify factors that drive success of social gaming companies and how others can learn from them Identify the structure of a social gaming costs and how to keep marketing and acquisition budget low Table of Contents: 1.0 EXECUTIVE SUMMARY 3 2.0 FETAURES THAT NEED TO INCORPORATE WITH SOCIAL GAME 5 3.0 CORE CHOICES OR STEPS TO FOLLOW 8 4.0 POPULAR VS. NEW GAMING IP: WHAT TO FOLLOW? 9 5.0 COSTS CALCLUATION FOR 4 GAMES SERIES VS. 25-50% SUCCESS CASE 11 6.0 RISKS ASSOCIATED WITH SOCIAL GAMING SUCCESS 13 7.0 HOW TO CREATE SUCCESSFUL GAMING IP LINE? 14 8.0 HOW TO MINIMIZE MARKETING & USER ACQUISITION COST? 16 9.0 HOW TO USE MONETIZATION STRATEGIES? 18 10.0 HOW TO BUILD STRONG DEVELOPMENT CHAIN? 20 11.0 PRETTY SIMPLE’S CRIMINAL CASE LESSON 22 11.1 LESSON FOR THE GAME CRIMINAL CASE 23 11.2 STRATEGIC LESSON FROM COMPANY PRACTICES 23 11.3 WHAT THE INDUSTRY CAN LEARN FOR THEIR LONG TERM STRATEGY? 24 12.0 SOJO STUDIO’S WETOPIA AND JOY KINGDOM LESSON 25 12.1 LESSON FROM WETOPIA: CHARITIES FOR CHILDREN 25 12.2 LESSON FROM JOY KINGDOM: CHARITIES FOR ANIMAL 26 13.0 KING.COM LESSON 28 14.0 ZYNGA LESSON 30 14.1 INITIAL SUCCESS STRATEGY 30 14.2 REASONS OF RECENT DOWNFALL AND LESSON FOR INDUSTRY 31 List of Graphs
  3. 3. Figure 1: Nightclub City vs. Party Central Case 10 Figure 2: Cost vs. Revenue for Successful Single vs. Series of Social Games 11 Figure Figure Figure Figure Figure 3: 4: 5: 6: 7: Retention Funnels to Monitor Game Performance 18 Due Diligence Checklist for Social Game Developers 20 Objects in Criminal Case 22 Contribution for Children Education in WeTopia 26 Contribution for Animals in Joy Kingdom 27 Contact: Kabir Ahmad, Email: