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Giip business case v1.0
 

Giip business case v1.0

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    Giip business case v1.0 Giip business case v1.0 Presentation Transcript

    • giip.comEngage  your  players  in  a  new  way.  
    • We  Mission  want  to  help  the  worlds  leading  mobile  game  developers  engage  their  players  in  en9rely  new  ways.      help  our  partners  offer  smarter  redemp9on.  We  pair  innova9ve  online  experiences  with  offerings  that  have  high  perceived  value  for  their  players.              
    • It‘s  not  an  all  unicorn  industry.  User  genera6on  and    Keeping  players  engaged  is  a  challenge  for  mobile  game  publishers.  Mone6za6on  is  an  industry  challenge.  Problem  
    • It‘s  easy  guys.  We  give  players  real  rewards    Solu6on  
    • It‘s  easy  guys.  We  give  players  real  rewards    for  virtual  achievements      Solu6on  
    • giip.  A  mobile  ad  reward-­‐network  where  ENGAGE  USERS  Publishers  Solu6on  
    • giip.  A  mobile  ad  reward-­‐network  where  ENGAGE  USERS  GET  REAL  REWARDS  Publishers   Players  Solu6on  
    • giip.  A  mobile  ad  reward-­‐network  where  ENGAGE  USERS  GET  REAL  REWARDS  ENGAGE  CUSTOMERS  Publishers   Players   Consumer  Brands  *We  will  integrate  games  via  a  free  and  simple  SDK.  Solu6on  
    • Everybody  plays.  80.000.000  Mobile  Gamers  in  Europe  +  15%  YoY   100.000.000  Mobile  Gamers  in  Europe*      in  2015  in  2012  Market  
    • It‘s  a  billion  dollar  market.  80  Million+  32  %    MOBILE  GAMERS  (EUROPE)      European  Available  Reach  1.4  Billion+  MOBILE  AD  REV  (EUROPE)              European  Available  Market  Market  ANNUAL  GROWTH  (EUROPE)              European  Available  Market  
    • Nobody  likes  banner  ads.  Product  
    • Everybody  loves  rewards.  Product  
    • Intelligent  targe9ng.  Product  
    • Pay    Yes,  we  have  one.  Business  Model  per  reward  sign-­‐up    +  funding  of  rewards  Brands   Publisher  per  sign-­‐up  giip   Revenue  Share  
    •    Partner  up  with  a  great  game  developer.      Target  players  ingame.        Get  the  great  brands.      With  great  customers.  Adop6on  How  we  engage.  
    •    Partner  up  with  a  great  game  developer.      Target  players  ingame.        Get  the  great  brands.      With  great  customers.  Adop6on  How  we  engage.  
    • First  mover  in  Europe.  Compe66on  Adver9sement  Network   Reward  Network  Focus  on  Mobile  Games  Focus  on  Apps  giip  
    • So...  Compe66ve  Advantages  First  mover    in  European  Market  Great  Mobile  Game  Developers  in  Germany  Copy  Cat  learns  fast  
    • We  are  passionate  about  games.  Team  And  we  love  achievement  moments!                    (Who  doesn‘t?)  
    • We  need  200k.  Now  please  resist  throwing  money  at  us!  
    • Appendix  If  you  need  more  proof.  
    • Mobile  gaming  in  Germany  *Umsatz  mit  Mobile  Games  in  Deutschland  |  Mücke,  Sturm  &  Company  (06,  2012)      96,6  116,8  145,3  170,2  22,4  29,2  38,6  48,6  0   50   100   150   200   250   300  2012  2013  2014  2015  Revenue  in  Mio.  €  Freemium  App  Purchases  Adver9sement  Market  
    • giip  Cost  structure   Revenue  streams  Key  resources   Channels  Key  ac6vi6es  Key  partners  Value  proposi6on  Customer  rela6onships  Custumer  segments  User  genera9on    User  engagement  Airact  a  poten9al    audience     Plajorm  SEM  Game  Publishers    Publishers  of  mobile  apps  &  games  Profit  from  offers    Players  of  casual    games    Consumer  Brands  Acquisi9on    Provision  fee  for  affiliated  deals  through  our  plajorm    Plajorm  development  costs  Acquisi9on  costs  User  genera9on    User  engagement  Acquisi9on  of  brands    &  deals    Plajorm  development  Developer  geniuses    (hopefully)  Business  Model    Fortune  500  Brands      Wooga      Other  Developers  
    • Case  I  (Market  Adop9on)    Business  Model  1.000.000  Monthly  Ac9ve  Users    Ø  0.50  €  cost  per  engagement.    Ø  4  monthly  Rewards  per  user    50%  Conversion      100.000  €  Transac9on  Volume  50.000€  Monthly  Revenue  50%  Revenue  Share  
    • Business  Model  10.000.000  M.A.U.    Ø  0.80  €  cost  per  engagement.    Ø  6  monthly  Rewards  per  user    60%  Conversion      2.400.000  €  Transac9on  Volume  1.440.000  €  Monthly  Revenue  Case  II  (Scaled  expansion)    40%  Revenue  Share  
    • Hypothesis  *Gaming  Expands  Its  Presence  in  the  Digital  Universe  |  McKinsey  &  Company  (September  2011)  Get  the  user  engaged  The  player  is  incen.vated  by  our  program.    Pain  Casual  and  mobile  games  are  lacking  in  user  engagement  and  mone.za.on  is  challenging.  Solu6on  Our  offers  have  a  posi.ve  impact  user  engagement  ingame.  Growth  Scale  comes  with  a  growing  user  network  and  spread  through  social  mechanisms.  Revenue  Commerce  is  willing  to  pay  a  provision  up  to  3%  for  affiliated  sales  through  our  plaCorm.  MVP  
    • MVP  Roadmap  Product  Landing  Page  A  Tes6ng  B   C  Games  Offers  I  II  III  Klicks  Conversions  Other  Metrics  ...  ...  Informa9on  Partnerships  Ques9on  further  game  ac9vity  Newsleier  Data  Mail  Game  Ac9vity  Account  Name  Demographics  MVP  
    • It‘s  about  the  achieving  moment.  Product  Daily  rewarded  contests  Fitness  App  Integra9on  Cross-­‐plajorm  expansion  &  integra9on