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                       Maximizing Online Game Revenue




Copyright GamesAnalytics ©2011
`
Changes
The Games Industry has changed :
• Service focused (Freemium VS.                                    RETENTION

  Premium)                                                   Getting them to stay
• The rise of free-to play with micro
  transactions
• Massive amounts of gameplay data
• The ability to interact with users in         ACQUISITION                    MONETISATION

  real time                                   Getting players in            Getting them to pay

                                                                                           2
Copyright GamesAnalytics ©2011
`
Some Scary Stats
                                 2 to 4% of online players will generate
                                 revenue for your game

                                 More than half your players may never
                                 reach session two

                                 By targeting interventions effectively you
                                 can increase your game revenue by over
                                 20%
                                                                              3
Copyright GamesAnalytics ©2011
`
Converting Users
                                 GamesAnalytics can increase your games
                                 revenue by 20% to 30% by understanding
                                 and influencing player behaviour, through :

                                 •   Converting more trialists
                                 •   Increasing ARPU
                                 •   Improving player satisfaction
                                 •   Increasing player retention

                                                                          4
Copyright GamesAnalytics ©2011
`
Our Pledge


        GamesAnalytics objective is to generate
       $1 billion dollars of incremental revenue for
              online game publishers by 2015


                                                       5
Copyright GamesAnalytics ©2011
`
Who We Are

• Monetization company : founded by games industry veterans delivering
  marketing technology and data mining services for the online and mobile games
  industries

• Product suite : Cross-platform analytics tools that optimizes revenue through
  understanding and predicting player behaviour

• Consultancy Services : Deep-dive analytics and personalised in-game marketing

                                                                                  6
Copyright GamesAnalytics ©2011
`
 Who We Are
• Unique behavioural analytics and predictive modelling
     • Increased understanding of player behaviours
     • Targeted interventions to improve player satisfaction
     • As well as game revenues, retention and virality
• Multi-platform (PC, console, mobile, Facebook, tablet…)
• Multi Business Model (subscription, virtual items selling,
  download, advertising…)
• Powerful technology suite supported by consultancy
• Compatible with the existing internal or external metrics
  solutions
                                                               7
 Copyright GamesAnalytics ©2011
`
What We Do
• We apply sophisticated behavioural analytics to player data and identify patterns
  that result in conversion to paying customers

• In real time, our software provides individualized in-game marketing to players to
  propel them towards monetizing behavior patterns

• Our proprietary software is based on state-of-the art predictive modelling and
  individualized customer marketing in multiple other industries, now uniquely
  modified and tailored for the online games industry

• We drive your games revenues with proven 20% - 30% uplift
                                                                                       8
Copyright GamesAnalytics ©2011
`
  Where to begin?
Defection                     Virality            Users      Engagement Loop                        ARPU
                                                                                    Lifetime Value
           Traffic                                    Funnel        Timeline Analysis
                    A/B Testing                                                            Time of Day`
 Conversions
           Monetization                                                   Custom Events
Cohort testing     Seasonality                                                             Social Sign-In

Acquisition              Impressions                                     Compulsion Loop
                                                                                             Activations
                   Channels
 DAU                               Invites Sent                                 Time to first purchase
              Retention                                                  Frequency        Time Spent
                                   MAU
Leakage                                            Invites Received       ARPPU
                    Engagement               Whales                                       CPM/CPI/CPC
                                                                       DAU/MAU                              9
Demographics
  Copyright GamesAnalytics ©2011
`
End-to-End Analytics Platform
• Cross-platform real-time data collection SDK
• Customizable Key Performance Indicator dashboard
• Proven proprietary technology and complex models that
  predicts player behavior
• Segment and influence player types
• Create the ability to act early, customize the gaming
  experience and maximize revenue
• In-game messaging SDK
• Targeted in-game messaging delivered at the appropriate
  time during the playing experience

                                                            10
Copyright GamesAnalytics ©2011
`
Product Suite




                                     11
Copyright GamesAnalytics ©2011
`


• The data collection SDK
• Define a series of standard events to achieve an in-
  depth understanding of gameplay at an individual
  level
• Gather standard and custom event data in real-
  time
• Supports the dashboards and analytics
• Cross platform, flexible and simple to implement

                                                         12
Copyright GamesAnalytics ©2011
`



• The Key Performance Indicator dashboard suite
• Tracks acquisition, activation, monetization,
  revenue, referrals and retention
• Simple and intuitive interface
• Unique Dynamic Alert System constantly
  monitors the metrics and draws focus to
  significant movements
• Customizable and extendable
                                                  13
Copyright GamesAnalytics ©2011
`



• The technology that predicts player behavior
• The heart of the analytics solution
• Complex algorithms predict player behavior
• Understand the characteristics that lead to
  purchase, satisfaction, virality or defection
• Segment and influence different player types
• Creates the ability to act early and maximize
  potential revenue
                                                  14
Copyright GamesAnalytics ©2011
`



• Targeted real-time individual in-game messaging
• Delivered to a player at the appropriate time in
  his/her playing experience
• Designed to change player behavior
• Increase player satisfaction and conversion,
  improve virality and prevent defection
• Results tracked through the measure dashboard

                                                     15
Copyright GamesAnalytics ©2011
`
Dashboards




                                     16
Copyright GamesAnalytics ©2011
`
Segmentation Analyses
                                                                                             %Volume
                                           7%                                                %Paying
                                         0.55%                                    6%
                                                                                             7Day Ret
                                          36%                25%                2.34%
                                                                                               CAC
   Virality Potential



                                         $0.75                                   57%
                                                            1.30%               $4.40
                                                             26%
                                                     31%    $2.21
                                                    0.89%
                                                     22%                 12%            Early Enthusiasts
                                                    $1.75               0.86%
                                                                         59%            Confident Completers
                                                                 14%    $3.57
                                                                0.97%                   Social Involver
                                  5%
                                 0.19                            21%
                                   %                            $1.94                   Sporadic SemiEngaged
                                  9%
                                 $2.38
                                                                                        Losing Momentum

                                                                                        Need Guidance
                                                 Revenue Potential                      Borderline Incompetent
                                                                                                            17
Copyright GamesAnalytics ©2011
`
 Retention Analyses
   Start                             150 Events                             500 Events
                                                           Country
                                                             Age
                                                           Gender
                                                                                                 R1
                                                                                 Apply Model
                                                                                at 150 Events.
                                                       Level Momentum,            Treat High
                                                      Average Seconds Per        Scores with
                                                                                                 R2
                                                       Event, Socialness,          Targeted
                          Analysis                    Features Consumed           Messages
                           Period
                                                        Detailed Events:
                                                      Quests Completed,                          E
                                                      Purchase Behaviour,
                                                       Organising Tasks,
                                                       Specific Missions
Ex: Do R2 and E play differently in 1st 10 minutes?
Can we predict defection?                                                                             18
 Copyright GamesAnalytics ©2011
`
 Purchase Behaviour Analyses
   Variable Contribution
               0,25
                                                                                            •   Score model at key points in
                                                                                                the game
                0,2                                                                               • Start of Session
                                                                                                  • Start of Mission
               0,15                                                                               • After Mission Failed
#Sessions
  11+                                                                                       •   Select players who have high
                0,1
                                                                                                model score (high likelihood to
GiftedItem     0,05                                                                             purchase)
                                                                                            •   Send message with
   Total          0                                                                             offer/incentive
 Stamina                  1         2       3      4       5        6        7       8
  5000+
               Highest            Wounded       Accepted       FriendCount
                                                                                 Run Away
              Level 10+            Giant         Invite            10+

                                                                                                                            19
 Copyright GamesAnalytics ©2011
`
  Monetisation Optimisation
                    Increased Revenue                       Players Contacted
60,00%                                      300 000


50,00%                                      250 000

40,00%                                      200 000

30,00%                                      150 000                                                  Total Players
                                                                                                     Contacted
20,00%                                      100 000

10,00%                                       50 000

 0,00%
                                                 0
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                                                                                                             20
  Copyright GamesAnalytics ©2011
`
  Personalised In-Game Marketing
TARGET GROUPS                          RULES OF ENGAGEMENT
First Payment Model                    Contact Rules
Second Payment Model                   Campaign Hierarchies
Model Triggers                         Suppression Rules
Retention Models
VIP Program
Payment Reactivation


  MESSAGE SET                          EVALUATION
  Text                                 Coverage
  Look and Feel                        Revenue Uplift
  Personalisation                      Model Performance
                                       Contact Density     21
  Copyright GamesAnalytics ©2011
`
Case Study (social game)
• 5 million MAUs

• Six predictive models applied

• Identified purchase behaviours for multiple message opportunities
    • Token Drop / Token Gain / VIPs / Conversion from Non Payer
                                                        Revenue Increase   29.8%
• In-game marketing environment
    • Discounts on Token Purchase                  APRU uplift             42% ($19.26 vs. $13.61)
    • Escalated over three messages                ROI                     10 fold
    • Personalised messages                        Timeline                6 weeks
    • Measured Increment against Control
    • Complex campaign hierarchy and suppression rules
                                                                                                     22
Copyright GamesAnalytics ©2011
Unlock The True Potential of Your Game
                    `




                                                 UserID Score
                                                   101 0.05
                                                   102 0.85
                                                   103 0.67
                  20%
               Increase in
                Revenue
                                  Personalised
                                   Experience


                                                           23
 Copyright GamesAnalytics ©2011
`
    Campaign Timeline
         ANALYSIS                          INTEGRATION                          PRODUCTION            OPTIMISATION

• Access to Client Data              •   Configure Data Collection          •   Account Management   • Analytics
• Analysis of Gameplay               •   Backfill Legacy Data               •   Data Management      • Consultancy
• Behavioural Analysis               •   Develop Contact Strategy           •   Technical Support    • Contact Optimisation
• Player Segmentation                •   Define campaign Hierarchy          •   Dashboards
                                     •   Create Personalised Messages       •   Client Development
• Predictive Modelling
                                     •   Set up Control Groups              •   Data Storage
• Identify Target
                                     •   Configure messages
  Opportunities                      •   Integration with Measure
• Develop Contact Strategy           •   Testing
                                     •   Evaluation


          6 weeks                               6 weeks                            Ongoing                    Ongoing


                                                                                                                              24
    Copyright GamesAnalytics ©2011
`
Summary
• Complete end-to-end solution
• Personalisation and Optimisation of:
      •     Game mechanics and design
      •     In-game purchasing
      •     Social activity
      •     Player engagement
      •     Player satisfaction
• Measurable increase in revenue and ROI
• Outsourced solution: save time, resource and money through specialised experts
  that talk your language
                                                                                   25
Copyright GamesAnalytics ©2011
`




                        About GamesAnalytics
                                 Decades of Industry Experience




                                                                  26
Copyright GamesAnalytics ©2011
`
GamesAnalytics

• GamesAnalytics was founded in 2010 by veterans of the videogame and
  data mining industries

• The company has offices in London, Edinburgh, San Francisco and Paris

• We bring the sophisticated analytics and monetization tools of the
  financial sector to the videogames industry

                                                                          27
Copyright GamesAnalytics ©2011
`
Who We Are
                   ChrisWright,ChiefExecutiveOfficer
                   • Over 15 years experienceinthe gamesindustry
                   • Foundingmember, I-Play(formerly DigitalBridges),one of thefirstanda leadingmobilegame
                       publisher(acquiredby Oberon Mediafor $110M in 2007)
                   • Currentboard member of TIGA,the UK gamesindustrytradeassociation


                   MarkRobinson,ChiefOperatingOfficer
                   • Over 15 years experienceinthe dataminingindustry
                   • Former ManagingDirectorof MarketingDatabasicsLtd,awardedDatabaseMarketingService
                      ProvidersLeaderStatusin 2009 by Forrester Research
                   • Recipientof manyDatabaseMarketingindustryawards
                   • Memberof theDirect MarketingAssociationCouncilinthe UK
                                                                                                             28
Copyright GamesAnalytics ©2011
`
Who We Are
                   TimChristian,ChiefFinancialOfficer
                   • Over 15 years experienceinthe gamesindustry
                   • Former ManagingDirectorof AccoladeEurope. Former ManagingDirector of MicroproseEurope andthen,
                      followingitsacquisition,ManagingDirectorof HasbroInteractive,Europe
                   • Former Board Member,European LeisureSoftwarePublishersAssociation
                   • Memberof theCharteredInstituteof ManagementAccountants

                   AlanMiller,Head of North AmericanOperations
                   • Over 30 years experienceinthe gamesindustry
                   • Co-founderandformer VP Product Development,Activision
                   • Co-founderandformer CEO, Accolade(Acquiredby Atariin1999)
                   • CurrentStrategicAdvisorand former Head of PublisherRelationsat innovativecash-basedonlinepayment
                       providerRixtyInc.
                                                                                                                        29
Copyright GamesAnalytics ©2011
`
Who We Are
                NathalieLAMRI, Head of OperationsFrance
                • Over 20 years in videogamesanddigitalentertainment
                • Over 15 years seniormanagement,including10 years entrepreneurialexperience
                • Intimateknowledgeof allaspectsof drawingup andimplementingglobalmarketingstrategies,launchingnew
                   conceptsand monetisingbusinessplans
                • Deep understandingof the world of digitaland Webmarketing




                                                                                                                 30
Copyright GamesAnalytics ©2011
`   UK & Europe
                                     Chris Wright
                                     CEO
                                     chris.wright@gamesanalytics.com
                                     +44 7971 952 943

                                     North America
                                     Alan Miller
                                     Director of NorthAmerican Operations
                                     alan.miller@gamesanalytics.com
                                     +1 408 718 4145

                                     France
                                     Nathalie Lamri
                                     Director of France Operations
                                     nathalie.lamri@gamesanalytics.com
                                     +33 (0)6 59 56 05 62
                                                                            31
Copyright GamesAnalytics ©2011

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Games Analytics

  • 1. ` Maximizing Online Game Revenue Copyright GamesAnalytics ©2011
  • 2. ` Changes The Games Industry has changed : • Service focused (Freemium VS. RETENTION Premium) Getting them to stay • The rise of free-to play with micro transactions • Massive amounts of gameplay data • The ability to interact with users in ACQUISITION MONETISATION real time Getting players in Getting them to pay 2 Copyright GamesAnalytics ©2011
  • 3. ` Some Scary Stats 2 to 4% of online players will generate revenue for your game More than half your players may never reach session two By targeting interventions effectively you can increase your game revenue by over 20% 3 Copyright GamesAnalytics ©2011
  • 4. ` Converting Users GamesAnalytics can increase your games revenue by 20% to 30% by understanding and influencing player behaviour, through : • Converting more trialists • Increasing ARPU • Improving player satisfaction • Increasing player retention 4 Copyright GamesAnalytics ©2011
  • 5. ` Our Pledge GamesAnalytics objective is to generate $1 billion dollars of incremental revenue for online game publishers by 2015 5 Copyright GamesAnalytics ©2011
  • 6. ` Who We Are • Monetization company : founded by games industry veterans delivering marketing technology and data mining services for the online and mobile games industries • Product suite : Cross-platform analytics tools that optimizes revenue through understanding and predicting player behaviour • Consultancy Services : Deep-dive analytics and personalised in-game marketing 6 Copyright GamesAnalytics ©2011
  • 7. ` Who We Are • Unique behavioural analytics and predictive modelling • Increased understanding of player behaviours • Targeted interventions to improve player satisfaction • As well as game revenues, retention and virality • Multi-platform (PC, console, mobile, Facebook, tablet…) • Multi Business Model (subscription, virtual items selling, download, advertising…) • Powerful technology suite supported by consultancy • Compatible with the existing internal or external metrics solutions 7 Copyright GamesAnalytics ©2011
  • 8. ` What We Do • We apply sophisticated behavioural analytics to player data and identify patterns that result in conversion to paying customers • In real time, our software provides individualized in-game marketing to players to propel them towards monetizing behavior patterns • Our proprietary software is based on state-of-the art predictive modelling and individualized customer marketing in multiple other industries, now uniquely modified and tailored for the online games industry • We drive your games revenues with proven 20% - 30% uplift 8 Copyright GamesAnalytics ©2011
  • 9. ` Where to begin? Defection Virality Users Engagement Loop ARPU Lifetime Value Traffic Funnel Timeline Analysis A/B Testing Time of Day` Conversions Monetization Custom Events Cohort testing Seasonality Social Sign-In Acquisition Impressions Compulsion Loop Activations Channels DAU Invites Sent Time to first purchase Retention Frequency Time Spent MAU Leakage Invites Received ARPPU Engagement Whales CPM/CPI/CPC DAU/MAU 9 Demographics Copyright GamesAnalytics ©2011
  • 10. ` End-to-End Analytics Platform • Cross-platform real-time data collection SDK • Customizable Key Performance Indicator dashboard • Proven proprietary technology and complex models that predicts player behavior • Segment and influence player types • Create the ability to act early, customize the gaming experience and maximize revenue • In-game messaging SDK • Targeted in-game messaging delivered at the appropriate time during the playing experience 10 Copyright GamesAnalytics ©2011
  • 11. ` Product Suite 11 Copyright GamesAnalytics ©2011
  • 12. ` • The data collection SDK • Define a series of standard events to achieve an in- depth understanding of gameplay at an individual level • Gather standard and custom event data in real- time • Supports the dashboards and analytics • Cross platform, flexible and simple to implement 12 Copyright GamesAnalytics ©2011
  • 13. ` • The Key Performance Indicator dashboard suite • Tracks acquisition, activation, monetization, revenue, referrals and retention • Simple and intuitive interface • Unique Dynamic Alert System constantly monitors the metrics and draws focus to significant movements • Customizable and extendable 13 Copyright GamesAnalytics ©2011
  • 14. ` • The technology that predicts player behavior • The heart of the analytics solution • Complex algorithms predict player behavior • Understand the characteristics that lead to purchase, satisfaction, virality or defection • Segment and influence different player types • Creates the ability to act early and maximize potential revenue 14 Copyright GamesAnalytics ©2011
  • 15. ` • Targeted real-time individual in-game messaging • Delivered to a player at the appropriate time in his/her playing experience • Designed to change player behavior • Increase player satisfaction and conversion, improve virality and prevent defection • Results tracked through the measure dashboard 15 Copyright GamesAnalytics ©2011
  • 16. ` Dashboards 16 Copyright GamesAnalytics ©2011
  • 17. ` Segmentation Analyses %Volume 7% %Paying 0.55% 6% 7Day Ret 36% 25% 2.34% CAC Virality Potential $0.75 57% 1.30% $4.40 26% 31% $2.21 0.89% 22% 12% Early Enthusiasts $1.75 0.86% 59% Confident Completers 14% $3.57 0.97% Social Involver 5% 0.19 21% % $1.94 Sporadic SemiEngaged 9% $2.38 Losing Momentum Need Guidance Revenue Potential Borderline Incompetent 17 Copyright GamesAnalytics ©2011
  • 18. ` Retention Analyses Start 150 Events 500 Events Country Age Gender R1 Apply Model at 150 Events. Level Momentum, Treat High Average Seconds Per Scores with R2 Event, Socialness, Targeted Analysis Features Consumed Messages Period Detailed Events: Quests Completed, E Purchase Behaviour, Organising Tasks, Specific Missions Ex: Do R2 and E play differently in 1st 10 minutes? Can we predict defection? 18 Copyright GamesAnalytics ©2011
  • 19. ` Purchase Behaviour Analyses Variable Contribution 0,25 • Score model at key points in the game 0,2 • Start of Session • Start of Mission 0,15 • After Mission Failed #Sessions 11+ • Select players who have high 0,1 model score (high likelihood to GiftedItem 0,05 purchase) • Send message with Total 0 offer/incentive Stamina 1 2 3 4 5 6 7 8 5000+ Highest Wounded Accepted FriendCount Run Away Level 10+ Giant Invite 10+ 19 Copyright GamesAnalytics ©2011
  • 20. ` Monetisation Optimisation Increased Revenue Players Contacted 60,00% 300 000 50,00% 250 000 40,00% 200 000 30,00% 150 000 Total Players Contacted 20,00% 100 000 10,00% 50 000 0,00% 0 thu wed tue thu tue thu sun wed sun wed sat sat sat fri mon fri mon fri 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 20 Copyright GamesAnalytics ©2011
  • 21. ` Personalised In-Game Marketing TARGET GROUPS RULES OF ENGAGEMENT First Payment Model Contact Rules Second Payment Model Campaign Hierarchies Model Triggers Suppression Rules Retention Models VIP Program Payment Reactivation MESSAGE SET EVALUATION Text Coverage Look and Feel Revenue Uplift Personalisation Model Performance Contact Density 21 Copyright GamesAnalytics ©2011
  • 22. ` Case Study (social game) • 5 million MAUs • Six predictive models applied • Identified purchase behaviours for multiple message opportunities • Token Drop / Token Gain / VIPs / Conversion from Non Payer Revenue Increase 29.8% • In-game marketing environment • Discounts on Token Purchase APRU uplift 42% ($19.26 vs. $13.61) • Escalated over three messages ROI 10 fold • Personalised messages Timeline 6 weeks • Measured Increment against Control • Complex campaign hierarchy and suppression rules 22 Copyright GamesAnalytics ©2011
  • 23. Unlock The True Potential of Your Game ` UserID Score 101 0.05 102 0.85 103 0.67 20% Increase in Revenue Personalised Experience 23 Copyright GamesAnalytics ©2011
  • 24. ` Campaign Timeline ANALYSIS INTEGRATION PRODUCTION OPTIMISATION • Access to Client Data • Configure Data Collection • Account Management • Analytics • Analysis of Gameplay • Backfill Legacy Data • Data Management • Consultancy • Behavioural Analysis • Develop Contact Strategy • Technical Support • Contact Optimisation • Player Segmentation • Define campaign Hierarchy • Dashboards • Create Personalised Messages • Client Development • Predictive Modelling • Set up Control Groups • Data Storage • Identify Target • Configure messages Opportunities • Integration with Measure • Develop Contact Strategy • Testing • Evaluation 6 weeks 6 weeks Ongoing Ongoing 24 Copyright GamesAnalytics ©2011
  • 25. ` Summary • Complete end-to-end solution • Personalisation and Optimisation of: • Game mechanics and design • In-game purchasing • Social activity • Player engagement • Player satisfaction • Measurable increase in revenue and ROI • Outsourced solution: save time, resource and money through specialised experts that talk your language 25 Copyright GamesAnalytics ©2011
  • 26. ` About GamesAnalytics Decades of Industry Experience 26 Copyright GamesAnalytics ©2011
  • 27. ` GamesAnalytics • GamesAnalytics was founded in 2010 by veterans of the videogame and data mining industries • The company has offices in London, Edinburgh, San Francisco and Paris • We bring the sophisticated analytics and monetization tools of the financial sector to the videogames industry 27 Copyright GamesAnalytics ©2011
  • 28. ` Who We Are ChrisWright,ChiefExecutiveOfficer • Over 15 years experienceinthe gamesindustry • Foundingmember, I-Play(formerly DigitalBridges),one of thefirstanda leadingmobilegame publisher(acquiredby Oberon Mediafor $110M in 2007) • Currentboard member of TIGA,the UK gamesindustrytradeassociation MarkRobinson,ChiefOperatingOfficer • Over 15 years experienceinthe dataminingindustry • Former ManagingDirectorof MarketingDatabasicsLtd,awardedDatabaseMarketingService ProvidersLeaderStatusin 2009 by Forrester Research • Recipientof manyDatabaseMarketingindustryawards • Memberof theDirect MarketingAssociationCouncilinthe UK 28 Copyright GamesAnalytics ©2011
  • 29. ` Who We Are TimChristian,ChiefFinancialOfficer • Over 15 years experienceinthe gamesindustry • Former ManagingDirectorof AccoladeEurope. Former ManagingDirector of MicroproseEurope andthen, followingitsacquisition,ManagingDirectorof HasbroInteractive,Europe • Former Board Member,European LeisureSoftwarePublishersAssociation • Memberof theCharteredInstituteof ManagementAccountants AlanMiller,Head of North AmericanOperations • Over 30 years experienceinthe gamesindustry • Co-founderandformer VP Product Development,Activision • Co-founderandformer CEO, Accolade(Acquiredby Atariin1999) • CurrentStrategicAdvisorand former Head of PublisherRelationsat innovativecash-basedonlinepayment providerRixtyInc. 29 Copyright GamesAnalytics ©2011
  • 30. ` Who We Are NathalieLAMRI, Head of OperationsFrance • Over 20 years in videogamesanddigitalentertainment • Over 15 years seniormanagement,including10 years entrepreneurialexperience • Intimateknowledgeof allaspectsof drawingup andimplementingglobalmarketingstrategies,launchingnew conceptsand monetisingbusinessplans • Deep understandingof the world of digitaland Webmarketing 30 Copyright GamesAnalytics ©2011
  • 31. ` UK & Europe Chris Wright CEO chris.wright@gamesanalytics.com +44 7971 952 943 North America Alan Miller Director of NorthAmerican Operations alan.miller@gamesanalytics.com +1 408 718 4145 France Nathalie Lamri Director of France Operations nathalie.lamri@gamesanalytics.com +33 (0)6 59 56 05 62 31 Copyright GamesAnalytics ©2011