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GetSocial; the first social-as-a-service (SAAS) platform for mobile game developers
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GetSocial; the first social-as-a-service (SAAS) platform for mobile game developers

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The Market today, you can integrate your game with WeChat or Line. As games get more competitive and more games are added, your game will soon disappear because of the massive fragmentation and …

The Market today, you can integrate your game with WeChat or Line. As games get more competitive and more games are added, your game will soon disappear because of the massive fragmentation and disconnectedness. You as a developer can now take control over your own community with GetSocial and put the power of social in your games.

Your User Acquisition campaigns will be more successful via social engagement campaigns of your users, but also virality will decrease your effective price per install. It is a combination of loyalty that in the end leads to an increase of the number of paying users. If you have several games in your portfolio then users can „connect & engage” through the different games in your portfolio. Let your audience engage with you if new games are "wanted” or not. GetScocial is "the” social engagement service for the gaming industry.

The success of WeChat and amongst others Line has been the talk of the day lately. Tencent is looking for more and more games in the Western world in order to bring those games to their network of 400+mio users. Does this mean that also these platform will soon be over-crowded with game offerings?

Having said that; what makes a game successful. Everyone will ask that question and I will say; “Community”. In the recent past Facebook was enjoying that quite well. Lots of people are/were spending marketing dollars with Facebook ads. Besides the the targeting and the increase cost per install, you don’t “own” that user and lots of developers had to re-acquire that user for their other portfolio games. Don’t forget how some of the “old” game in the “early days” like WoW, EveOnline and League of Legends has mega communities that made people stick, engaged and paying. It is still crucial!

In that light I am happy to say that, next to the articles below (iQU.com ingame-analytics with user acquisition and Tinyloot paying the gamers), social engagement can now be reached by integrating the service “GetSocial”.

Instead you integrate on WeChat or Line, where you will soon disappear because of the many games that will get added too, you as a developer can now take control over your own community.

Your User Acquisition campaigns will be more successful via social engagements of your users but also the viral will decrease your effective price per install.

It is a combination of loyalty that in the end leads to an increase of the number of paying users. If you have several games in your portfolio then users can „connect & engage” through the different games in your portfolio. Let your audience engage with you if new games are wanted or not. GetSocial is the social engagement service for the gaming industry.

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  • 1. By Gramble Social-as-a-Service. August 2014
  • 2. Foreword “In Asia, mobile chat services like WeChat and LINE form the backbone of gaming networks. Mobile games synchronize with chat logins, then piggyback on the back of a user's contacts to convince friends to play the game -- similar to the early days of Facebook and Zynga. The world is ready to Get Social!”
  • 3. What makes team GetSocial awesome? Plug and play technology Complete Communication Stack Social Commerce Platform Agnostic Our F.I.R.S. T.T Culture 320+ yrs collective industry experience
  • 4. The Senior Team Adam Palmer COO Success working with early, mid-stage and public companies including AGI, TIC, Fast Track, CBA in various leading management roles. Peter Brenninkmeijer CFO 20-year financial veteran. Has grown start-ups and turned SME companies to profit. CFO at gaming companies Mikohn Europe, Octavian, CFO of Perot Systems Benelux. Reinout te Brake CEO One of the leading thought leaders of the gaming industry. Previously a strategist at Spil Games and Founder of IQU. Over 20 years experience in gaming technology. Demian Denker CTO At C-level, built applications for Movisol Media SL with more than 70 million downloads worldwide with #1 rankings in the US and other key app-store markets.
  • 5. Our vision is to become leading social-as-a-service technology provider for mobile developers. Leveraging social data to create additional revenue Providing a complete social communication stack for mobile apps
  • 6. Why Get Social User acquisition costs are increasing, more market fragmentation. Low paying conversion of players (1% - 5%). Existing revenue models are at saturation point. No off-the-shelf solution that allows completely secure and reliable in app communication.
  • 7. A powerful communication stack (SaaS) • No need for developers to build an entire communication stack in their apps. • GetSocial is just plug and play, with just 3 lines of code. • LTV & engagement is improved with a social environment. • Built-in social network integration. T h e social components Instant Messaging Activity Feeds Moments (Screenshot sharing)
  • 8. Built for Indies, Studios and top tier! Ruzzle, Before Ruzzle, After Before and After with GetSocial for Enterprise. Social-as-a-Service means a modular integration, which allows our services to be integrated to look and feel like for like for any app.
  • 9. GetSocial-as-a-Service cont... Ruzzle, Before Ruzzle, After Before and After with GetSocial for Enterprise. Built for any app, to become the beating heart of any app. GetSocial instantly increases engagement and retention.
  • 10. Elevating Revenue with Social-as-a-service • Stickers as a revenue stream - via Instant Messaging • Increasing percentage of paying players by making in-app purchases social • Driving revenues through social recommendations. Powered by… Social In-App Purchases Stickers as a Service
  • 11. Get Social IP • App generated feeds • User generated discussions • In-App Notifications • User Discovery • Following / Followers Instant Messaging • Stickers • Moments • 1-1 chat • Group chat • Developer to player communication Social Bar SIAP Cross Platform • Platform agnostic features • Social in-app purchase • Asset store + App Management Platform
  • 12. Our Roadmap GetSocial Released We Become the Building & testing out the technology Developer use cases. feedback and optimisations Developing processes and tools to scale up our business Focus on Europe Test cases in the US Standard Becoming the Leader Secure key partnerships Improve product based on feedback Expand revenue models into new markets Focus on Europe and US Test cases in Asia Become a global business Potential acquisitions Global focus to all markets 2014 2015 2016 Series A Series B Expansion & Growth
  • 13. Revenue Model Rev Share Subscriptions Enterprise A recurring monthly membership fee for using GetSocial 10 cents CPC on Social In-app Purchase. Revenue share on stickers Solutions Publishers can license to get completely customizable, and dedicated instance
  • 14. A scalable revenue model that works.
  • 15. Our long term goal Scale-Up Become Industry Standard Market Leader as a Mobile Social Solutions Provider
  • 16. Get In Touch! Adam Palmer adam@gramble.com +31 650 622 239 appendices below Reinout te Brake reinout@gramble.com +31 657 554 995
  • 17. GetSocial Integration Process 40 SECONDS (press play to view) Step 1: Register with GetSocial Step 2: Add app information and get App key
  • 18. GetSocial Integration Process 30 SECONDS (press play to view) Step 3: Download the GetSocial SDK Step 4: Add files to the project
  • 19. GetSocial Integration Process 100 SECONDS (press play to view) Step 5: Adding 3 lines of code Step 6: Test and Confirm
  • 20. Engagement Metrics • Data proves that GetSocial increases player engagement. • On average, 51% of users open the social bar and are engaged for up to 10 times longer in the app. • It is proven that developer to player, and player to player communication improves app LTV.
  • 21. Social event tracking (before & after) Get Social shows that by adding socialization and platform agnostic features, the number of social events and triggers increases; creating greater engagement and retention and indirectly affecting monetization.
  • 22. User Case: Engagement DAU/MAU of 15% for social bar compared to the DAU/MAU of 17% for the app itself “The DAU/MAU ratio is one of the hot metrics in social apps. Comparing Daily Active Users to Monthly Active Users shows roughly how many days per month your average user engages with your app.”
  • 23. User Case: Devices and Users Most of our current integrations are on Android Top Countries: 1. USA 2. Netherlands 3. Germany 4. Canada 5. United Kingdom