View stunning SlideShares in full-screen with the new iOS app!Introducing SlideShare for AndroidExplore all your favorite topics in the SlideShare appGet the SlideShare app to Save for Later — even offline
View stunning SlideShares in full-screen with the new Android app!View stunning SlideShares in full-screen with the new iOS app!
Changing the way peoplediscover, share and engage with mobile content.
Apps are the Dominant MediaSource: Zokem, inMobi
Usage is Persistent Throughout the Day lying in bed waiting for watching TV commuting somethingspending time in the bathroom while shopping at social with family gatherings • 85% of consumers ―can’t live without their smartphone‖ • 88% of consumers ―use their smartphone every day‖
Mobile Gaming is the #1 App U.S. Mobile App Consumption, Time Spent Per Category Consumers average 47 minutes per day playing gamesSource: Flurry Analytics, Dec 2011; Nielsen, 2011
The Tapjoy Platform 1 Advertis Consumers ers Developers
Tapjoy Mobile Value Exchange 1How it WorksI need more coins to build on my land in Triple Town. 1 2I can buy coins I can earn coins bywith real money. engaging with ads in Tapjoy’s Marketplace.
Tapjoy’s Mobile Value Exchange (continued) 1I can then engage in any of the actions — like watch a Fordvideo — to earn Coins. After which, I can perform secondary actions (determined by the advertiser) and have more Coins to use in my game. 3 4
Consumers Choose• Brand defines the desired activity based on goals:– Video Distribution (CPV)– Customer Acquisition (CPA)– App Engagement (CPE)– Retargeting (CPV, CPA & CPE)– App Installations (CPI)• Brand only pays for completed engagements• No media waste
Tapjoy Market Presence 75 free-to-use apps included in the Tapjoy network K
Tapjoy by the Numbers 5,300+ Active Apps 1.2 MM Daily Ad Engagements 339 MM Mobile Users
About TapjoyFounded 2007Headquarters San FranciscoOffices in the US, Europe and AsiaReach 900+ million mobileconsumers on Android, iOS,Windows Phone 7 and HTML5Funding $70.5 million from • J.P. Morgan Asset Management • Rho Ventures • North Bridge Venture Partners • InterWest Partners • D.E. Shaw Ventures
Launching your App: Key Distribution Strategies
Self-Publish or Get Published? Get Published?• Make sure you get adequate, hard commitments on marketing budget and promotional efforts, including agreed upon KPIs/metrics.• Know what you’re giving up and getting in return.• Get references – Who have they worked with before? How did it work out? Ask other developers. Self-Publish?• You should have at least $100K-$200K to promote your app or be pretty sure Apple/Google are going to feature your app• Ideally you already have a built-in user base playing your previously launched titles that you can use for cross promotion
Mobile Acquisition ChannelsHow are developers promoting apps?• Rewarded installs search, word of mouth, etc.)• Non-rewarded installs • Featured placements• Video ads• Dev-to-dev cross promotion• Social discovery (FB, Twitter, etc.)• Organic discovery (top charts,
Getting Featured What they’re looking for: • Well Known IP • Technology Supported • Retina Display, Multitasking, Gyroscope, • Prior Hits Accelerometer, Location Services, Game Center, • Territories Available etc. • Languages Supported • App Store Landing Page • Supported Devices / OS versions • One-liner that captures what makes your app special • User Reviews/Ratings • Video trailer on Google Play And of course…a great game!
Increase User Retention: EngagementCampaigns • Build deeper engagement by encouraging users to complete specific actions within your app. • For example, • Play to Level-2 • Complete The Tutorial • Share on Facebook • Re-target users who have already installed your app, and have them return. Case Study: Objective: Results: Tap Defense Motivate new users to install Tap Defense 70% 21% 6% and advance to level- New Users Returned to New Users 3. Advanced to Game the Monetize on Level 10 Next Day First Day
Increase User Retention: Daily Rewards• Give your users a reward for coming back every day• In the later days of the reward cycle give the users bigger or exclusive rewards• Show them what they earned and also show them what is coming up
Reward Friend Invites & Social Sharing Reward users for inviting their friends
Testing the waters• Choose a smaller region to test in – Everybody uses Canada, so go with another English- speaking country (ex. AU, NZ, SG) – Get 5K+ DAUs flowing through your app• Focus on retention (next-day, 7-day, 14-day) – Aggressive targets: 40%+ next-day, 25%+ 7-day, 15%+ 14- day – Tutorial completion rate goal at 70%• Monetization measurement – High end: $1 ARPDAU – Realistic ARPDAU range: $0.04-$0.15 – % DAUs monetized: 1%-5%• Take care of any bugs• Proceed with a full launch only when you’re happy with the performance of your bucket test
Monetization: Direct Pay + TapjoyCombining Tapjoy & Direct Pay allows Apps to monetize significantly moreusers 1 Direct Pay Users can buy Coins, with real money Fewer than 5% of users monetize via direct pay 2 Tapjoy Monetization Users can earn Coins, for Free Apps can monetize the other 95% of users, who never pay, but still want to play 1 2
Case: DEAD TRIGGERTapjoy Increases DEAD TRIGGER Revenue: 66% (Android) & 48% (iOS) DEAD TRIGGER • Tapjoy increased revenue by 66% on Android & 48% on iOS • Tapjoy accounts for 60% of Android & 32% of iOS total revenue • Tapjoy ARPDAU is $0.03 “It has been an absolute delight working with Tapjoy. Integrating them into our DEAD TRIGGER game was a great decision and our revenue has increased significantly thanks to them.” -Marek Rabas (CEO, MADFINGER
Why Go Global?• The obvious reasons: • Market size & revenue opportunities! • Publishing on the App Store: Just press ―All Regions‖
Asian Developers Know How to Monetize…! USA USA Japan and Other 21% 27% 26% Korea are now Download Korea Revenue SUPERPOWEOther Share 11% Share RS rivaling62% Japan Korea 6% Japan 18% USA 29%
Understand your Target Region: Korea Korean Carriers ~30MM Smartphone Users 78% Own an Android (19% on iOS)The Key Players to Consider Before Launching yourApp KakaoTalk T-Store 70MM+ Users Worldwide 19M Registered Users 95%+ of KR smartphones 2.6MM DAU, 10.8B Messaging, VOIP, now Downloads Games! KRW 235B in Turnover ($222M)
Developer Contact Information• Knowledge Center – https://knowledge.tapjoy.com/en • Includes developer for advertiser and developer for publisher’s SDK integration guides. – SDK Download: https://dashboard.tapjoy.com/sdk• Integration Help Desk – email@example.com – Cf., Account, Billing, Reporting question: firstname.lastname@example.org• Technical Account Managers in Asia – Korea: John Kim email@example.com – China: Song Peng firstname.lastname@example.org – Japan: (coming in March)