Kramaley Slides: April Facebook Developer Garage


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Kramaley Slides: April Facebook Developer Garage

  1. 1. Social Games ROI <ul><li>RAMALEY GAMES LTD </li></ul>
  2. 2. Monetization of Social Applications <ul><li>Users Become Customers: </li></ul><ul><li>Have to accommodate their demands </li></ul><ul><li>Carefully take into consideration their feedback and suggestions and try not to damage the balance of the app </li></ul>
  3. 3. Monetization of Social Applications <ul><li>Servers & technology needed: </li></ul><ul><li>Stability and reliability important factors in the monetization process </li></ul><ul><li>Performance issues cause frustration to users and may stop them from “investing” in your app </li></ul><ul><li>Plan for scalability </li></ul>
  4. 4. Monetization of Social Applications <ul><li>Stability and bug-free apps: </li></ul><ul><li>Bugs and errors in the code may cause frustration and damage the balance of the app </li></ul><ul><li>Glitches may be annoying to users and hinder usability </li></ul>
  5. 5. Monetization of Social Applications <ul><li>User Support: </li></ul><ul><li>Help new users getting around the app </li></ul><ul><li>Support users even if they are doing something wrong and it is not a problem with your app </li></ul><ul><li>Be polite and always show understanding, a happy user is good PR and more customers! </li></ul>
  6. 6. Monetization of Social Applications <ul><li>Porting: </li></ul><ul><li>Got all the previous things right ? </li></ul><ul><li>What's next ? </li></ul><ul><li>Porting from facebook to other social platforms </li></ul><ul><li>MySpace OpenSocial, Yahoo YOS </li></ul>
  7. 7. Now... how to monetize? <ul><li>Virtual Currency </li></ul><ul><ul><li>Visible </li></ul></ul><ul><ul><li>Own Page </li></ul></ul><ul><li>Our cheapest thing is </li></ul><ul><ul><li>$2 </li></ul></ul><ul><ul><li>Seen as cheap as $0.10 </li></ul></ul><ul><ul><li>You must decide your own prices, tweak it, experiment, most of all make sure everyone is happy and you keep the game balance. </li></ul></ul>
  8. 8. Virtual Currency Purchase Options <ul><li>Set up PayPal on your own </li></ul><ul><ul><li>Bad: Support, VAT, chargebacks. </li></ul></ul><ul><ul><li>Good: Users deal directly with you & more revenue & offers are a side thing. </li></ul></ul><ul><li>Let Offer Companies handle it all. </li></ul><ul><ul><li>Easy, recommended when starting up! </li></ul></ul><ul><ul><li>Offerpal, SuperRewards, and other upcoming companies. </li></ul></ul>
  9. 9. Gold Memberships <ul><li>First used on our first app, Dec 2007. </li></ul><ul><ul><li>People loved to show support for their favorite game. </li></ul></ul><ul><ul><li>Game balance concerns, again! </li></ul></ul><ul><ul><li>Good: </li></ul></ul><ul><ul><ul><li>Extra income. </li></ul></ul></ul><ul><ul><ul><li>GM are long-time supporters. </li></ul></ul></ul><ul><ul><li>Bad: </li></ul></ul><ul><ul><ul><li>Extra support workload. </li></ul></ul></ul>
  10. 10. The Game Balance <ul><li>Just like Sid Meier said: “Our approach to making games is to find the fun first and then use the technology to enhance the fun.” </li></ul><ul><li>You should “find the fun first and then add monetization options to enhance the fun” </li></ul><ul><ul><li>Make games / apps fun and meaningful to use, balanced and fair to everyone. </li></ul></ul><ul><ul><li>Make sure everyone is happy, even the free users who do not pay as they are potentially new customers. </li></ul></ul><ul><ul><li>Make sure currency is spent in such a way that it enhances the users experience, and the fun (for all not just the spender)! (can be tricky to do) </li></ul></ul><ul><li>Do Not: </li></ul><ul><ul><li>Overpower people who purchase virtual currency and items. </li></ul></ul><ul><ul><li>Ignore people who play for free. </li></ul></ul><ul><ul><li>Forget that once you start monetizing you must keep good support or you might lose your customers. </li></ul></ul>