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Don’t be afraid of incentivized ads!
Dr. Volkan Ediz
Director of Product
GDC 2015 – San Francisco
GREE confidential
Agenda
• Who is Gree?
• Mobile Ad Industry
• Incentivized Ads
- Retention
- Monetization/Cannibalization
- Conversion
• Best Practices
But first, who is GREE….?
GREE	
  Headquarters	
  
Tokyo,	
  Japan	
  
	
  
GREE	
  Interna7onal,	
  Inc.	
  	
  
San	
  Francisco,	
  CA	
  
	
  
GREE	
  Canada	
  	
  
Vancouver,	
  BC	
  
QUICK	
  FACTS	
  
6	
  Con7nents	
  playing	
  GREE	
  games	
  
1,800+	
  Employees	
  Worldwide	
  
13	
  Games	
  made	
  in	
  North	
  America	
  
2004	
  
2011	
  
2013	
  
MILESTONES	
   GAME	
  STATS	
  -­‐	
  4	
  :tles	
  in	
  top	
  50	
  grossing	
  as	
  of	
  Feb.	
  2015*	
  	
  
Crime	
  City	
  (Studios)	
  
Reached	
  Top	
  10	
  Grossing	
  in	
  140	
  countries	
  
Top	
  100	
  Grossing	
  in	
  19	
  countries,	
  over	
  3.5	
  years	
  since	
  
launch	
  	
  
	
  
	
  
GREE – A Global Gaming Powerhouse
Knights	
  &	
  Dragons	
  (Publishing)	
  
Reached	
  Top	
  10	
  Grossing	
  in	
  41	
  countries	
  
Top	
  100	
  Grossing	
  in	
  22	
  countries	
  
	
  
	
  
Source: *App Annie
Where is mobile advertisting going?
•  Estimated mobile advertising spending to reach
$40 billion by 2017
•  Mobile Ads account for 98% of Facebook’s
revenue growth
•  80% Ad Revenue CAGR for Glu mobile, reaching
$12M/quarter - 15% of Total Revenue
•  CPI/eCPM will go up as big brands embrace
mobile ads
•  Multiple Acqusitions in 2014: Sponsorpay, Flurry,
AdColony
Sources: Gartner Report 2014 http://www.gartner.com/newsroom/id/2653121
Facebook Revenue Growth: http://www.statista.com/chart/2496/facebook-revenue-by-segment/
Glu Earnings Report: http://phx.corporate-ir.net/phoenix.zhtml?c=207033&p=irol-presentations
Incentivized Ads
Video Ads
Offer Wall
Your Awesome Game
Key Questions
•  How does it impact retention?
•  How does it impact monetization?
•  Any signs of cannibalization?
•  What are the best practices?
Angry Neeson
If Angry Neeson 52 watches an incentivized ad of Kate Upton, won’t
he get his revenge and switch to another strategy title?
Impact on Retention: Players are unlikely to quit playing due
to incentivized ad-watching
0%
50%
100%
No Video 1 5 10 15+
%MonthlyActive
Players
Engagement by Ad View
Avg. # of Ads Viewed/Day for active players
•  Majority of heavy ad-watchers
retains long term
0%
20%
40%
No Video 1 3 5 7
%MonthlyActive
Players
# of ad-consumption days in 1st week
•  Frequency of ad consumption
correlates well with long-term
retention
Impact on Monetization: Ad consumption surprisingly
correlates well with IAPs
0%
50%
100%
No Video 1 5 10 15+
%IAPPurchase
Avg. # of Ads Viewed/Day
•  Heavy ad-watchers are very
likely to make IAP purchases
•  Volume of ad consumption
strongly correlates with IAP
revenue
No Video 1 5 10 15+
MonthlyRevenue
Ad Watchers are Price Sensitive
•  Heavy ad-watchers tend to be
more price sensitive and prefer
to wait for IAP promotions to
spend
•  Targeting ad-watchers with the
right type of sales might lift LTV
up
0%
20%
40%
60%
80%
100%
No Video 1 5 10 15+
%RevenuebyIAPSalePromotion
Avg. # of Ads Viewed/Day
No cannibalization of direct revenue was observed
1.0
1.1
1.0
0.9
1.0
1.7
1.3
1.2
1.1
1.0
-
Minnow Fish Dolphin Whale Super Whale
Ratioofspendingrelativetonon-ad-viewer
Spending Ratios by Spender Type
No Ads
Watched Ads Recently
•  Introduced a new ad partner
signficantly increasing the
availability of video ads to
players, hence increasing the
number of viewable ads/
earnable HC
•  Spending per player went up for
ad viewers relative to non-
viewers for all spender groups
after more ad inventory was
available
Ratio of spending per active user for the 2 groups is “day-weighted”
Higher Likelihood to convert into Spenders
•  Willingness to view ads/do offers is
heavily influenced by the hidden variable
“how much the player likes the game” so
we need to control it
•  Built logistic regression models for multiple
games across different genres.
•  Players who interacted at least once
with ad content are almost twice as
likely to make an IAP purchase
Note: Ratio of spending per active user for the 2 groups is both “day-weighted” and “revenue-weighted”
Variables
Cohort Age
Engagement metrics (i.e. # of logins, level etc.)
Social Activities
Core game loop activities ( # of PvP, PvE, Building,
Research etc)
A natural follow-up: Does performing ad viewing still predict spending
after adjusting for other engagement metrics?
No Ads At least 1 ad
%Spender
Conversion
Giving small amount of Hard Currency to players may boost
retention and monetization
Open the
chest to get
small amount
of HC
•  Experience from indirect revenue – players that do
offers retain and monetize better, even after
controlling for engagement.
•  Nothing special about offer experience; must be
driven by currency reward.
•  Boom Beach includes mechanisms giving out small
amounts of HC to
•  Decrease the psychological barrier into spending
HC
•  Increase retention
As a proof of concept, we decided to experiment with the
idea; the results were astonishing
•  Game team boosted up the FB connection
reward to 10x
•  Allow early users to engage with
wider range of game features
•  Bring in high quality users
•  Associate HC with the core game
economy.
Metrics for players who logged in at least once after tutorial
3-d ARPU 7-d ARPU7-d Retention3-d Retention
Before
After
Δ = 6.3% 11.2% 28.7%3.5%
Concluding remarks
• Incentivized Ads do not negatively impact retenion
• Incentivized Ads do not cannibalize direct revenue from
IAPs. In fact, they tend to help with spender conversion
when used appropriately
• Having additional HC available early on allows players
to experience more of the core gameplay and view the
currency as a normal part of gameplay; incentivized
ads may be one way to offer HC
Best Practices
Surfacing
Ad Inventory
Monetization
Currency
Conversion
•  Persistent and animated ad icons draw more attention,
thus may raise ad CTR and CVR.
•  Interstitials and banner ads are disruptive to game play
and steals from immersiveness
•  IAP Store offers a convenient location to offer “Free
Gems”
•  LTV > $0 is infinetely better than LTV = $0
•  If cannibalization is real concern, heuristic filters like
“No ads for the first 14 days” can provide a solution
•  Video ads do not pay much on eCPM basis. Try
increasing the currency conversion rate in favor of
video ads as high as 10x and observe how players
react
•  Highly engaged players with limited budgets are likely
craving for Hard Currency; working with multiple
video ads via mediation is highly recommended to
meet the demand
•  Product quality of Ad Network matters
Thank	
  you!	
  
	
  
Dr.	
  Volkan	
  Ediz	
  
Director	
  of	
  Product,	
  GREE	
  Interna7onal	
  
volkan.ediz@gree.net	
  
	
  
Special	
  Thanks	
  to	
  	
  
Bysshe	
  Easton	
  
Yang	
  Hung	
  
John	
  Tran	
  
WE	
  ARE	
  HIRING!	
  

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  • 1. Don’t be afraid of incentivized ads! Dr. Volkan Ediz Director of Product GDC 2015 – San Francisco GREE confidential
  • 2. Agenda • Who is Gree? • Mobile Ad Industry • Incentivized Ads - Retention - Monetization/Cannibalization - Conversion • Best Practices
  • 3. But first, who is GREE….?
  • 4. GREE  Headquarters   Tokyo,  Japan     GREE  Interna7onal,  Inc.     San  Francisco,  CA     GREE  Canada     Vancouver,  BC   QUICK  FACTS   6  Con7nents  playing  GREE  games   1,800+  Employees  Worldwide   13  Games  made  in  North  America   2004   2011   2013   MILESTONES   GAME  STATS  -­‐  4  :tles  in  top  50  grossing  as  of  Feb.  2015*     Crime  City  (Studios)   Reached  Top  10  Grossing  in  140  countries   Top  100  Grossing  in  19  countries,  over  3.5  years  since   launch         GREE – A Global Gaming Powerhouse Knights  &  Dragons  (Publishing)   Reached  Top  10  Grossing  in  41  countries   Top  100  Grossing  in  22  countries       Source: *App Annie
  • 5. Where is mobile advertisting going? •  Estimated mobile advertising spending to reach $40 billion by 2017 •  Mobile Ads account for 98% of Facebook’s revenue growth •  80% Ad Revenue CAGR for Glu mobile, reaching $12M/quarter - 15% of Total Revenue •  CPI/eCPM will go up as big brands embrace mobile ads •  Multiple Acqusitions in 2014: Sponsorpay, Flurry, AdColony Sources: Gartner Report 2014 http://www.gartner.com/newsroom/id/2653121 Facebook Revenue Growth: http://www.statista.com/chart/2496/facebook-revenue-by-segment/ Glu Earnings Report: http://phx.corporate-ir.net/phoenix.zhtml?c=207033&p=irol-presentations
  • 6. Incentivized Ads Video Ads Offer Wall Your Awesome Game Key Questions •  How does it impact retention? •  How does it impact monetization? •  Any signs of cannibalization? •  What are the best practices?
  • 7. Angry Neeson If Angry Neeson 52 watches an incentivized ad of Kate Upton, won’t he get his revenge and switch to another strategy title?
  • 8. Impact on Retention: Players are unlikely to quit playing due to incentivized ad-watching 0% 50% 100% No Video 1 5 10 15+ %MonthlyActive Players Engagement by Ad View Avg. # of Ads Viewed/Day for active players •  Majority of heavy ad-watchers retains long term 0% 20% 40% No Video 1 3 5 7 %MonthlyActive Players # of ad-consumption days in 1st week •  Frequency of ad consumption correlates well with long-term retention
  • 9. Impact on Monetization: Ad consumption surprisingly correlates well with IAPs 0% 50% 100% No Video 1 5 10 15+ %IAPPurchase Avg. # of Ads Viewed/Day •  Heavy ad-watchers are very likely to make IAP purchases •  Volume of ad consumption strongly correlates with IAP revenue No Video 1 5 10 15+ MonthlyRevenue
  • 10. Ad Watchers are Price Sensitive •  Heavy ad-watchers tend to be more price sensitive and prefer to wait for IAP promotions to spend •  Targeting ad-watchers with the right type of sales might lift LTV up 0% 20% 40% 60% 80% 100% No Video 1 5 10 15+ %RevenuebyIAPSalePromotion Avg. # of Ads Viewed/Day
  • 11. No cannibalization of direct revenue was observed 1.0 1.1 1.0 0.9 1.0 1.7 1.3 1.2 1.1 1.0 - Minnow Fish Dolphin Whale Super Whale Ratioofspendingrelativetonon-ad-viewer Spending Ratios by Spender Type No Ads Watched Ads Recently •  Introduced a new ad partner signficantly increasing the availability of video ads to players, hence increasing the number of viewable ads/ earnable HC •  Spending per player went up for ad viewers relative to non- viewers for all spender groups after more ad inventory was available Ratio of spending per active user for the 2 groups is “day-weighted”
  • 12. Higher Likelihood to convert into Spenders •  Willingness to view ads/do offers is heavily influenced by the hidden variable “how much the player likes the game” so we need to control it •  Built logistic regression models for multiple games across different genres. •  Players who interacted at least once with ad content are almost twice as likely to make an IAP purchase Note: Ratio of spending per active user for the 2 groups is both “day-weighted” and “revenue-weighted” Variables Cohort Age Engagement metrics (i.e. # of logins, level etc.) Social Activities Core game loop activities ( # of PvP, PvE, Building, Research etc) A natural follow-up: Does performing ad viewing still predict spending after adjusting for other engagement metrics? No Ads At least 1 ad %Spender Conversion
  • 13. Giving small amount of Hard Currency to players may boost retention and monetization Open the chest to get small amount of HC •  Experience from indirect revenue – players that do offers retain and monetize better, even after controlling for engagement. •  Nothing special about offer experience; must be driven by currency reward. •  Boom Beach includes mechanisms giving out small amounts of HC to •  Decrease the psychological barrier into spending HC •  Increase retention
  • 14. As a proof of concept, we decided to experiment with the idea; the results were astonishing •  Game team boosted up the FB connection reward to 10x •  Allow early users to engage with wider range of game features •  Bring in high quality users •  Associate HC with the core game economy. Metrics for players who logged in at least once after tutorial 3-d ARPU 7-d ARPU7-d Retention3-d Retention Before After Δ = 6.3% 11.2% 28.7%3.5%
  • 15. Concluding remarks • Incentivized Ads do not negatively impact retenion • Incentivized Ads do not cannibalize direct revenue from IAPs. In fact, they tend to help with spender conversion when used appropriately • Having additional HC available early on allows players to experience more of the core gameplay and view the currency as a normal part of gameplay; incentivized ads may be one way to offer HC
  • 16. Best Practices Surfacing Ad Inventory Monetization Currency Conversion •  Persistent and animated ad icons draw more attention, thus may raise ad CTR and CVR. •  Interstitials and banner ads are disruptive to game play and steals from immersiveness •  IAP Store offers a convenient location to offer “Free Gems” •  LTV > $0 is infinetely better than LTV = $0 •  If cannibalization is real concern, heuristic filters like “No ads for the first 14 days” can provide a solution •  Video ads do not pay much on eCPM basis. Try increasing the currency conversion rate in favor of video ads as high as 10x and observe how players react •  Highly engaged players with limited budgets are likely craving for Hard Currency; working with multiple video ads via mediation is highly recommended to meet the demand •  Product quality of Ad Network matters
  • 17. Thank  you!     Dr.  Volkan  Ediz   Director  of  Product,  GREE  Interna7onal   volkan.ediz@gree.net     Special  Thanks  to     Bysshe  Easton   Yang  Hung   John  Tran