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Who Are We?
Previous White Papers
#GamingOnThe
Go
Bridging the Gap
• 18-24 year olds are “Mobile Addicts”
• Mobile games make up the most app
downloads
• Spend the most time with mobile games, but
not the most money
Source: FLURRY, 2014; MILLENNIAL MEDIA, 2013
How We Gathered Insights
Four focus groups
National Survey
241 completions
4 Keys
To Winning Big With
Young Adult Mobile
Gamers#GamingOnTheGo
Key 1: Keep it
Lite
#GamingOnTheGo
Mobile Gaming
Classifications
Play > 4 hours per week
Heavy - 18%
Play < 4 hours per week
Light - 82%
Key 1: Keep it Lite Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Key 1: Keep it Lite
r
Yoursel
f
a
Gamer?
No
77%
Yes
23%
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Key 1: Keep it Lite
Why
Are
They
Playing
?
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Key 1: Keep it Lite
Where Are They Playing?
51%
At home
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
27%
In transit
15%
At school
4%
At work
3%
“On the toilet”
?
Key 1: Keep it Lite
Favorite Mobile Games:
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Key 1: Keep it Lite Source: YAYA CONNECTION FOCUS GROUP, 2014
Key 1: Keep it Lite Source: YAYA CONNECTION FOCUS GROUP, 2014
Key 1: Keep it Lite Source: YAYA CONNECTION FOCUS GROUP, 2014
Source: YAYA CONNECTION NATIONAL SURVEY, 2014Source: YAYA CONNECTION NATIONAL SURVEY, 2014
How long do you actively play a game before abandoning or
deleting it?
1-2
< 1
3-4
5-6
7-8
> 8
Weeks
60%
Play 1-
4
weeks
Key 1: Keep it Lite
Key 2: Know the Social
Taboos
#GamingOnTheGo
Key 2: Know the Social Taboos
Walking a Thin Line
Source: GAMES.COM; IMGFLIP; SOCIALMEDIAOVERFLOW
Key 2: Know the Social Taboos Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Yes No
How many people
send Facebook
invites?
17%
83%
Always Sometimes Never
How many accept
them?
87%
12%
1%
Key 2: Know the Social Taboos
Light gamers
Facebook Invites Mostly Ineffective.
Except:
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
+20%
Heavy gamers
Key 2: Know the Social Taboos
So what works?
Most recent
mobile game
download
motivated by:
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
44%
Word of
Mouth
Key 2: Know the Social Taboos
Competition
Source: YAYA CONNECTION FOCUS GROUP, 2014
Key 2: Know the Social Taboos
Screenshots Spur Competition
Key 2: Know the Social Taboos
The Voices of the YAYA Mobile
Gamer
Social W.O.M
Key 3: In-Game is the Way to
Go
#GamingOnTheGo
Key 3: In-Game is the Way to Go
Competitive Landscape
Out of
216,000
active game
apps on the
App Store:
Source: 148APPS, 2014
Fre
e
$0.99
62
%
Key 3: In-Game is the Way to Go
How Many YAYA Mobile Gamers Have Bought
a Game?
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
No – 50% Yes – 50%
ONE
28%
TWO
37%
THREE
16%
FOUR
4%
>FIVE
15%
HOW MANY?
Key 3: In-Game is the Way to Go Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Why YAYA Gamers Don’t Buy
Games
83% 76%
15%
5%
Key 3: In-Game is the Way to Go Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Key 3: In-Game is the Way to Go
In-Game
Purchases
: Cracking
the YAYA
Wallet
No
74%
Yes
26%
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Key 3: In-Game is the Way to Go
Industry Findings
Source: SWRVE, 2014
Less than one percent of mobile gamers
account for half of in-game revenue.
Key 3: In-Game is the Way to Go
Get a competitive edgeExtra levels
Why YAYAs Make In-Game
Purchases:
Difficulty level
Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Time saver
Sense of Guilt
Key 3: In-Game is the Way to Go Source: YAYA CONNECTION FOCUS GROUP, 2014
the
Guilt
Present purchase as
a “tool” rather
than a “cheat”
Key 3: In-Game is the Way to Go
Key 4: Advertiser, Add
Value
#GamingOnTheGo
Key 4: Advertiser, Add Value Source: YAYA CONNECTION FOCUS GROUP, 2014
“We’d like it if you…”
Key 4: Advertiser, Add Value Source: YAYA CONNECTION FOCUS GROUP, 2014
Enhance the Experience
Key 4: Advertiser, Add Value
Enhance the Experience
Key 4: Advertiser, Add Value
Enhance the Experience
Key 4: Advertiser, Add Value
Key 4: Advertiser, Add Value Source: YAYA CONNECTION NATIONAL SURVEY, 2014
Enhance the Experience
Key 4: Advertiser, Add Value Source: WHAT’S THE DIFFERENCE, 2014
Enhance the Experience
Know the player
Source: YAYA CONNECTION FOCUS GROUP, 2014
Looking Forward
Facebook has a publishing platform that’s great for smaller game developers
Source: FACEBOOK DEVELOPERS, 2014
Unlock the
Minds of Mobile
Gamers Using
the 4 Keys
INSIGHT: KEEP IT
I’m not a gamer. A gamer is someone who plays
Halo in his mom’s basement. Mobile games are just
something to do when I have time to kill or want to
procrastinate. I don’t feel as guilty pulling out my
phone as I do turning on TV when I have things to do. It
was a joke among my friends when we all got addicted
to Flappy Bird, but I never told them
I accidentally spent three hours playing one night,
#whoops.
INSIGHT: FOSTER, DON’T FORCE SOCIAL
I’m not going to download a game just because my friend’s
dad sent me a Facebook invite for it. That’s weird.
Sometimes I purposely don’t play games I get invites for out
of spite; it’s just so spammy. I’ll only send invites to my
close friends in dire situations (like when I run out of lives
on Candy Crush and I’m trying to beat my brother) because
we have a joking agreement about it.
“Yes, I did it. I paid a dollar for a stupid Candy Crush life,
but I was just on this one level I couldn’t beat and it was
getting late, ya know? Instead of waiting 30 minutes for a
new life, sometimes I’ll just pay the dollar to get one
immediately. I hate to admit it, but I’ve also forked over
the 99 cents a few times when playing my boyfriend. I
can’t stand losing to him.”
INSIGHT: IN GAME IS THE WAY TO GO
No, I really don’t want to download Farm Heroes right now.
Do they actually expect people to click on these ads? I
don’t want any of these things, but I could go for a pizza.
Gah! Those stupid tiny Xs my fingers are too fat for drive
me crazy. If anything I click on takes me to three different
browsers, you can bet I’m not going to click on it again.
And what is this, the ‘90s? I haven’t seen graphics this bad
since ATARI.
INSIGHT: ADVERTISERS, ADD VALUE
Takeaways
#GamingOnTheGo
#1
Game Design Essentials
Must be easy to pick up/put down
Have frequent and evolving objectives/achievements
Have a simple layout
Make success screens prominent
#2
Be Social Savvy
Foster, don’t force social engagement
Use the competitive spirit to your advantage
#3
In-Game
• Present in-game purchases as tools, not cheats
• The road to riches begins after the download
#4
Add Value
Invite users to interact with your brand and provide them
something in return
Sponsor content
Offer in-game rewards for watching ads
Story Time
2048
#GamingOnTheGo
Google Trends
FREE$1.99
Sneak Peek
FLURF
#GamingOnTheGo
Vide
o
Key 1: Keep it Lite
(and more to
come)
Key 2: Know the Social
Taboos
Key 3: In-Game is the Way to
Go
Key 4: Advertisers, Add Value
Thank You!
Questions
?

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Presentation

  • 1.
  • 2. Who Are We? Previous White Papers
  • 4. Bridging the Gap • 18-24 year olds are “Mobile Addicts” • Mobile games make up the most app downloads • Spend the most time with mobile games, but not the most money Source: FLURRY, 2014; MILLENNIAL MEDIA, 2013
  • 5. How We Gathered Insights Four focus groups National Survey 241 completions
  • 6. 4 Keys To Winning Big With Young Adult Mobile Gamers#GamingOnTheGo
  • 7. Key 1: Keep it Lite #GamingOnTheGo
  • 8. Mobile Gaming Classifications Play > 4 hours per week Heavy - 18% Play < 4 hours per week Light - 82% Key 1: Keep it Lite Source: YAYA CONNECTION NATIONAL SURVEY, 2014
  • 9. Key 1: Keep it Lite r Yoursel f a Gamer? No 77% Yes 23% Source: YAYA CONNECTION NATIONAL SURVEY, 2014
  • 10. Key 1: Keep it Lite Why Are They Playing ? Source: YAYA CONNECTION NATIONAL SURVEY, 2014
  • 11. Key 1: Keep it Lite Where Are They Playing? 51% At home Source: YAYA CONNECTION NATIONAL SURVEY, 2014 27% In transit 15% At school 4% At work 3% “On the toilet” ?
  • 12. Key 1: Keep it Lite Favorite Mobile Games: Source: YAYA CONNECTION NATIONAL SURVEY, 2014
  • 13.
  • 14. Key 1: Keep it Lite Source: YAYA CONNECTION FOCUS GROUP, 2014
  • 15. Key 1: Keep it Lite Source: YAYA CONNECTION FOCUS GROUP, 2014
  • 16. Key 1: Keep it Lite Source: YAYA CONNECTION FOCUS GROUP, 2014
  • 17. Source: YAYA CONNECTION NATIONAL SURVEY, 2014Source: YAYA CONNECTION NATIONAL SURVEY, 2014 How long do you actively play a game before abandoning or deleting it? 1-2 < 1 3-4 5-6 7-8 > 8 Weeks 60% Play 1- 4 weeks Key 1: Keep it Lite
  • 18. Key 2: Know the Social Taboos #GamingOnTheGo
  • 19. Key 2: Know the Social Taboos Walking a Thin Line Source: GAMES.COM; IMGFLIP; SOCIALMEDIAOVERFLOW
  • 20. Key 2: Know the Social Taboos Source: YAYA CONNECTION NATIONAL SURVEY, 2014 Yes No How many people send Facebook invites? 17% 83% Always Sometimes Never How many accept them? 87% 12% 1%
  • 21. Key 2: Know the Social Taboos Light gamers Facebook Invites Mostly Ineffective. Except: Source: YAYA CONNECTION NATIONAL SURVEY, 2014 +20% Heavy gamers
  • 22. Key 2: Know the Social Taboos So what works? Most recent mobile game download motivated by: Source: YAYA CONNECTION NATIONAL SURVEY, 2014 44% Word of Mouth
  • 23. Key 2: Know the Social Taboos Competition Source: YAYA CONNECTION FOCUS GROUP, 2014
  • 24. Key 2: Know the Social Taboos Screenshots Spur Competition
  • 25. Key 2: Know the Social Taboos The Voices of the YAYA Mobile Gamer Social W.O.M
  • 26. Key 3: In-Game is the Way to Go #GamingOnTheGo
  • 27. Key 3: In-Game is the Way to Go Competitive Landscape Out of 216,000 active game apps on the App Store: Source: 148APPS, 2014 Fre e $0.99 62 %
  • 28. Key 3: In-Game is the Way to Go How Many YAYA Mobile Gamers Have Bought a Game? Source: YAYA CONNECTION NATIONAL SURVEY, 2014 No – 50% Yes – 50%
  • 29. ONE 28% TWO 37% THREE 16% FOUR 4% >FIVE 15% HOW MANY? Key 3: In-Game is the Way to Go Source: YAYA CONNECTION NATIONAL SURVEY, 2014
  • 30. Why YAYA Gamers Don’t Buy Games 83% 76% 15% 5% Key 3: In-Game is the Way to Go Source: YAYA CONNECTION NATIONAL SURVEY, 2014
  • 31. Key 3: In-Game is the Way to Go In-Game Purchases : Cracking the YAYA Wallet No 74% Yes 26% Source: YAYA CONNECTION NATIONAL SURVEY, 2014
  • 32. Key 3: In-Game is the Way to Go Industry Findings Source: SWRVE, 2014 Less than one percent of mobile gamers account for half of in-game revenue.
  • 33. Key 3: In-Game is the Way to Go Get a competitive edgeExtra levels Why YAYAs Make In-Game Purchases: Difficulty level Source: YAYA CONNECTION NATIONAL SURVEY, 2014 Time saver
  • 34. Sense of Guilt Key 3: In-Game is the Way to Go Source: YAYA CONNECTION FOCUS GROUP, 2014
  • 35. the Guilt Present purchase as a “tool” rather than a “cheat” Key 3: In-Game is the Way to Go
  • 36. Key 4: Advertiser, Add Value #GamingOnTheGo
  • 37.
  • 38.
  • 39. Key 4: Advertiser, Add Value Source: YAYA CONNECTION FOCUS GROUP, 2014 “We’d like it if you…”
  • 40. Key 4: Advertiser, Add Value Source: YAYA CONNECTION FOCUS GROUP, 2014
  • 41. Enhance the Experience Key 4: Advertiser, Add Value
  • 42. Enhance the Experience Key 4: Advertiser, Add Value
  • 43. Enhance the Experience Key 4: Advertiser, Add Value
  • 44. Key 4: Advertiser, Add Value Source: YAYA CONNECTION NATIONAL SURVEY, 2014 Enhance the Experience
  • 45. Key 4: Advertiser, Add Value Source: WHAT’S THE DIFFERENCE, 2014 Enhance the Experience
  • 46. Know the player Source: YAYA CONNECTION FOCUS GROUP, 2014
  • 47. Looking Forward Facebook has a publishing platform that’s great for smaller game developers Source: FACEBOOK DEVELOPERS, 2014
  • 48. Unlock the Minds of Mobile Gamers Using the 4 Keys
  • 49. INSIGHT: KEEP IT I’m not a gamer. A gamer is someone who plays Halo in his mom’s basement. Mobile games are just something to do when I have time to kill or want to procrastinate. I don’t feel as guilty pulling out my phone as I do turning on TV when I have things to do. It was a joke among my friends when we all got addicted to Flappy Bird, but I never told them I accidentally spent three hours playing one night, #whoops.
  • 50. INSIGHT: FOSTER, DON’T FORCE SOCIAL I’m not going to download a game just because my friend’s dad sent me a Facebook invite for it. That’s weird. Sometimes I purposely don’t play games I get invites for out of spite; it’s just so spammy. I’ll only send invites to my close friends in dire situations (like when I run out of lives on Candy Crush and I’m trying to beat my brother) because we have a joking agreement about it.
  • 51. “Yes, I did it. I paid a dollar for a stupid Candy Crush life, but I was just on this one level I couldn’t beat and it was getting late, ya know? Instead of waiting 30 minutes for a new life, sometimes I’ll just pay the dollar to get one immediately. I hate to admit it, but I’ve also forked over the 99 cents a few times when playing my boyfriend. I can’t stand losing to him.” INSIGHT: IN GAME IS THE WAY TO GO
  • 52. No, I really don’t want to download Farm Heroes right now. Do they actually expect people to click on these ads? I don’t want any of these things, but I could go for a pizza. Gah! Those stupid tiny Xs my fingers are too fat for drive me crazy. If anything I click on takes me to three different browsers, you can bet I’m not going to click on it again. And what is this, the ‘90s? I haven’t seen graphics this bad since ATARI. INSIGHT: ADVERTISERS, ADD VALUE
  • 54. #1 Game Design Essentials Must be easy to pick up/put down Have frequent and evolving objectives/achievements Have a simple layout Make success screens prominent
  • 55. #2 Be Social Savvy Foster, don’t force social engagement Use the competitive spirit to your advantage
  • 56. #3 In-Game • Present in-game purchases as tools, not cheats • The road to riches begins after the download
  • 57. #4 Add Value Invite users to interact with your brand and provide them something in return Sponsor content Offer in-game rewards for watching ads
  • 63. Key 1: Keep it Lite (and more to come)
  • 64. Key 2: Know the Social Taboos
  • 65. Key 3: In-Game is the Way to Go
  • 66. Key 4: Advertisers, Add Value

Editor's Notes

  1. Add visual—piggy bank Animations Less than one percent of mobile gamers account for half of in-game revenue. More than three-quarters of survey respondents have never made an in-game purchase.
  2. Keep these in mind while designing games Experiment with the positioning of your commodities
  3. Add quote
  4. IN game ads rapidly evolving to include – good news I that YAYA mobile gamers
  5. 1. A small banner that doesn’t interface with gameplay. It could even have small images with it like a Facebook ad. 2. Integrate the brand into the game environment, but don’t be too distracting. 3. An ad showing on an end-of-level screen is more appealing tan one that shows during the game.
  6. http://www.apprendre-en-ligne.net/blog/images/jeux/2048.png http://static1.businessinsider.com/image/53120a086da811136ce13ca2-1200/this-is-the-main-menu-for-threes-start-a-game-by-tapping-the-option-at-the-bottom.jpg
  7. Submitting to Apple today—official launch date is May 17th
  8. Game design is simple, clean, yet colorful. Easy to pick up and play in short bursts, but interesting enough to play for longer. There is an info button on the homescreen that wasn’t live in beta, but it will have a trailer and gameplay instructions More to come: Later updates include achievements—reach this after releasing 5 babies and beating the first boss, Hotsy New monsters will be released Three difficulty levels EVOLVING CONTENT Level gameplay a possibility with seasonal backgrounds
  9. After our initial test we noticed there wasn’t a social component, but this is something they are putting the finishing touches on. Ability to screenshot your score and share via FB and Twitter - Working on incentivising shares
  10. You can buy gems! The only issue we see here is that this is the only in-game commodity so far. The examples we talked about earlier had several different options
  11. Currently the free version has a banner ad in the top right corner of the home screen and the game over screen. – GOOD not interrupting gameplay! We focused on advertisers adding value with branded sponsorship and rewards-based ads—may be potential for this in the future
  12. Hopefully we’ve left you with quite a bit more knowledge than what you came in with about this hard-to-reach YAYA mobile gamer demographic.