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MOBILE GAME
CENTER PLATFORM
MARKET RESEARCH
SERVICE INTRODUCTION
BUSINESS PLAN
MARKETING PLAN
PLAN
MARKET RESEARCH
A. Market research
• Mobile gaming, a very quick growth sector
– From Snake to Clash of Clans
A. Market research
• Mobile gaming, a very quick growth sector
Segment 2012 2013 2014 2015
Video Game Console 37,400 44,28...
A. Market research
• Key Factors:
– Global growth (quality, pay per game…) reach
$23,9 Billions in 2016
– US, EU and Asia ...
A. Market research
A. Market research
• Mobile gaming’s trend of development
– Android is the most popular Mobile Game OS (>70% market)
– Tab...
A. Market research
• Popular Companies
SERVICE INTRODUCTION
B. Service Introduction
- Game Mobile Center is a portal platform
which can be served to provide various
types of mobile g...
B. Service Introduction
• Target customer:
– Is customer (prepaid or postpaid) of mobile
carrier, have a internet connecti...
Administrator
features
Developer features
End user features
B. Service Introduction
B. Service Introduction
Download
game
Microblog
Purchase
Gift
Subscriptio
n
SSO
Auto
detect
device
End user features
B. Service Introduction
Key of
success
Easy play
Easy
register
Easy pay
Full
information
Stable
system
Via SMS and front end
portal
Auto–registrationvia
3G, 4G
Auto registrationvia Gift,
Subscriptionpackage
Auto registrationv...
Easy pay, various
way to buy your
favorite game
B. Service Introduction
Social Features
Function Description
Status Post a status on your own wall
Profile management View, creat and edit your pr...
B. Service Introduction
MGCP is so
fun, so
interesting
BUSINESS MODEL
20
C. Business model
• Free to join, free to registration (freemium)
• Game purchase, bundle purchase
• Game subscription, bu...
MARKETING PLAN
22
4. MARKETING PLAN
• Target customer
– From 12 – 35
– Mostly from urban zone
Age < 6 6 - 12 12 - 18 18 - 25 25 - 35 35 - 45...
4. MARKETING PLAN
• Segmentation
Age Sex Financial
capacity
Technology
adaption
Favorite
12 – 16
M
Dependent
Strong MMO, S...
4. MARKETING PLAN
• Key of success : community
• Target of marketing plan
Recognition
Brand
User’s
interesting
Registratio...
4. MARKETING PLAN
• Channel
Others Media channel
(radio, papers, TV Ads,
magazine)
On site channel
(PR, event, Flyers, Bro...
4. MARKETING PLAN
• Plan (Phase 1: 6 first month, launching, phase 2: 6 month after, develop
customer base, phase 3: after...
THANK YOU
28
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Game Mobile Portal Platform 01

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Game Mobile Portal Platform 01

  1. 1. MOBILE GAME CENTER PLATFORM
  2. 2. MARKET RESEARCH SERVICE INTRODUCTION BUSINESS PLAN MARKETING PLAN PLAN
  3. 3. MARKET RESEARCH
  4. 4. A. Market research • Mobile gaming, a very quick growth sector – From Snake to Clash of Clans
  5. 5. A. Market research • Mobile gaming, a very quick growth sector Segment 2012 2013 2014 2015 Video Game Console 37,400 44,288 49,375 55,049 Handheld Video Games 17,756 18,064 15,079 12,399 Mobile Games 9,280 13,208 17,146 22,009 PC Games 14,437 17,722 20,015 21,601 Total Video Game Market 78,872 93,282 101,615 111,057
  6. 6. A. Market research • Key Factors: – Global growth (quality, pay per game…) reach $23,9 Billions in 2016 – US, EU and Asia Pacific are the leaders – Tablet game will be the pilot (400% growth in 2016, reach $10 Billion) – 360 Millions user world wide, $2,78 monthly average spending on game – Number of Mobile Gamers jumps 35% in US year-on-year (100 million titles in total) – The US counts 21 million tablet gamers
  7. 7. A. Market research
  8. 8. A. Market research • Mobile gaming’s trend of development – Android is the most popular Mobile Game OS (>70% market) – Tablet is most used device for game purpose (400 % growth) – Freemium is most popular pricing plan – On going countries are fastest growth market.
  9. 9. A. Market research • Popular Companies
  10. 10. SERVICE INTRODUCTION
  11. 11. B. Service Introduction - Game Mobile Center is a portal platform which can be served to provide various types of mobile game (Android, IOS, Java game), PC game (game client or web- based) to end user through: - Website - Wapsite - Mobile Website (for smart devices) - Smart device application
  12. 12. B. Service Introduction • Target customer: – Is customer (prepaid or postpaid) of mobile carrier, have a internet connection through 2G, EDGE, GPRS, 3G, 4G – Customer from 10 – 30 years old which use at least 1 of these devices bellows: • PC • Iphone • Windows Phone Devices • Android Phone • Featured Phone
  13. 13. Administrator features Developer features End user features B. Service Introduction
  14. 14. B. Service Introduction Download game Microblog Purchase Gift Subscriptio n SSO Auto detect device End user features
  15. 15. B. Service Introduction Key of success Easy play Easy register Easy pay Full information Stable system
  16. 16. Via SMS and front end portal Auto–registrationvia 3G, 4G Auto registrationvia Gift, Subscriptionpackage Auto registrationvia Mobile Ads, Ads network Registration B. Service Introduction
  17. 17. Easy pay, various way to buy your favorite game B. Service Introduction
  18. 18. Social Features Function Description Status Post a status on your own wall Profile management View, creat and edit your profile (avatar, age, sex …) Notification View notification from system and your friend My follow View your list friend Post Post a status, image, a game forward on your wall Favorite Your game favorite list Chat Chat (text, emotion) between friend. Follow Follow an platform user (become friend) Invite Invite a member from your contact list to become platform user Tag Tag friend on a status, post Share on SNS Share game, platform information on other social network. B. Service Introduction
  19. 19. B. Service Introduction MGCP is so fun, so interesting
  20. 20. BUSINESS MODEL 20
  21. 21. C. Business model • Free to join, free to registration (freemium) • Game purchase, bundle purchase • Game subscription, bundle purchase • In game purchase • Business case in Vietnam – Game purchase: 5 cent – 1 USD – Game package: 1 USD – 2,5 USD – Bundle subscription: • Daily: 10 cent/day • Weekly: 50 cent/week • Monthly: 1,5 $/month
  22. 22. MARKETING PLAN 22
  23. 23. 4. MARKETING PLAN • Target customer – From 12 – 35 – Mostly from urban zone Age < 6 6 - 12 12 - 18 18 - 25 25 - 35 35 - 45 > 45 City Rural
  24. 24. 4. MARKETING PLAN • Segmentation Age Sex Financial capacity Technology adaption Favorite 12 – 16 M Dependent Strong MMO, Sport, car racing, fighter F Average Casual, social, puzzle 16 – 18 M Dependent Strong MMO, Sport, car racing, fighter, RPG F Average Casual, social, puzzle 18 - 25 M Self - autonomy, autonomy Strong MMo, RTS, Strategic , sport, car racing F Pretty weak casual, social game, puzzle 25 - 35 M Stable Average MMo, RTS, Strategic , sport, car racing F Weak casual, social game, puzzle
  25. 25. 4. MARKETING PLAN • Key of success : community • Target of marketing plan Recognition Brand User’s interesting Registration Habit
  26. 26. 4. MARKETING PLAN • Channel Others Media channel (radio, papers, TV Ads, magazine) On site channel (PR, event, Flyers, Brochures, Posters) Online channel (radio online, in game ads, video ads, facebook ads, Google Adwords) Mobile Channel (SMS, mobile ads) Marketing tool
  27. 27. 4. MARKETING PLAN • Plan (Phase 1: 6 first month, launching, phase 2: 6 month after, develop customer base, phase 3: after, development and maintaint) Channel Phase 1 Phase 2 Phase 3 SMS broad cast Mobile Ads Google Adwords Facebook Ads, Facebook fanpage Video ads Radio ads In game ads PR Event TV ads Papers, magazine Frequency Highest Often Less often Sometimes
  28. 28. THANK YOU 28

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