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The Future of Social Games:... and how to be part of itKai Bolik, CEO GameDuell
Timeline of Social Games                                           $50M                                           $40M    ...
Social Graph “Powered“ Gameplay
Relevance of Social Graph by GenreMainstream Niche / Core              Resource + Sim                    Solo             ...
Relevance of Social Graph by GenreMainstream                 Resource + Sim                            Midcore Niche / Cor...
Relevance of Social Graph by GenreMainstream                  Resource + Sim                Casino                        ...
Relevance of Social Graph by GenreMainstream                  Resource + Sim                                              ...
The Comeback of Arcade Games          2009          0%     2010                 10%                        2011           ...
Well-known Game Mechanics                   1986
30 Years of Match-3 Games                   1978
Lifecycle: Hit Game vs. Evergreen70     DAU (Mio)605040302010 June 2009                                                   ...
95% of Revenues from Virtual Goods                             5%             • Boosts        Ads             • Energy    ...
3% Whales = 80% Revenues           <18           7%     19-24                  9%49+ yrs            25-36                 ...
„Games as a Service“ Drive Monetization
Analytics-Driven Optimization
Comeback of Advertising ?               2011 U.S. Ad Spending vs. Consumer Time Spent               TV       Print      We...
Frictionless Payment = 5x More Revenue
accessible
Accessibility Drives Game Usage                    Anytime                  + Anywhere              With             Frien...
Closed Portals vs. Open APIs                 Platforms   # of Games                              100 – 1,000              ...
Shifts in User Acquisition Model                                   Cross            Cross  Viral            Paid          ...
Off Facebook
Connected across Time and Space  Brands        Social Graph       Game Graph      Virtual Economy          Marketing
Mobile          facebook         .com
Mobile          facebook         .com
Increasing                            +14% more                        +25% highershare of cross-         cross-          ...
Life should be lived    as a game ☺
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
Day1 0900 kai_bolik
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Day1 0900 kai_bolik

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Day1 0900 kai_bolik

  1. 1. The Future of Social Games:... and how to be part of itKai Bolik, CEO GameDuell
  2. 2. Timeline of Social Games $50M $40M $30M $20M $10M1980s 1990s 2000s 2010s
  3. 3. Social Graph “Powered“ Gameplay
  4. 4. Relevance of Social Graph by GenreMainstream Niche / Core Resource + Sim Solo Social Graph
  5. 5. Relevance of Social Graph by GenreMainstream Resource + Sim Midcore Niche / Core Solo Social Graph
  6. 6. Relevance of Social Graph by GenreMainstream Resource + Sim Casino Midcore Niche / Core Solo Social Graph
  7. 7. Relevance of Social Graph by GenreMainstream Resource + Sim Arcade Casino Midcore Niche / Core Solo Social Graph
  8. 8. The Comeback of Arcade Games 2009 0% 2010 10% 2011 20% 2012 50%
  9. 9. Well-known Game Mechanics 1986
  10. 10. 30 Years of Match-3 Games 1978
  11. 11. Lifecycle: Hit Game vs. Evergreen70 DAU (Mio)605040302010 June 2009 June 2011Source: http://www.voncoelln.com/eric/2011/07/06/zynga-making-4-4-cents-per-dau/
  12. 12. 95% of Revenues from Virtual Goods 5% • Boosts Ads • Energy • Lives 30% Consumables • Decorations 65% • Permanent Durables Boosts
  13. 13. 3% Whales = 80% Revenues <18 7% 19-24 9%49+ yrs 25-36 70% 46% 19% 37-48 30% 19%
  14. 14. „Games as a Service“ Drive Monetization
  15. 15. Analytics-Driven Optimization
  16. 16. Comeback of Advertising ? 2011 U.S. Ad Spending vs. Consumer Time Spent TV Print Web Radio Mobile
  17. 17. Frictionless Payment = 5x More Revenue
  18. 18. accessible
  19. 19. Accessibility Drives Game Usage Anytime + Anywhere With Friends Worldwide @Home onlyArcades
  20. 20. Closed Portals vs. Open APIs Platforms # of Games 100 – 1,000 > 3,000 >200,000 >250,000
  21. 21. Shifts in User Acquisition Model Cross Cross Viral Paid Apps Platform• spam • retention • consolidation • mobile• ad-based • quality • ad networks • web (off- revenues • offerwalls • whales facebook) • niches
  22. 22. Off Facebook
  23. 23. Connected across Time and Space Brands Social Graph Game Graph Virtual Economy Marketing
  24. 24. Mobile facebook .com
  25. 25. Mobile facebook .com
  26. 26. Increasing +14% more +25% highershare of cross- cross- revenue retentionplatform users 45% remaining MAU on GD.com monthly ARPU on GD.com Cross- Cross-Platform Boosters • play 24/7 anywhere • more CRM touch points • more brand exposure • cross-promotion • more friend interactions • funneling of whales
  27. 27. Life should be lived as a game ☺

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