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                                grgetherh




                  Winning Business Models
                         Oscar Clark Evangelist
                            PapayaMobile Inc
Back to basics?

• General decline in Video Game
  Sales
• Average iOS developers
  generating only $2k in sales?
• Social Games revenues keep
  growing
• Facebook is not the only game in
  town
• Mobile offers unique 'mode of
  use'
Let's assume you have a good game


What is it and why will
 people pay?
•   Known brand or license?
•   One-time play or repeatable?
•   Game of skill?
•   Narrative or creative journey?
•   Social/viral elements?
Who are your players?

Different Players buy for
 different reasons
• Collector:                  Collector   Competitor

  – "Got to catch them all"
• Explorer:
  – "Where can I go today?"
• Socialiser:
  – "I want to be popular"
• Competitor:                 Explorer
                                          Socialiser
  – "I'm going to Pwn ya!"
Only worth what people will pay

How are players going to
 pay?
•   Premium Pricing
•   Try Before Buy
•   Hybrid (Rent/Buy/Subscribe)
•   Free or Ad-Funded
•   Virtual in-game goods
•   Virtual creative goods
•   Extra Levels
•   Consumables
•   Gifting
•   Advertising
•   Offer wall
Pricing is everything


Maximise the
 opportunity
•   Purchases will be a barrier
•   Reduce the risk to the user
•   Understand Price Elasticity
•   Retrofitting is very difficult
Premium


Anticipation is
 everything
• Players have to crave your
  game
• Guarantees that players will
  pay to play
• You can't measure the
  players you turn away
• Only a select few can
  sustain this model
Advertising


Brand sponsored
 experiences
• Can be a vital revenue
  stream
• Media buying is getting
  much better
• Most effective when relevant
  to the game
• Needs to be increasingly
  smart
Freemium

1:10:100 Rule*
• Free-players are your data
  and marketing
• Make it easy to spend the
  first $1
• Offer goods to shoe off
  creativity and skill
• Consumable in-game items
  are key
• Make it possible to spend
  $100 or more


            * Apologies to Nick Lovell
Social interaction is vital

Other people give me
 reasons to spend
• Let me show off my
  achievements
• Gifting and Reciprocation
• Items gained must be
  desirable to others
Understand the True Fans

True Fans are happy to
 spend money
• Ensure that they get value
  for paying
• Don't break the Free Player
  experience
• Engage with your most
  valuable players
• Avoid the 'hangover'
Who are Papaya?

              13,611,930       1,050,000,000

                                                                    $16.45
                                                                         /




19
 0
                                                       37


     • Founded in 2008 with $22M raised through DCM and
     Keytone.
     • 90 staff with offices in San Francisco, London and Beijing
     • More than 80% of users come from US and Europe
     • Popular games earn more than $1 million per year
...in the end it's all about the game
Any Questions?




           Thank you :)




                   oscarclark@papayamobile.com
                             Twitter: @Athanateus

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Winning Business Models

  • 1. Papaya Logo.png grgetherh Winning Business Models Oscar Clark Evangelist PapayaMobile Inc
  • 2. Back to basics? • General decline in Video Game Sales • Average iOS developers generating only $2k in sales? • Social Games revenues keep growing • Facebook is not the only game in town • Mobile offers unique 'mode of use'
  • 3. Let's assume you have a good game What is it and why will people pay? • Known brand or license? • One-time play or repeatable? • Game of skill? • Narrative or creative journey? • Social/viral elements?
  • 4. Who are your players? Different Players buy for different reasons • Collector: Collector Competitor – "Got to catch them all" • Explorer: – "Where can I go today?" • Socialiser: – "I want to be popular" • Competitor: Explorer Socialiser – "I'm going to Pwn ya!"
  • 5. Only worth what people will pay How are players going to pay? • Premium Pricing • Try Before Buy • Hybrid (Rent/Buy/Subscribe) • Free or Ad-Funded • Virtual in-game goods • Virtual creative goods • Extra Levels • Consumables • Gifting • Advertising • Offer wall
  • 6. Pricing is everything Maximise the opportunity • Purchases will be a barrier • Reduce the risk to the user • Understand Price Elasticity • Retrofitting is very difficult
  • 7. Premium Anticipation is everything • Players have to crave your game • Guarantees that players will pay to play • You can't measure the players you turn away • Only a select few can sustain this model
  • 8. Advertising Brand sponsored experiences • Can be a vital revenue stream • Media buying is getting much better • Most effective when relevant to the game • Needs to be increasingly smart
  • 9. Freemium 1:10:100 Rule* • Free-players are your data and marketing • Make it easy to spend the first $1 • Offer goods to shoe off creativity and skill • Consumable in-game items are key • Make it possible to spend $100 or more * Apologies to Nick Lovell
  • 10. Social interaction is vital Other people give me reasons to spend • Let me show off my achievements • Gifting and Reciprocation • Items gained must be desirable to others
  • 11. Understand the True Fans True Fans are happy to spend money • Ensure that they get value for paying • Don't break the Free Player experience • Engage with your most valuable players • Avoid the 'hangover'
  • 12. Who are Papaya? 13,611,930 1,050,000,000 $16.45 / 19 0 37 • Founded in 2008 with $22M raised through DCM and Keytone. • 90 staff with offices in San Francisco, London and Beijing • More than 80% of users come from US and Europe • Popular games earn more than $1 million per year
  • 13. ...in the end it's all about the game
  • 14. Any Questions? Thank you :) oscarclark@papayamobile.com Twitter: @Athanateus

Editor's Notes

  1. Bartle types Achiever/explorer/socializer/killer