Poster Presentation at 42nd ISMS(INFORMS Marketing Science Conference), which is a renowned world-wide conference when it comes to marketing science & management
(http://meetings2.informs.org/wordpress/nationalharbor2020)
Marketing Resource Allocation Across Media Channels in the Game Industry(ISMS 1678)
1. Marketing Resource Allocation
across Media Channels in the Game Industry
ISMS 1678
Sejin Jang, Devsisters
Jeong-Eun Yoo, Hanyang University
Juhong Park, Devsisters
Hyun Shin, Hanyang University
2. Outline
Literature Review
Customer Lifetime Value (CLV) / Customer Equity (CE)
Resource Allocation
Data
Industry Background
Data Description
Methodology
Vector Auto-regressive (VAR) Modeling Approach
Model: Active User & Paying User
Results
Descriptive Statistics
Estimation & Empirical Findings
Conclusion
Summary of Findings
Implications & Future Research
3. Customer Lifetime Value / Customer Equity
Framework
Marketing aims at acquiring new users or retaining existing ones.
CLV/CE framework views customers as an asset where CLV considers how much
value a customer can generate, and CE is a sum of CLV of customers
(Dwyer, 1997; Gupta, Lehmann & Stuart, 2004; Reinartz & Kumar, 2003; Wiesel,
Skiera & Villanueva, 2008; Rust, Lemon & Zeithaml, 2004).
According to CLV/CE approach, marketing expenditure can be regarded as an
investment (Berger at al., 2002).
4. Resource Allocation
Prior researchers emphasized an importance of measuring ROI in terms of
advertising spending (Kripalano & Shapiro, 1973).
Optimal resource allocation of advertising spending matters (Mantrala, 1992).
How to better allocate marketing budget across media channels becomes an
important issue.
5. 본 자료는 데브시스터즈가 소유한 자산으로 외부 반출 및 수정을 엄격하게 금지합니다. 이를 어길 시에는 민.형사상 조치를 받을 수 있습니다.
Period
2016, Oct 17 ~ 2019, June 30 (weekly data, 139 weeks)
Country
South Korea
Metrics
Marketing spending, Paying users, Active users, Revenue
Marketing channel
Facebook, Google, Naver Webtoon
Exogenous (control)
Holiday, Game updates, Featured
Data
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6. The Vector Autoregressive (VAR) Modeling Approach
Long-run effectiveness of each channel can be computed as a form of an elasticity, using
impulse response function analyses (Dekimpe & Hanssens, 1995, 1999)
Endogeneity among variables can be captured
Exogenous variables can be considered
8. Results: Elasticity Analysis of Direct Acquisition Users
Marketing spending effects on the # of users (AU vs. PU)
Shock MKT_FB MKT_GG MKT_NW MKT_FB MKT_GG MKT_NW
Response AU_FB AU_GG AU_NW PU_FB PU_GG PU_NW
Elasticity 0.446 0.088 1.160 1.028 0.150 1.406
Per unit
46.108 7.535 28.053 46.108 7.535 28.053
88.605 28.118 27.664 5.351 0.175 0.624
Divided by shock
1.000 1.000 1.000 1.000 1.000 1.000
1.922 3.731 0.986 0.116 0.023 0.022
9. Conclusion: Summary of Findings
Marketing investment on Facebook works effectively for both AU and PU. Accordingly,
the ROI is higher compared with other channels. And the dollar value of one user is
also higher compared with other channels
Marketing investment on Google is effective for AU rather than PU, meaning that it is
not as profitable as expected
Marketing spending on Naver webtoon has a great influence on organic users and
organic revenue. In case of Naver, it was difficult to accurately measure the value of
one user due to the characteristics of the channel. Thus, the effect of the marketing
cost may have been underestimated so far.
Hello. This is Sejin Jang working at DevSisters. I am very pleased to present my research, “marketing resource allocation across media channels in the game industry”, with my colleagues at Hanyang University.
This is the outline of our presentation. Literature review, data, methodology. results, and conclusion will be discussed sequentially.
Our research starts from CLV/CE framework. Customer Lifetime Value or CLV framework consider customers as an asset which generate future cashflows. Thus CLV considers cashflows, retention rate, and discount rate to value customers.
Here we have another term, CE which is a sum of CLV. At last, these notions indicate that not every customer bring same value and we need to identify which groups or segments of consumers are more valuable to companies.
This indicates that optimal resource allocation is required since a group of consumer CLV can vary.
Therefore, this paper investigates how to allocate financial resources across marketing channels, since CLV or CE will be different upon channels.
If so, a company can invest their marketing budget more effectively.
We will measure a long-run effectiveness of marketing, and figure out how to better allocate their dollars in a competitive game industry.
We address resource allocation issue in mobile game industry, with a game; cookie run ovenbreak supported by Devsisters game company
Analyzing 139 weekly data, targeting at South Korea,
To analyze data, we adopt Vector Auto Regressive, VAR Modeling Approach
With this model, we can examine the long-run effectiveness of each channel as a form of an elasticity.
To compute long-run elasticities, we performed impulse response function.
This is mathematical expression with the VAR model
After regression, we analyze its coefficients by Impulse response function. Then we can obtain an elasticity of each channel.At this example, when it comes to marketing spending, we have different response of active users of each channel respectively.
By estimating elasticities upon each channel, we can ultimately distribute our resource properly.
Here I’ve attached summaries for your further reference due to 3-min limitation.