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Getting Big on Facebook: A Case Study
Dan Laughlin • Executive Director, Business Development
Agenda


         6L Intro

         Facebook Growth Strategies

         Case Study: Mystery Manor

         Q&A
About Me

Dan Laughlin is Executive Director, Business Development at 6waves
Lolapps (6L):

• Responsible for growing the company’s global portfolio of developer
  partnerships for social and mobile.

• Previously at Microsoft Game Studios as a Lead Producer and a Senior
  Business Development Manager.

• Before entering the industry, spent time at Thomson Reuters and
  MarketOne International.

• Holds an MBA from the Kellogg School of Management at Northwestern
  University, and a BA from the University of Colorado, Boulder.
About Us
6L…

 A network with tens of millions of users multiple platforms
 Games from over 50 global partners
 Expanding its strategy to mobile
 Providing critical services to developers :

   Distribution             Marketing           Localization


                  Hosting           Game Advisory
Our Network Size

25 MILLION
Monthly Active Users

3.7 MILLION
Daily Active Users
Top Games We Have Published

6L has helped scale many games across a
range of genres

Peak 1M+ MAU Titles on Facebook:
 Ravenskye City         Animal Paradise
 Airport City           Resort World
 Zombie Island          Simply Hospital
 Baby & Me              Big Business
 Mystery Manor          Birdland
 Ravenwood Fair         Legacy of Rome
 Mall World             Spartacus: The Game
 Kingdoms of Camelot    My Fishbowl
Russia / Eastern Europe

The region is extremely important to 6L

 Existing 6L Partners: Game Insight, Vizor Interactive, Signus
  Labs, Playrix, Drimmi, Redspell, Can’t Stop
  Games, iLogos, iEvoTech, OSA


 We are seeking to expand our presence in the region and bring
  more Russian games to a global audience


 6L now has full-time representation in Moscow!
    Alexey Shcherbakov, Director of Business Development
Facebook Growth Strategies
Click Exchange

Click exchanges are effective on a small scale, as growth is
bounded by the size of the game joining the exchange.




  Credits can be purchased to engage    Traffic quality should be
   more actively in exchanges             monitored closely
Self Publishing

Long-term company goals and financial strategy should
inform if self-publishing is the appropriate strategy

 Key Considerations:
   1. Capital to fund expensive user acquisition
   2. Headcount and mindshare for marketing
   3. Time to build marketing effectiveness
   4. Ability to distribute globally
   5. Desire to own End Users and build a network
Publishing Partnerships
Publishing is an increasingly relevant model on Facebook
 Key Benefits                              Established:
    Network for cross-promotion
    Funds for user acquisition
    Marketing efficiency
    Localization / regional knowledge
    Studio focuses on development          Starting Up:
 Key Tradeoffs
    Revenue share
    Exclusivity
    Competition versus rest of portfolio
    End User data ownership
Case Study: Mystery Manor
The Partnership
 Focusing on its strengths in game production
  and Russian markets, Game Insight partnered
  with 6L to grow on Facebook

 With six titles from Game Insight’s talented
  developers, the partnership has yielded a
  collective peak of 14M MAU on Facebook:
    1. Mystery Manor (3.8M)
    2. Resort World (3.5M)
    3. Airport City (2.8M)
    4. Big Business (2.2M)
    5. Vegas (1.1M)
    6. My Country (0.6M)

 Multiple titles also launched on Mixi and
  Yabage social networks in Japan
Mystery Manor: Game Overview




For ten months 6L and Game Insight have worked closely
to evolve and grow Mystery Manor (MM):
   •   The first major Hidden Object release on Facebook
   •   Gameplay built around the free2play model
   •   High quality art
   •   Consistent content and feature updates
MM Pre-Launch Planning

6L Product Management worked
 with MM producers to build
 towards full global launch:

  1. Iterate on game feature roadmap
  2. Review game
     flow, tutorial, virality, etc
  3. Localization start
  4. Hosting / Scaling plan
  5. User acquisition planning
  6. Facebook platform changes (e.g. early
     tester of “fluid canvas”)
Phased User Growth

 6L has spent millions of dollars promoting Mystery Manor
 6L cross-promotion and email campaigns drive “soft
  money” installs

                   Quality EN      Test EN         Full EN
Cross-sell Test                                                  Localized       email
                   Cross-sell        Paid           Paid
    Traffic                                                     Acquisition    Campaigns
                    Traffic       Acquisition    Acquisition
 SE Asia          US, UK,         ~$10K          Spending      Localized       200M+
 Turkey                         test spend        tens of      ad copy /        emails
                  Aus/NZ                        thousands       images           per
                                                  per day                     campaign
Expanding the Addressable Market

Mystery Manor in 10 languages:
  Live:
   Russian, English, Chinese, Japa
   nese, French, Italian, German, T
   urkish
  In development:
   Portuguese, Arabic, Thai
  6L manages translation and
   shares costs with developers
  6L employs native speakers for
   final quality assurance tests
Ongoing Development
Continuous development allows 6L to
sustain marketing:
 Feature Development – monetization
  improvement shows impact of an
  improving game
 Content Releases – Healthy retention
  and revenue spikes due to predictable
  content releases
User Acquisition
 The 6L user acquisition team employs
  marketers, analysts, artists, and programmers in San Francisco
  and Hong Kong.
 Internally developed tools and processeses analyze spend
  efficiency and cohort performance.
 Mystery Manor Marketing:
    Continuous A/B testing
    200+ pieces of art
    25+ variations of ad copy – each in 7 current languages
    Extensive keyword targeting
The Results: Sustained Success
Mystery Manor: What Worked

1) A close relationship
2) Constant product improvement
3) Evolved targeting
4) Marketing coordinated with product updates
5) Translated content and ad copy
6) Cross-promotion and email campaigns
7) Spending big to acquire users
THANK YOU!
Contacts:
• Alexey.Shcherbakov@6waves.com
• BD@6waves.com

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Growing Big on Facebook: A Case Study - Dan Laughlin - 6waves Lolapps

  • 1. Getting Big on Facebook: A Case Study Dan Laughlin • Executive Director, Business Development
  • 2. Agenda 6L Intro Facebook Growth Strategies Case Study: Mystery Manor Q&A
  • 3. About Me Dan Laughlin is Executive Director, Business Development at 6waves Lolapps (6L): • Responsible for growing the company’s global portfolio of developer partnerships for social and mobile. • Previously at Microsoft Game Studios as a Lead Producer and a Senior Business Development Manager. • Before entering the industry, spent time at Thomson Reuters and MarketOne International. • Holds an MBA from the Kellogg School of Management at Northwestern University, and a BA from the University of Colorado, Boulder.
  • 5. 6L…  A network with tens of millions of users multiple platforms  Games from over 50 global partners  Expanding its strategy to mobile  Providing critical services to developers : Distribution Marketing Localization Hosting Game Advisory
  • 6. Our Network Size 25 MILLION Monthly Active Users 3.7 MILLION Daily Active Users
  • 7. Top Games We Have Published 6L has helped scale many games across a range of genres Peak 1M+ MAU Titles on Facebook:  Ravenskye City  Animal Paradise  Airport City  Resort World  Zombie Island  Simply Hospital  Baby & Me  Big Business  Mystery Manor  Birdland  Ravenwood Fair  Legacy of Rome  Mall World  Spartacus: The Game  Kingdoms of Camelot  My Fishbowl
  • 8. Russia / Eastern Europe The region is extremely important to 6L  Existing 6L Partners: Game Insight, Vizor Interactive, Signus Labs, Playrix, Drimmi, Redspell, Can’t Stop Games, iLogos, iEvoTech, OSA  We are seeking to expand our presence in the region and bring more Russian games to a global audience  6L now has full-time representation in Moscow!  Alexey Shcherbakov, Director of Business Development
  • 10. Click Exchange Click exchanges are effective on a small scale, as growth is bounded by the size of the game joining the exchange.  Credits can be purchased to engage  Traffic quality should be more actively in exchanges monitored closely
  • 11. Self Publishing Long-term company goals and financial strategy should inform if self-publishing is the appropriate strategy  Key Considerations: 1. Capital to fund expensive user acquisition 2. Headcount and mindshare for marketing 3. Time to build marketing effectiveness 4. Ability to distribute globally 5. Desire to own End Users and build a network
  • 12. Publishing Partnerships Publishing is an increasingly relevant model on Facebook  Key Benefits Established:  Network for cross-promotion  Funds for user acquisition  Marketing efficiency  Localization / regional knowledge  Studio focuses on development Starting Up:  Key Tradeoffs  Revenue share  Exclusivity  Competition versus rest of portfolio  End User data ownership
  • 14. The Partnership  Focusing on its strengths in game production and Russian markets, Game Insight partnered with 6L to grow on Facebook  With six titles from Game Insight’s talented developers, the partnership has yielded a collective peak of 14M MAU on Facebook: 1. Mystery Manor (3.8M) 2. Resort World (3.5M) 3. Airport City (2.8M) 4. Big Business (2.2M) 5. Vegas (1.1M) 6. My Country (0.6M)  Multiple titles also launched on Mixi and Yabage social networks in Japan
  • 15. Mystery Manor: Game Overview For ten months 6L and Game Insight have worked closely to evolve and grow Mystery Manor (MM): • The first major Hidden Object release on Facebook • Gameplay built around the free2play model • High quality art • Consistent content and feature updates
  • 16. MM Pre-Launch Planning 6L Product Management worked with MM producers to build towards full global launch: 1. Iterate on game feature roadmap 2. Review game flow, tutorial, virality, etc 3. Localization start 4. Hosting / Scaling plan 5. User acquisition planning 6. Facebook platform changes (e.g. early tester of “fluid canvas”)
  • 17. Phased User Growth  6L has spent millions of dollars promoting Mystery Manor  6L cross-promotion and email campaigns drive “soft money” installs Quality EN Test EN Full EN Cross-sell Test Localized email Cross-sell Paid Paid Traffic Acquisition Campaigns Traffic Acquisition Acquisition SE Asia US, UK, ~$10K Spending Localized 200M+ Turkey test spend tens of ad copy / emails Aus/NZ thousands images per per day campaign
  • 18. Expanding the Addressable Market Mystery Manor in 10 languages:  Live: Russian, English, Chinese, Japa nese, French, Italian, German, T urkish  In development: Portuguese, Arabic, Thai  6L manages translation and shares costs with developers  6L employs native speakers for final quality assurance tests
  • 19. Ongoing Development Continuous development allows 6L to sustain marketing:  Feature Development – monetization improvement shows impact of an improving game  Content Releases – Healthy retention and revenue spikes due to predictable content releases
  • 20. User Acquisition  The 6L user acquisition team employs marketers, analysts, artists, and programmers in San Francisco and Hong Kong.  Internally developed tools and processeses analyze spend efficiency and cohort performance.  Mystery Manor Marketing:  Continuous A/B testing  200+ pieces of art  25+ variations of ad copy – each in 7 current languages  Extensive keyword targeting
  • 22. Mystery Manor: What Worked 1) A close relationship 2) Constant product improvement 3) Evolved targeting 4) Marketing coordinated with product updates 5) Translated content and ad copy 6) Cross-promotion and email campaigns 7) Spending big to acquire users