SlideShare a Scribd company logo
Business Model of Social Games
   TIGA Event - Casual Games Meetup
              (2012-Jan-25)


               Gerald Tan
       Co-Founder, COO (Head of Product)
3
GERALD TAN
Co-founder, COO (Head of Product)
Plumbee
Strategic Advisor Hooplo Media 2011

Independent Consultant 2011
Senior Product Manager / Producer Playfish (EA) 2009-2011

Finance and Business Manager Pogo.com and EA Online
Publishing (EA) 2007-2009

Financial Reporting and Control Manager EMI Group PLC
2004 - 2007

ICAEW Qualified Chartered Accountant
2002

gerald@plumbee.co.uk
Twitter: @tan_gerald
Each key metric is connected




                               5
Right
benchmarks
  is essential

          6
Different Business Models

Subscriptions   Freemium +       Lite         Freemium
                Advertising                        +
                  (Display)                Microtransactions




    Freemium + MTX : Most effective business model
                                                        7
Definitions                     Uses

         Freemium:                  Freemium:
 - use for free but premium   - low barrier entry point
     content chargeable

    Microtransactions:          Microtransactions:
- virtual items purchasable   - pay according to what
    for small amounts of         “perceived” value is
       real currency




                                                          8
Users
Social Games




         Mobile Games

Source: Mashable, Oct 2011                  10
Funnel


              Reach             size of audience

Acquisition + Liquidity        adding audience

          Retention           keeping audience

          Spenders        converting to spenders

           Revenue                   bottom line
#1   Reach




       12
Reach
                                                                                                 Reach
                                                                              Acquisition + Liquidity
                                                                                               Retention
                                                                                               Spenders

    MAU and DAU                                                                                Revenue




    Differs by genre
         Resources Mgt                      Casual                   Gaming / Casino
•   DAU big ranges (Cityville   •   “Real game mechanics”     •   “New-ish” category
    peaked at 100M,             •   Light and easy to get     •   Slotomania (1.7M),
    Millionaire City 2.5M,          into - casual player          DoubleDown Casino
    Restaurant City 5M)         •   Bubble Witch Saga             (1.1M), Bingo Blitz (0.9M)
•   Competitive genre –             (4.2M DAU and rising)     •   High ARPDAU
    most games are in this      •   Bejeweled Blitz (peaked   •   Older female skew
    category                        at 4.6M)
                                                                                                 13
#2   Acquisition and Liquidity




                           14
Reach


Acquisition and Liquidity
                                                    Acquisition + Liquidity
                                                                Retention
                                                                 Spenders
                                                                 Revenue


Paid Installs
          •   As low as $0.1 to start
          •   $1 to $3 depending on segments
          •   Auction based platform
          •   Scale and spend is punished




Viral Installs
          • k-factor ranges btw 10% to 25%
          • Good social games with strong
            viral hooks can be very high at start
          • Reach close to peak within 3 to 4
            months                                                 15
#3   Retention




                 16
Reach


                 Retention
                                                              Acquisition + Liquidity
                                                                          Retention
                                                                           Spenders
                                                                           Revenue

    Retention rates
•   Day 2 retention rates is crucial
•   Good games retain 35% to 40%
•   Overtime quality installs drops
•   Retention by level and on-boarding
    drop offs to prevent lapsing users




                                         Newbies and Veterans
                                           • Day 3 - 7, D14, D21, D30, D60 –
                                             there is a difference between
                                             newbies and veteran retention


                                                                             17
Newbie + Veteran Average Retention
Decay curve of a social game


                      Only 35% and 45% of users
  % returning users




                        Veterans
                       actually come back the
                                next day



                               Newbies




                         The rest lapse out
                                                  18
#4   Spenders




          19
Reach


 Spenders
                                                   Acquisition + Liquidity
                                                                Retention
                                                                Spenders
                                                                 Revenue
 Metrics
• Small % of spenders ( <5%)
• Depends on the product offering
• By genre ARPDAU is different

   Price



           $50               Small % of spenders will
                              generate most of the
             $20
                                    revenue
                       $5
                              $1

                   1% - 5%           95%+               No of users
                                                                      20
#5   Revenue




         21
Reach


Revenue
                                  Acquisition + Liquidity
                                              Retention
                                               Spenders
                                               Revenue




     DAU      ARPDAU




              Conversion
     DAU        rate
                           Spenders




   Spenders    ARPPU



                                                 22
Reach


Revenue
          Acquisition + Liquidity
                      Retention
                       Spenders
                       Revenue




                         23
24
Gerald Tan

gerald@plumbee.co.uk
twitter.com/tan_gerald




                         25

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Business Model of Social Games - Gerald Tan (2011-Jan-25)

  • 1. Business Model of Social Games TIGA Event - Casual Games Meetup (2012-Jan-25) Gerald Tan Co-Founder, COO (Head of Product)
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  • 4. GERALD TAN Co-founder, COO (Head of Product) Plumbee Strategic Advisor Hooplo Media 2011 Independent Consultant 2011 Senior Product Manager / Producer Playfish (EA) 2009-2011 Finance and Business Manager Pogo.com and EA Online Publishing (EA) 2007-2009 Financial Reporting and Control Manager EMI Group PLC 2004 - 2007 ICAEW Qualified Chartered Accountant 2002 gerald@plumbee.co.uk Twitter: @tan_gerald
  • 5. Each key metric is connected 5
  • 6. Right benchmarks is essential 6
  • 7. Different Business Models Subscriptions Freemium + Lite Freemium Advertising + (Display) Microtransactions Freemium + MTX : Most effective business model 7
  • 8. Definitions Uses Freemium: Freemium: - use for free but premium - low barrier entry point content chargeable Microtransactions: Microtransactions: - virtual items purchasable - pay according to what for small amounts of “perceived” value is real currency 8
  • 10. Social Games Mobile Games Source: Mashable, Oct 2011 10
  • 11. Funnel Reach size of audience Acquisition + Liquidity adding audience Retention keeping audience Spenders converting to spenders Revenue bottom line
  • 12. #1 Reach 12
  • 13. Reach Reach Acquisition + Liquidity Retention Spenders MAU and DAU Revenue Differs by genre Resources Mgt Casual Gaming / Casino • DAU big ranges (Cityville • “Real game mechanics” • “New-ish” category peaked at 100M, • Light and easy to get • Slotomania (1.7M), Millionaire City 2.5M, into - casual player DoubleDown Casino Restaurant City 5M) • Bubble Witch Saga (1.1M), Bingo Blitz (0.9M) • Competitive genre – (4.2M DAU and rising) • High ARPDAU most games are in this • Bejeweled Blitz (peaked • Older female skew category at 4.6M) 13
  • 14. #2 Acquisition and Liquidity 14
  • 15. Reach Acquisition and Liquidity Acquisition + Liquidity Retention Spenders Revenue Paid Installs • As low as $0.1 to start • $1 to $3 depending on segments • Auction based platform • Scale and spend is punished Viral Installs • k-factor ranges btw 10% to 25% • Good social games with strong viral hooks can be very high at start • Reach close to peak within 3 to 4 months 15
  • 16. #3 Retention 16
  • 17. Reach Retention Acquisition + Liquidity Retention Spenders Revenue Retention rates • Day 2 retention rates is crucial • Good games retain 35% to 40% • Overtime quality installs drops • Retention by level and on-boarding drop offs to prevent lapsing users Newbies and Veterans • Day 3 - 7, D14, D21, D30, D60 – there is a difference between newbies and veteran retention 17
  • 18. Newbie + Veteran Average Retention Decay curve of a social game Only 35% and 45% of users % returning users Veterans actually come back the next day Newbies The rest lapse out 18
  • 19. #4 Spenders 19
  • 20. Reach Spenders Acquisition + Liquidity Retention Spenders Revenue Metrics • Small % of spenders ( <5%) • Depends on the product offering • By genre ARPDAU is different Price $50 Small % of spenders will generate most of the $20 revenue $5 $1 1% - 5% 95%+ No of users 20
  • 21. #5 Revenue 21
  • 22. Reach Revenue Acquisition + Liquidity Retention Spenders Revenue DAU ARPDAU Conversion DAU rate Spenders Spenders ARPPU 22
  • 23. Reach Revenue Acquisition + Liquidity Retention Spenders Revenue 23
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