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The Future of Social Games:
... and how to be part of it
Kai Bolik, CEO GameDuell
Timeline of Social Games



                                           $50M



                                           $40M



                                           $30M



                                           $20M




                                           $10M




1980s      1990s      2000s        2010s
Social Graph “Powered“ Gameplay
Relevance of Social Graph by Genre

Mainstream
 Niche / Core              Resource + Sim




                    Solo                    Social Graph
Relevance of Social Graph by Genre

Mainstream                 Resource + Sim




                            Midcore
 Niche / Core




                    Solo                    Social Graph
Relevance of Social Graph by Genre

Mainstream                  Resource + Sim


                Casino




                             Midcore
 Niche / Core




                     Solo                    Social Graph
Relevance of Social Graph by Genre

Mainstream                  Resource + Sim
                                                   Arcade

                Casino




                             Midcore
 Niche / Core




                     Solo                    Social Graph
The Comeback of Arcade Games
          2009
          0%     2010
                 10%
                        2011
                        20%
                               2012
                               50%
Well-known Game Mechanics




                   1986
30 Years of Match-3 Games




                   1978
Lifecycle: Hit Game vs. Evergreen
70
     DAU (Mio)
60

50

40


30

20

10




 June 2009                                                                  June 2011




Source: http://www.voncoelln.com/eric/2011/07/06/zynga-making-4-4-cents-per-dau/
95% of Revenues from Virtual Goods
                             5%
             • Boosts        Ads
             • Energy
             • Lives
                       30%
                    Consumables               • Decorations
                                    65%       • Permanent
                                   Durables     Boosts
3% Whales = 80% Revenues



           <18
           7%     19-24
                  9%


49+ yrs            25-36
                           70%
 46%                19%

          37-48                  30%
          19%
„Games as a Service“ Drive Monetization
Analytics-Driven Optimization
Comeback of Advertising ?

               2011 U.S. Ad Spending vs. Consumer Time Spent




               TV       Print      Web       Radio     Mobile
Frictionless Payment = 5x More Revenue
accessible
Accessibility Drives Game Usage


                    Anytime
                  + Anywhere


              With
             Friends




                       Worldwide

          @Home
 only
Arcades
Closed Portals vs. Open APIs
                 Platforms   # of Games


                              100 – 1,000




                              > 3,000



                             >200,000



                             >250,000
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
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% higher
share of cross-
         cross-                       revenue                          retention
platform 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
Life should be lived
    as a game ☺

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Day1 0900 kai_bolik

  • 1. The Future of Social Games: ... and how to be part of it Kai Bolik, CEO GameDuell
  • 2.
  • 3.
  • 4.
  • 5.
  • 6. Timeline of Social Games $50M $40M $30M $20M $10M 1980s 1990s 2000s 2010s
  • 7.
  • 8.
  • 10. Relevance of Social Graph by Genre Mainstream Niche / Core Resource + Sim Solo Social Graph
  • 11. Relevance of Social Graph by Genre Mainstream Resource + Sim Midcore Niche / Core Solo Social Graph
  • 12. Relevance of Social Graph by Genre Mainstream Resource + Sim Casino Midcore Niche / Core Solo Social Graph
  • 13. Relevance of Social Graph by Genre Mainstream Resource + Sim Arcade Casino Midcore Niche / Core Solo Social Graph
  • 14. The Comeback of Arcade Games 2009 0% 2010 10% 2011 20% 2012 50%
  • 16. 30 Years of Match-3 Games 1978
  • 17. Lifecycle: Hit Game vs. Evergreen 70 DAU (Mio) 60 50 40 30 20 10 June 2009 June 2011 Source: http://www.voncoelln.com/eric/2011/07/06/zynga-making-4-4-cents-per-dau/
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23. 95% of Revenues from Virtual Goods 5% • Boosts Ads • Energy • Lives 30% Consumables • Decorations 65% • Permanent Durables Boosts
  • 24. 3% Whales = 80% Revenues <18 7% 19-24 9% 49+ yrs 25-36 70% 46% 19% 37-48 30% 19%
  • 25. „Games as a Service“ Drive Monetization
  • 26.
  • 28. Comeback of Advertising ? 2011 U.S. Ad Spending vs. Consumer Time Spent TV Print Web Radio Mobile
  • 29. Frictionless Payment = 5x More Revenue
  • 31. Accessibility Drives Game Usage Anytime + Anywhere With Friends Worldwide @Home only Arcades
  • 32. Closed Portals vs. Open APIs Platforms # of Games 100 – 1,000 > 3,000 >200,000 >250,000
  • 33.
  • 34. 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
  • 36. Connected across Time and Space Brands Social Graph Game Graph Virtual Economy Marketing
  • 37. Mobile facebook .com
  • 38. Mobile facebook .com
  • 39. Increasing +14% more +25% higher share of cross- cross- revenue retention platform 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
  • 40.
  • 41. Life should be lived as a game ☺