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The Future of Monetization? Driving Game & Content Development Elvin Li Founder & CEO Ryan Lou Biz Dev Partner Fiona Poh Marketing Mgr
About ZelRealm Commerce Tools for Social Game Developers Analysis Monetization Virtual Goods Management
Is this a cheat sheet?
Breakdown
Maturity of gaming niches Over expectations Social Games Steady growth MMOGs Mobile games PC,  Consoles games Consolidation
What’s Hot: Freemium Micro-Transactions:  ,[object Object]
 Virtual Currency,[object Object]
Virtual Currency
Brand sponsorships
Premium features
Virtual Gifting
Integration with real world transactions
 Tradable currency
Subscription
Pay for time
Peripheral Enticement
 Selling Branded Items from your site
 Retail (bricks & mortar)
Digital Distribution
In-Game Advertising
Around-Game Advertising
Advertgames
Try Before you Buy
Episodic Entertainment
Skill-Based Progressive Jackpots
Velvet Rope or Member's Club
 Foreign distribution deals
 User Generated Content
 Pay for Storage Spacehttp://news.cnet.com/8301-13846_3-9983073-62.html
What’s Hot: Hybrid Model Micro-Transaction + Subscription + Immersive Brand Advertising + Metered System + …. “Why get rid or alienate your current subscriber base?  Would you really cancel your current subscribers?” – LOGIN 2010, Fernando Paiz (DDO)
My Background Monetization
Understanding Monetization (Lifetime Value – User Acquisition Costs)  x scale = Profit Credit: Siqi Chen (Serious business)  How long people play   Conversion rates  Game dynamics   Marketing effectiveness  Flow of game Payments
Understanding Monetization (Lifetime Value – User Acquisition Costs)  x scale = Profit Credit: Siqi Chen (Serious business) Facebook killed virality Typically Ads (US$1.50 per user)  Multiple Platforms Cross promotion
Understanding Monetization (Lifetime Value – User Acquisition Costs)  x scale = Profit Credit: Siqi Chen (Serious business) Same problems as Web 2.0
Understanding Monetization (Lifetime Value – User Acquisition Costs)  x scale = Profit Credit: Siqi Chen (Serious business) Is about managing trade-offs
Understanding Monetization (Lifetime Value – User Acquisition Costs)  x scale = Profit Credit: Siqi Chen (Serious business) Is about managing trade-offs
Reducing leakages Make it simple to learn
Reducing leakages
Reducing leakages Yes, You need to make money Use Analytics ,[object Object]
Virality
 Entry/Exit
 Revisit rates
 Conversions,[object Object]
Getting ‘em addicted
The social gaming industry 	Predictions Growing industry (like blogging before) Where’s the innovation? Every game will be social
Why Free To Play? Symptom of worldwide recession Users as a KPI (Funding / Acquisition)  Bigger upside Doesn’t require big spike
Excuse me, are you a gamer?

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Future of Monetizing Social Games

Editor's Notes

  1. Elvin’s slide
  2. Elvin’s slide (What we do)
  3. Overall, users under 25 make up 72.5% of all Facebook users in that country, with more women in the younger categories than men.But, men make up most of Facebook’s Indonesian users. What age group are do most of them fall into? A large percentage of men fall in to the 26 – 34 age group, with a sharp dropoff after that.Notably, older demographics barely register a blip, with users over 35 making up just 8.9% of the total userbase.http://www.insidesocialgames.com/2010/06/09/whos-using-facebook-around-the-world-the-demographics-of-facebooks-top-15-country-markets/
  4. Listed above, you can see the top five individual spenders within Social Gold’s network. According to the company, most whales are “pretty single-minded” — meaning that you can assume most of them spent their money in a single, beloved game. And to give perspective, we’ve included the average for all spenders.The amount these leading whales are paying out looks pretty shocking, but whales are not strictly a new phenomenon. Before social gaming took off, there were casual game players spending profligately on their favorite titles; for instance, several years ago Andrew Busey of Duels.com (now part of Challenge Games, which just got bought by Zynga) told me that his game had attracted a set of hedge fund employees who competed to out-spend each other, paying over a thousand dollars each for armor and weapons.
  5. But social gaming on Facebook has rocketed the casual market into the stratosphere, not only in terms of how many people are playing, but also in spending levels. What’s really surprising about the above figures is not just that someone would pay as much for virtual goods as they might spend on a new car, but that Social Gold tracked these five spenders over a period of just six months, since last November.
  6. Multiple media,exchangable currencies