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My Game’s A Hit…Now What Do I Do?

           Marianna Polyakova
     Director of Product Management
                  PlayFirst




              PlayFirst Confidential
Product Management Update


    Who is PlayFirst?

       Plan and Benchmark

        Live Operations

       Finding the Problem(s)

    Control the Information

2           PlayFirst Confidential
• Global Leader in Mobile Family Entertainment
• 650,000,000 Diner Dash Downloads LTD
• Over 40 Games in iTunes
• iOS users are over 70% female, highly engaged

      #2     #2   #8       #15          #13      #16    #4   #1




      #13   #22    #9        #4          #8       #15




                        PlayFirst Confidential
Carefully Planned Features
                  3+ Years in the App Store,
                 200+ Updates for Key Titles




                                                                 UX
                                                             Optimization
V.2.0       Game Center                    Retina   FREE


    IAP Venues            IAP Currency                     Universal



        2010                              2011                2012
                           PlayFirst Confidential
Plan and Benchmark




    PlayFirst Confidential
Map Your Benchmarks and Plan

• Gather Data!!
• Set Key Performance Indicators (KPIs)
   • Retention
   • Monetization
   • Virality (w/ Social Features)
• Map User Experience
   • Level Ramp
   • Economic Balance
   • Feature Interaction


                           PlayFirst Confidential
Live Operations




  PlayFirst Confidential
PlayFirst Metrics Driven Approach

                                                                        Optimized
   Design, Features,
   Economic Model
                            Analysis                 A/B Test        Design, Features,
                                                                          Model
• Assumptions about    • Actual vs. Model    • Price Sensitivity   • Price
  Player Behavior      • Player Income       • Currency Sinks      • Time vs Money
                       • Spending            • Time Delay          • Value Proposition
                         Patterns            • Product             • New Assumptions
                       • Balances              Placement             about Player
                       • Pinch Points        • Spending Habits       Behavior




                                 PlayFirst Confidential
Finding the Problem(s)




     PlayFirst Confidential
First User Experience




                                    Player Tutorial Retention




     1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32

                                             V1       V2


10                                PlayFirst Confidential
UI/UX Iteration




Diner Dash, 2010                              Diner Dash, 2012




                     PlayFirst Confidential
UI/UX Iteration

        Monetization: ARPDAU
                                                • Top of the Funnel

                                                • Conversion Points

                                                • Additional Monetization
                  1                                    • Venue & Currency Bundles
       20% Increase in Revenues

       Diner Dash Optimized                                Diner Dash Optimized
Level 1
       Retention                                           Conversion
+68%                                                             Level 4                 Level 7
                                                                 +351%                   +229%




                                               Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7


                                  PlayFirst Confidential
Control the User Experience




        PlayFirst Confidential
Economy Tuning

                    Mall Stars ARPU by Level
$0.80
$0.70
$0.60
$0.50
$0.40
$0.30
$0.20
$0.10
  $-
        10   11            12                    13   14   15

                  Mall Stars Conversion by Level
3.00%

2.50%

2.00%

1.50%

1.00%

0.50%

0.00%
        10   11           12                     13   14   15


                          pre tune   post tune


                          PlayFirst Confidential
A/B Testing

                    Mall Stars AB Test: Currency Sunk/DAU
40

35

30

25

20

15

10

5

0
         1   2            3                4                   5       6       7




                 Mall Stars AB Test: Currency Purchased/DAU
200
180
160
140
120
100
 80
 60
 40
 20
     0
         1   2            3                4               5       6       7


                              variant   total population


                              PlayFirst Confidential
Key Objectives to Sustaining Success


• Set Benchmarks
• Map user experience
• Analyze Data
• Test, Tune, and Iterate!!

                  PlayFirst Confidential
Thank You!




 Marianna Polyakova
 Email: mpolyakova@playfirst.com
 Skype: marianna_polyakova




17                                  PlayFirst Confidential

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My Game's A Hit... Now What Do I Do?

  • 1. My Game’s A Hit…Now What Do I Do? Marianna Polyakova Director of Product Management PlayFirst PlayFirst Confidential
  • 2. Product Management Update Who is PlayFirst? Plan and Benchmark Live Operations Finding the Problem(s) Control the Information 2 PlayFirst Confidential
  • 3. • Global Leader in Mobile Family Entertainment • 650,000,000 Diner Dash Downloads LTD • Over 40 Games in iTunes • iOS users are over 70% female, highly engaged #2 #2 #8 #15 #13 #16 #4 #1 #13 #22 #9 #4 #8 #15 PlayFirst Confidential
  • 4. Carefully Planned Features 3+ Years in the App Store, 200+ Updates for Key Titles UX Optimization V.2.0 Game Center Retina FREE IAP Venues IAP Currency Universal 2010 2011 2012 PlayFirst Confidential
  • 5. Plan and Benchmark PlayFirst Confidential
  • 6. Map Your Benchmarks and Plan • Gather Data!! • Set Key Performance Indicators (KPIs) • Retention • Monetization • Virality (w/ Social Features) • Map User Experience • Level Ramp • Economic Balance • Feature Interaction PlayFirst Confidential
  • 7. Live Operations PlayFirst Confidential
  • 8. PlayFirst Metrics Driven Approach Optimized Design, Features, Economic Model Analysis A/B Test Design, Features, Model • Assumptions about • Actual vs. Model • Price Sensitivity • Price Player Behavior • Player Income • Currency Sinks • Time vs Money • Spending • Time Delay • Value Proposition Patterns • Product • New Assumptions • Balances Placement about Player • Pinch Points • Spending Habits Behavior PlayFirst Confidential
  • 9. Finding the Problem(s) PlayFirst Confidential
  • 10. First User Experience Player Tutorial Retention 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 V1 V2 10 PlayFirst Confidential
  • 11. UI/UX Iteration Diner Dash, 2010 Diner Dash, 2012 PlayFirst Confidential
  • 12. UI/UX Iteration Monetization: ARPDAU • Top of the Funnel • Conversion Points • Additional Monetization 1 • Venue & Currency Bundles 20% Increase in Revenues Diner Dash Optimized Diner Dash Optimized Level 1 Retention Conversion +68% Level 4 Level 7 +351% +229% Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 PlayFirst Confidential
  • 13. Control the User Experience PlayFirst Confidential
  • 14. Economy Tuning Mall Stars ARPU by Level $0.80 $0.70 $0.60 $0.50 $0.40 $0.30 $0.20 $0.10 $- 10 11 12 13 14 15 Mall Stars Conversion by Level 3.00% 2.50% 2.00% 1.50% 1.00% 0.50% 0.00% 10 11 12 13 14 15 pre tune post tune PlayFirst Confidential
  • 15. A/B Testing Mall Stars AB Test: Currency Sunk/DAU 40 35 30 25 20 15 10 5 0 1 2 3 4 5 6 7 Mall Stars AB Test: Currency Purchased/DAU 200 180 160 140 120 100 80 60 40 20 0 1 2 3 4 5 6 7 variant total population PlayFirst Confidential
  • 16. Key Objectives to Sustaining Success • Set Benchmarks • Map user experience • Analyze Data • Test, Tune, and Iterate!! PlayFirst Confidential
  • 17. Thank You! Marianna Polyakova Email: mpolyakova@playfirst.com Skype: marianna_polyakova 17 PlayFirst Confidential

Editor's Notes

  1. Mention iOS 6 Integration
  2. PURPOSE: Communicate that while new content is important, you cannot have sustained performance without a strong foundation that include a metrics driven approach to live game ops. Components include: Start with a Strong Economic Model that includes assumptions on how players will behaveConstantly analyze performance and create new theories & assumptionsA/B Test New Optimized model and start againContent Can Help Monetization But a Strong Foundation and an Iterative Process is most important to strong Monetization
  3. NASA Curiosity
  4. Set benchmarksReview dataZero in on ProblemIterate
  5. PURPOSE: Communicate how User Experience Optimization can significantly impact monetization. Improvements to ARPDAU impacted by the following: Better Retention at the Top of the FunnelOptimized Conversion Points for the Free version of the gameAdd additional options for players to monetize
  6. AB Test on Price Tuning for 7 days illustrates how variant group had sunk more existing currency and converted at higher bundlesNote: This was a multivariate A/B Test…which we are finding is much more effective than single A/B tests.