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  info@scientificrevenue.com 1
How	
  to	
  Design	
  Annuities
Ted Verani, VP of Business Development
Pocket Gamer Connects, San Francisco
©	
  2017.	
  Company	
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  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 2
Scientific	
  Revenue	
  is	
  a	
  machine-­‐‑
learning	
  based	
  dynamic	
  pricing	
  
platform	
  for	
  in-­‐‑app	
  purchases
©	
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  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 3
The	
  magic	
  of	
  selling	
  the	
  same	
  
thing	
  at	
  different	
  price	
  points
How	
  much	
  is	
  the	
  large	
  human	
  
bridle	
  worth?
The	
  difference	
  goes	
  straight	
  to	
  the	
  
bottom	
  line.	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 4
Background
©	
  2017.	
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  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 5
Typical	
  Game
• Your	
  conversion	
  is	
  between	
  .5%	
  and	
  3%
• ¼	
  to	
  ½	
  of	
  your	
  purchasers	
  buy	
  something	
  in	
  the	
  
first	
  two	
  days
• Somewhere	
  between	
  !
"⁄ and	
  $
"⁄ of	
  your	
  players	
  don’t	
  visit	
  
the	
  coin	
  store	
  at	
  all.	
  
• You	
  have	
  a	
  lot	
  of	
  people	
  who	
  will	
  never	
  purchase,	
  
but	
  who	
  will	
  play	
  the	
  game	
  for	
  a	
  extended	
  period	
  
of	
  time
• Some	
  of	
  them	
  have	
  money!
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 6
Classifying	
  Players
Long	
  Term	
  Players
Purchasers
First	
  Day	
  Purchasers
Impulse	
  Purchasers	
  
(“unplanned	
  
purchases”)
©	
  2017.	
  Company	
  Confidential	
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  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 7
How	
  do	
  we	
  reach	
  players	
  that	
  don’t	
  
buy	
  on	
  impulse?	
  
©	
  2017.	
  Company	
  Confidential	
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  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 8
Inspiration
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  info@scientificrevenue.com 9
More	
  Inspiration:	
  Daily	
  Login	
  Rewards
©	
  2017.	
  Company	
  Confidential	
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  Not	
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  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 10
What	
  is	
  an	
  Annuity?	
  
©	
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  info@scientificrevenue.com 11
http://www.gamasutra.com/blogs/WilliamGrosso/20170612/297723/How_to_Des
ign_an_Annuity.php
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  2017.	
  Company	
  Confidential	
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  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 12
Example:	
  	
  “Gold	
  Pass”	
  in	
  Nitro	
  Nation	
  
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  info@scientificrevenue.com 13
How	
  to	
  design	
  an	
  Annuity	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 14
KEY	
  GOAL:	
  Little	
  or	
  No	
  Cannibalization
• Annuities	
  should	
  NOT	
  replace	
  regular	
  IAP	
  spend
• Done	
  properly,	
  they	
  cause	
  grinders	
  to	
  become	
  spenders
• Done	
  properly,	
  they	
  often	
  increase	
  demand	
  for	
  goods	
  and	
  
currency	
  (teaser	
  /	
  taste	
  model)
• Add	
  people	
  to	
  the	
  conversion	
  pool	
  and	
  to	
  the	
  
long-­‐‑term	
  retention	
  pool
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 15
The	
  Simplest	
  Annuity	
  That	
  Actually	
  Works
• First,	
  implement	
  a	
  daily	
  reward	
  system	
  based	
  on	
  
currency
• Make	
  sure	
  it	
  works,	
  and	
  brings	
  people	
  back
• Make	
  sure	
  it	
  doesn’t	
  cannibalize	
  revenue
• On	
  a	
  selective	
  basis,	
  offer	
  to	
  double	
  the	
  daily	
  
login	
  reward for	
  fixed	
  price	
  to	
  people	
  who	
  have	
  
high	
  engagement	
  and	
  are	
  unlikely	
  to	
  buy	
  anything
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 16
How	
  to	
  Design	
  (more	
  complex)	
  Annuities
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 17
Things	
  You	
  Must	
  Know	
  About	
  Your	
  Game
• Lifetime	
  Spending	
  Caps
• Is	
  it	
  possible	
  to	
  “Buy	
  the	
  game”
• Difficulty	
  of	
  Obtaining	
  Currency	
  
• If	
  easy	
  to	
  get	
  by	
  playing	
  then	
  hard	
  to	
  charge	
  	
  
• Minimum	
  Values
• Daily	
  Login	
  Bonuses
• Easily	
  earned	
  currency	
  amounts	
  (typical	
  daily	
  earn)
• Maximum	
  Values
• Average	
  daily	
  spend
• Typical	
  “medium	
  end”	
  purchase	
  
• Annuities	
  shouldn’t	
  cover	
  your	
  spend	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 18
Design	
  Considerations	
  for	
  Annuity
1. Duration
Needs	
  to	
  be	
  long	
  enough	
  to	
  delay	
  most	
  of	
  the	
  reward
2. Confirmation	
  
Need	
  to	
  click	
  something	
  to	
  get	
  the	
  reward	
  
3. Deliverables	
  
Virtual	
  currency	
  is	
  a	
  safe	
  and	
  easy	
  option	
  
4. Delivery	
  Schedules	
  
Deliver	
  the	
  same	
  amount	
  of	
  currency	
  every	
  day	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 19
Design	
  Considerations	
  for	
  Annuity	
  (cont)
5. Discount	
  Level	
  
Should	
  be	
  substantial	
  discount	
  from	
  what	
  would	
  pay	
  in	
  store
6. Availability	
  
Make	
  it	
  available	
  intermittently	
  on	
  randomized	
  schedule	
  
7. Stackability
Do	
  not	
  let	
  people	
  purchase	
  or	
  receive	
  multiple	
  annuities	
  
simultaneously
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 20
Pulling	
  it	
  together	
  …..
Things	
  you	
  already	
  know….	
  	
  (min	
  and	
  max	
  value)	
  
• For	
  general	
  players,	
  annuity	
  should	
  be	
  193	
  coins
• Make	
  it	
  200	
  because	
  the	
  difference	
  is	
  small	
  and	
  200	
  is	
  
psychologically	
  more	
  friendly	
  
What	
  is	
  the	
  cost?	
  	
  
• You	
  know	
  it	
  is	
  200	
  coins	
  x	
  28	
  days(Duration),	
  which	
  is	
  5600	
  
coins	
  in	
  total	
  
• Take	
  the	
  Black	
  Friday	
  Exchange	
  Rate,	
  which	
  is	
  $.004	
  for	
  
single	
  coin	
  
• Then,	
  the	
  annuity	
  cost	
  is	
  5600	
  x	
  $.004	
  =	
  $22.40	
  
• Which	
  is	
  $19.99	
  once	
  you	
  make	
  it	
  psychologically	
  friendly	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 21
The	
  Monetisation Design	
  Library
• On	
  How	
  to	
  Design	
  an	
  Annuity	
  
http://www.gamasutra.com/blogs/WilliamGrosso/20170612/297723/How_to_Design_an_Annuity.php
• On	
  Future	
  of	
  IAP	
  Monetization	
  
http://www.gamasutra.com/blogs/WilliamGrosso/20170510/297722/The_Future_of_IAP_Monetization_i
n_Mobile_Games.php
• On	
  Pay	
  to	
  Win	
  Strategies.	
  
http://www.gamasutra.com/blogs/WilliamGrosso/20161102/284598/Looking_at_Pay_to_Win.php
• On	
  Daily	
  Login	
  Bonuses.	
  
http://www.gamasutra.com/blogs/WilliamGrosso/20160613/274759/The_Science__Craft_of_Designing_D
aily_Rewards__and_Why_FTP_Games_Need_Them.php
• On	
  Annuities.
http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase_Your_FreetoPlay_
Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuities.php
• Our	
  IAP	
  Survey.
http://www.pocketgamer.biz/data-­‐‑and-­‐‑research/63436/scientific-­‐‑revenue-­‐‑survey/	
  and	
  
http://www.scientificrevenue.com/iap-­‐‑survey/
• On	
  Feeder	
  Apps.	
  
http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑turn-­‐‑free-­‐‑viral-­‐‑apps-­‐‑into-­‐‑feeder-­‐‑apps-­‐‑that-­‐‑actually-­‐‑
make-­‐‑money/
• On	
  Powerup Design.
http://www.scientificrevenue.com/blog-­‐‑posts/rescues-­‐‑buffs-­‐‑skips-­‐‑how-­‐‑to-­‐‑design-­‐‑mobile-­‐‑game-­‐‑power-­‐‑
ups-­‐‑for-­‐‑optimal-­‐‑iap/
• On	
  Payment	
  Wall	
  Design.
http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑design-­‐‑an-­‐‑in-­‐‑app-­‐‑purchase-­‐‑paywall-­‐‑that-­‐‑earns-­‐‑
you-­‐‑money-­‐‑without-­‐‑annoying-­‐‑your-­‐‑players/	
  
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 22
Continuing	
  the	
  Conversation
Twitter:
SciRev Resources	
  Page
http://www.scientificrevenue.com/resources
SciRev Blog:	
  
http://www.scientificrevenue.com/blog/
Excellent	
  Mailing	
  Lists:	
  
https://mailman.stanford.edu/mailman/listinfo/gsb-­‐‑videogames
https://gaminginsiders.mobilize.io/users/sign_in
https://twitter.com/SciRevenue
©	
  2017.	
  Company	
  Confidential	
  and	
  Not	
  for	
  Redistribution.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  info@scientificrevenue.com 23
Thank	
  You	
  
Ted Verani, VP of Business Development
ted@scientificrevenue.com

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On Annuity Design - Pocket Gamer San Francisco 2017

  • 1. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 1 How  to  Design  Annuities Ted Verani, VP of Business Development Pocket Gamer Connects, San Francisco
  • 2. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 2 Scientific  Revenue  is  a  machine-­‐‑ learning  based  dynamic  pricing   platform  for  in-­‐‑app  purchases
  • 3. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 3 The  magic  of  selling  the  same   thing  at  different  price  points How  much  is  the  large  human   bridle  worth? The  difference  goes  straight  to  the   bottom  line.  
  • 4. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 4 Background
  • 5. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 5 Typical  Game • Your  conversion  is  between  .5%  and  3% • ¼  to  ½  of  your  purchasers  buy  something  in  the   first  two  days • Somewhere  between  ! "⁄ and  $ "⁄ of  your  players  don’t  visit   the  coin  store  at  all.   • You  have  a  lot  of  people  who  will  never  purchase,   but  who  will  play  the  game  for  a  extended  period   of  time • Some  of  them  have  money!
  • 6. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 6 Classifying  Players Long  Term  Players Purchasers First  Day  Purchasers Impulse  Purchasers   (“unplanned   purchases”)
  • 7. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 7 How  do  we  reach  players  that  don’t   buy  on  impulse?  
  • 8. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 8 Inspiration
  • 9. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 9 More  Inspiration:  Daily  Login  Rewards
  • 10. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 10 What  is  an  Annuity?  
  • 11. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 11 http://www.gamasutra.com/blogs/WilliamGrosso/20170612/297723/How_to_Des ign_an_Annuity.php
  • 12. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 12 Example:    “Gold  Pass”  in  Nitro  Nation  
  • 13. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 13 How  to  design  an  Annuity  
  • 14. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 14 KEY  GOAL:  Little  or  No  Cannibalization • Annuities  should  NOT  replace  regular  IAP  spend • Done  properly,  they  cause  grinders  to  become  spenders • Done  properly,  they  often  increase  demand  for  goods  and   currency  (teaser  /  taste  model) • Add  people  to  the  conversion  pool  and  to  the   long-­‐‑term  retention  pool
  • 15. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 15 The  Simplest  Annuity  That  Actually  Works • First,  implement  a  daily  reward  system  based  on   currency • Make  sure  it  works,  and  brings  people  back • Make  sure  it  doesn’t  cannibalize  revenue • On  a  selective  basis,  offer  to  double  the  daily   login  reward for  fixed  price  to  people  who  have   high  engagement  and  are  unlikely  to  buy  anything
  • 16. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 16 How  to  Design  (more  complex)  Annuities
  • 17. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 17 Things  You  Must  Know  About  Your  Game • Lifetime  Spending  Caps • Is  it  possible  to  “Buy  the  game” • Difficulty  of  Obtaining  Currency   • If  easy  to  get  by  playing  then  hard  to  charge     • Minimum  Values • Daily  Login  Bonuses • Easily  earned  currency  amounts  (typical  daily  earn) • Maximum  Values • Average  daily  spend • Typical  “medium  end”  purchase   • Annuities  shouldn’t  cover  your  spend  
  • 18. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 18 Design  Considerations  for  Annuity 1. Duration Needs  to  be  long  enough  to  delay  most  of  the  reward 2. Confirmation   Need  to  click  something  to  get  the  reward   3. Deliverables   Virtual  currency  is  a  safe  and  easy  option   4. Delivery  Schedules   Deliver  the  same  amount  of  currency  every  day  
  • 19. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 19 Design  Considerations  for  Annuity  (cont) 5. Discount  Level   Should  be  substantial  discount  from  what  would  pay  in  store 6. Availability   Make  it  available  intermittently  on  randomized  schedule   7. Stackability Do  not  let  people  purchase  or  receive  multiple  annuities   simultaneously
  • 20. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 20 Pulling  it  together  ….. Things  you  already  know….    (min  and  max  value)   • For  general  players,  annuity  should  be  193  coins • Make  it  200  because  the  difference  is  small  and  200  is   psychologically  more  friendly   What  is  the  cost?     • You  know  it  is  200  coins  x  28  days(Duration),  which  is  5600   coins  in  total   • Take  the  Black  Friday  Exchange  Rate,  which  is  $.004  for   single  coin   • Then,  the  annuity  cost  is  5600  x  $.004  =  $22.40   • Which  is  $19.99  once  you  make  it  psychologically  friendly  
  • 21. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 21 The  Monetisation Design  Library • On  How  to  Design  an  Annuity   http://www.gamasutra.com/blogs/WilliamGrosso/20170612/297723/How_to_Design_an_Annuity.php • On  Future  of  IAP  Monetization   http://www.gamasutra.com/blogs/WilliamGrosso/20170510/297722/The_Future_of_IAP_Monetization_i n_Mobile_Games.php • On  Pay  to  Win  Strategies.   http://www.gamasutra.com/blogs/WilliamGrosso/20161102/284598/Looking_at_Pay_to_Win.php • On  Daily  Login  Bonuses.   http://www.gamasutra.com/blogs/WilliamGrosso/20160613/274759/The_Science__Craft_of_Designing_D aily_Rewards__and_Why_FTP_Games_Need_Them.php • On  Annuities. http://www.gamasutra.com/blogs/IsaacKnowles/20160512/272484/Want_to_Increase_Your_FreetoPlay_ Game_Revenue__Retention_Experiment_With_Virtual_Currency_Annuities.php • Our  IAP  Survey. http://www.pocketgamer.biz/data-­‐‑and-­‐‑research/63436/scientific-­‐‑revenue-­‐‑survey/  and   http://www.scientificrevenue.com/iap-­‐‑survey/ • On  Feeder  Apps.   http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑turn-­‐‑free-­‐‑viral-­‐‑apps-­‐‑into-­‐‑feeder-­‐‑apps-­‐‑that-­‐‑actually-­‐‑ make-­‐‑money/ • On  Powerup Design. http://www.scientificrevenue.com/blog-­‐‑posts/rescues-­‐‑buffs-­‐‑skips-­‐‑how-­‐‑to-­‐‑design-­‐‑mobile-­‐‑game-­‐‑power-­‐‑ ups-­‐‑for-­‐‑optimal-­‐‑iap/ • On  Payment  Wall  Design. http://www.scientificrevenue.com/blog-­‐‑posts/how-­‐‑to-­‐‑design-­‐‑an-­‐‑in-­‐‑app-­‐‑purchase-­‐‑paywall-­‐‑that-­‐‑earns-­‐‑ you-­‐‑money-­‐‑without-­‐‑annoying-­‐‑your-­‐‑players/  
  • 22. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 22 Continuing  the  Conversation Twitter: SciRev Resources  Page http://www.scientificrevenue.com/resources SciRev Blog:   http://www.scientificrevenue.com/blog/ Excellent  Mailing  Lists:   https://mailman.stanford.edu/mailman/listinfo/gsb-­‐‑videogames https://gaminginsiders.mobilize.io/users/sign_in https://twitter.com/SciRevenue
  • 23. ©  2017.  Company  Confidential  and  Not  for  Redistribution.                                                info@scientificrevenue.com 23 Thank  You   Ted Verani, VP of Business Development ted@scientificrevenue.com