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Assignment:	Pokémon’s	Dilemma,	for	Product	Management		
						 By	Amanleen	Puri	
	
All	rights	reserved	©	Amanleen	Puri,	CMU	SV	
	
1	
Executive	Summary:	
This	document	is	a	proposal	to	reduce	the	churn	rate	to	30%.	By	introducing	users	to	the	concept	of	Playing	
for	a	cause,	opening	our	platform	to	game	developers	outside	of	Niantic	and	increasing	Pokémon	gears	that	
we	offer	for	in-app	purchase.		
	
Introduction:	
In	this	document	I	would	discuss	my	strategy	to	improve	user	engagement	of	Pokémon	go.	While	chalking	out	
a	 product	 strategy	 I	 would	 emphasize	 on	 one	 product	 feature.	 This	 document	 is	 based	 on	 an	 underlying	
premise	provided,	“Digital	commerce	tracker	Slice	Intelligence	reports	that,	in	the	month	of	August,	Pokémon	
Go	paying	player	base	in	the	U.S.	dropped	by	a	whopping	79%.”	[1]	Intended	audience	for	this	document	is	
the	executive	Product	team	at	Niantic.		
	
Glossary:	
DAU:	Daily	Active	Users	
MAU:	Monthly	Active	users	
ARPDAU:	Average	Revenue	Per	Daily	Active	User		
	
Current	Metrics	[2]	
Pokémon	Go	tapped	on	childhood	memories	of	Millenials,	evident	from	Figure1.	These	are	our	users	as	well	
as	buyers.	Following	chart	shows	the	metrics	I’ve	used	to	monitor	progress	and	growth	of	our	game.	
Key	reasons	for	Churn:		
Churn	rate	is	the	ratio	of	number	of	users	who	have	downloaded	the	game	but	are	not	playing.	We	monitor	
this	over	a	period	of	28	days.	Following	are	the	key	reasons	in	my	opinion,	for	decline	in	paying	player	base.	
Monotonous	-	No	new	Pokémon	characters	
Peer	pressure	
Bugs	in	app	
	
1. Monotonous	-	No	new	Poke	characters:		
• We	offer	limited	User	actions.	If	you	replace	the	Pokémon	characters	by	hexagons	like	in	Ingress	the	
activity	of	swirling,	swinging	and	throwing	the	Pokeball	on	the	screen	is	pretty	monotonous.	
• We	can	further	use	Source,	Sink	and	Flow	metrics	[A][10]	to	get	a	granular	picture.		
	
	
	 	
Downloads	
• 100	million	
(08/08/2016)	
Total	
revenue	
• $268	
(08/12/2016)	
ARPDAU	
• $0.25	
In-Game	
Metrics	
• 80%	iOS	in-app	
• 43	mins/day	
DAU	
• 20+	million	
Retention	
• Day	3	is	more	
than	60%	
Ranking	
• App	store	3	
stars	
• Google	Play	3,2	
stars	
Figure	1	Player	profile	[3]	
Following	image	describes	the	diversity	of	our	players		
in	terms	of	their	age,	gender	and	income.
Assignment:	Pokémon’s	Dilemma,	for	Product	Management		
						 By	Amanleen	Puri	
	
All	rights	reserved	©	Amanleen	Puri,	CMU	SV	
	
2	
2. Peer	pressure	
• Many	players	downloaded	the	game	as	their	favorite	Celebrity	was	playing	it.	The	fact	that	our	game	
demanded	 time	 and	 dedication	 to	 ‘catch	 ‘em	 all’	 it	 was	 not	 meant	 for	 everyone.	 Which	 lead	 to	
decrease	in	Daily	Active	Users.	Evident	from	figure	2.	
	
	
					Figure	3	Trend	in	User	Engagement	(DAU/MAU)	
[4]	
	
3. Bugs	in	app	
• Bugs	in	app	lead	to	bad	user	experience.		
• Players	tricked	they	system	by	earning	Experience	Points	(XP)	using	fake	GPS	and	bots.	
• Leading	to	fall	in	user	engagement.	
Proposed	strategy:	
Following	is	the	product	strategy	I’m	proposing	to	mitigate	key	churn	reasons.	We	need	to	strengthen	our	
platform	but	we	cannot	pause	our	servers	to	do	so.	Hence,	let’s	start	by	letting	users	Play	for	a	cause.	This	
would	improve	user	engagement;	I’ve	explained	this	in	detail	below.	While	maintaining	user	engagement	we	
need	to	work	on	our	platform	to	make	it	open	to	other	developers	so	that	they	can	build	upon	the	Artificial	
Reality	(AR)	base.		We	need	to	increase	the	Pokémon	gears	that	we	offer	so	that	players	are	motivated	to	do	
more	in-app	purchases.	
	
		
	
Feature:	Play	for	a	cause	
Target	Audience:	Players	of	all	age	groups.	This	feature	would	attract	following	types	of	users	as	categorized	
by	Nir	Eyal	in	his	book	‘Hooked’.	
	
The	type	
	
About	User	 Variable	rewards	for	them	
		The	tribe	 Players	who	look	for	acknowledgement	from	their	
community	
Increase	in	donation	would	rank	their	Team	
higher	
		The	hunt	 Need	to	acquire	physical	objects	is	part	of	their	brain's	
operating	system	
Earn	more	Pokey	characters	
Game		
Play	for	a	cause	
Motivate	players	to	play	for	a	
cause	they	pick.		
APIs				
Open	platform	in	a	regulated	way	
to	game	developers	to	come	up	
with	creative	ways	to	design	and	
implement	parts	of	features/
activities	
Poke	gear	
Improve	the	variety	of	Pokemon	
gears	we	offer.	
Figure	2	Trends	in	Daily	Active	Users	[4]
Assignment:	Pokémon’s	Dilemma,	for	Product	Management		
						 By	Amanleen	Puri	
	
All	rights	reserved	©	Amanleen	Puri,	CMU	SV	
	
3	
		The	self	 These	players	don't	believe	in	what	people	think	or	
materialistic	pleasures	there	has	to	be	a	bigger	reason	for	
them.	
Sense	of	achievement	as	charity	donations	
would	show	along	with	your	total	points	
	
Hooked	model	for	Pokémon	go	players	
	Trigger	
(Internal)	
	Giving	back	to	the	community	
	Trigger	
(External)	
	Peer	pressure,	Pokémon	go	plus	
	Action	 	Player	can	pick	a	charity	of	his/her	choice	
	Play	to	earn	enough	XP	to	donate	
	Variable	
rewards	
	Increased	pool	of	Pokey	characters	
	Player	ranking	(start	from	your	global	rank	to	as	granular	as	county	rank)	
	Investment	 	Time	to	play	the	game	
	Purchase	in-app	Poke	points	
	
Flow	of	Events:	
1.	Use	the	demand	supply	model	to	break	down	the	feature.	We	would	create	a	pool	of	charities	on	supply	
side	and	players	on	demand	side.	
2.	Each	player	can	pick	a	charity	and	freeze	an	amount	(Experience	Points)	to	donate.	Player	can	either	
donate	from	current	bank	or	play	to	earn	them.	
3.	Each	of	these	games	would	have	at	least	one	Pokestop	to	achieve	their	target.		
4.	Pokestops	here	would	be	businesses	paying	to	become	a	Pokestops	and	20%	for	the	amount	they	pay	
Niantic	would	be	donated	to	charity.	
5.	This	20%	money	value	would	be	broken	down	into	number	of	points	to	earn.	Ratio	of	money	to	points	
would	be	same	as	in-app	purchase	of	points	currently	available.	
6.	Payments	to	charitable	institutes	would	follow	the	same	model	as	businesses	paying	to	declare	Pokestops	
	
Go	to	market	
Pilot	 1.	Launch	it	in	a	controlled	environment	of	beta	testing	group.		
2.	Monitor	usage	with	metrics	to	compare	total	market	usage	to	target	group	usage	to	get	a	true	
picture.	
Rollout	 Gradually	starting	from	big	cities	with	higher	DAUs	to	relatively	lesser	DAUs	
	
	
Conclusion:	
We	have	come	a	long	way	right	from	turning	into	reality,	Google’s	2014	April	fool’s	joke.	A	game,	every	child	
wanted	to	play	growing	up.	Molding	our	strengths	of	Ingress	into	Pokémon’s	story	line.	We	have	proved	
technology	can	bring	people	together	literally.	It’s	time	we	channelize	our	efforts	to	balance	the	ecosystem,	
introduce	a	culture	of	giving	back	through	games.	This	would	buy	us	some	time	to	strengthen	our	platform	
and	open	it	to	developers	who	could	contribute	building	on	immortal	Pokémon	series.	In	turn,	attracting	
more	businesses	on	our	platform.	Which	would	help	us	spread	deeper	into	geographies.	
	
Reference:	
1. https://drive.google.com/drive/u/1/folders/0BxYAVCMOlBBXb2hqaC1mQzBiaFk	
2. @artie_d.	"Pokémon	GO	Usage	and	Revenue	Statistics	-	App	Industry	Insights."	Business	of	Apps.	
August	16,	2016.	Accessed	September	27,	2016.	http://www.businessofapps.com/pokemon-go-
usage-revenue-statistics/.		
3. 	Http://heavy.com/author/brendanrmorrow/.	"‘Pokemon	Go’	Demographics:	More	Women	Play	
Game	Than	Men."	Heavycom.	2016.	Accessed	September	28,	2016.	
http://heavy.com/games/2016/07/pokemon-go-demographics-demographic-player-players-data-
statistics-men-women-male-female-gender-majority-income-age-average-players/.
Assignment:	Pokémon’s	Dilemma,	for	Product	Management		
						 By	Amanleen	Puri	
	
All	rights	reserved	©	Amanleen	Puri,	CMU	SV	
	
4	
4. Perez,	Sarah.	"Pokémon	Go’s	Paying	User	Base	Has	Reached	A	plateau."	TechCrunch.	July	29,	2016.	
Accessed	September	29,	2016.	https://techcrunch.com/2016/07/29/pokemon-gos-paying-user-
base-has-reached-a-plateau/?ncid=rss.		
	
	
Appendix:	
A.	Habit	forming	steps:	
1. Trigger	
a. Internal:		
Happiness	because	of	childhood	memories,		
Feel	good	factor	for	being	healthy	as	u	can	burn	calories	while	playing		
b. External:	
Peer	pressure:	everyone	around	u	is	playing,	
Pokestops	along	with	people	playing	make	it	hard	to	resist	
2. Actions:	
a. People	play	it	to	make	their	team	stronger	via	pokey	gyms	
b. Discover	pokey	stops	share	locations	with	their	friends	or	people	near	them	this	gives	a	feeling	of	
unity	
3. Variable	rewards	
a. Eggs	hatching	
b. Powerplay	times,	pokycoins	
c. Purchase	of	pokemon	gears	with	XP	
4. Investment	
a. Time:	Players	invest	lot	of	time	and	energy	in	collecting	points	
b. Money:	Purchase	points	to	play	more	
	
B.	Metrics:	
1. Daily	Active	Users	(DAUs):	DAU	is	the	number	of	unique	users	that	start	at	least	one	session	in	your	
app	on	any	given	day.		
2. Sessions:	Every	time	a	player	opens	Pokémon	app,	that	counts	as	a	session.	This	player	need	not	be	
unique.	This	depicts	how	hooked	the	user	is	to	our	game.	
3. DAU/MAU:	This	ratio	of	Daily	Active	Users	to	Monthly	Active	users	shows	how	sticky	the	game.	As	it	
tells	us	how	well	the	app	retains	users,	most	successful	gaming	apps	have	ratios	closer	to	20	percent.	
4. Retention:	Measured	by	separating	users	into	cohorts.	The	day	a	player	downloads	a	game	is	Day0	
then	onwards	it’s	Day	1,	Day	2	and	so	on.	Common	days	used	for	retention	are	1,3,7	and	30.	
5. Conversion	Rate:	The	conversion	rate	measures	the	percentage	of	unique	users	that	have	made	a	
purchase	out	of	the	total	number	of	users	during	that	time	period.		
6. ARPDAU:	The	Average	Revenue	Per	Daily	Active	User	(ARPDAU),	helps	to	understand	how	your	
game	performs	on	a	daily	basis.	It’s	good	to	know	this	before	acquiring	users.	
7. ARPPU:	Average	Revenue	Per	Paying	User	(ARPPU)	measures	only	the	subset	of	users	who	have	
completed	a	purchase	in	a	game.	
8. Churn:	In	last	28	days,	players	who	have	downloaded	and	are	not	playing	the	game	anymore.	
9. In-Game	Metrics:	Helps	discover	the	right	point	in	game	where	the	game	gets	tougher	than	usual.	
This	state	is	best	to	monetize	the	app.	
10. Source,	Sink	and	Flow:	This	metrics	is	part	of	the	game	analytics	dashboard,	where	source	metric	is	
measure	of	amount	of	Experience	Points(XP)	earned.	Sink	is	where	users	spend	their	XP.	Both	Source	
and	Sink	can	be	hard	and	soft	currencies.	Flow	are	balance	XPs	player	has	earned	and	spent.	
11. Start,	Fail	and	Complete:	Health	check	up	for	user	and	game	interaction.	Which	level	does	player	start	
on,	where	does	s/he	fail	and	at	what	level	does	the	player	complete	the	game.

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Pokémon’s Dilemma

  • 1. Assignment: Pokémon’s Dilemma, for Product Management By Amanleen Puri All rights reserved © Amanleen Puri, CMU SV 1 Executive Summary: This document is a proposal to reduce the churn rate to 30%. By introducing users to the concept of Playing for a cause, opening our platform to game developers outside of Niantic and increasing Pokémon gears that we offer for in-app purchase. Introduction: In this document I would discuss my strategy to improve user engagement of Pokémon go. While chalking out a product strategy I would emphasize on one product feature. This document is based on an underlying premise provided, “Digital commerce tracker Slice Intelligence reports that, in the month of August, Pokémon Go paying player base in the U.S. dropped by a whopping 79%.” [1] Intended audience for this document is the executive Product team at Niantic. Glossary: DAU: Daily Active Users MAU: Monthly Active users ARPDAU: Average Revenue Per Daily Active User Current Metrics [2] Pokémon Go tapped on childhood memories of Millenials, evident from Figure1. These are our users as well as buyers. Following chart shows the metrics I’ve used to monitor progress and growth of our game. Key reasons for Churn: Churn rate is the ratio of number of users who have downloaded the game but are not playing. We monitor this over a period of 28 days. Following are the key reasons in my opinion, for decline in paying player base. Monotonous - No new Pokémon characters Peer pressure Bugs in app 1. Monotonous - No new Poke characters: • We offer limited User actions. If you replace the Pokémon characters by hexagons like in Ingress the activity of swirling, swinging and throwing the Pokeball on the screen is pretty monotonous. • We can further use Source, Sink and Flow metrics [A][10] to get a granular picture. Downloads • 100 million (08/08/2016) Total revenue • $268 (08/12/2016) ARPDAU • $0.25 In-Game Metrics • 80% iOS in-app • 43 mins/day DAU • 20+ million Retention • Day 3 is more than 60% Ranking • App store 3 stars • Google Play 3,2 stars Figure 1 Player profile [3] Following image describes the diversity of our players in terms of their age, gender and income.
  • 2. Assignment: Pokémon’s Dilemma, for Product Management By Amanleen Puri All rights reserved © Amanleen Puri, CMU SV 2 2. Peer pressure • Many players downloaded the game as their favorite Celebrity was playing it. The fact that our game demanded time and dedication to ‘catch ‘em all’ it was not meant for everyone. Which lead to decrease in Daily Active Users. Evident from figure 2. Figure 3 Trend in User Engagement (DAU/MAU) [4] 3. Bugs in app • Bugs in app lead to bad user experience. • Players tricked they system by earning Experience Points (XP) using fake GPS and bots. • Leading to fall in user engagement. Proposed strategy: Following is the product strategy I’m proposing to mitigate key churn reasons. We need to strengthen our platform but we cannot pause our servers to do so. Hence, let’s start by letting users Play for a cause. This would improve user engagement; I’ve explained this in detail below. While maintaining user engagement we need to work on our platform to make it open to other developers so that they can build upon the Artificial Reality (AR) base. We need to increase the Pokémon gears that we offer so that players are motivated to do more in-app purchases. Feature: Play for a cause Target Audience: Players of all age groups. This feature would attract following types of users as categorized by Nir Eyal in his book ‘Hooked’. The type About User Variable rewards for them The tribe Players who look for acknowledgement from their community Increase in donation would rank their Team higher The hunt Need to acquire physical objects is part of their brain's operating system Earn more Pokey characters Game Play for a cause Motivate players to play for a cause they pick. APIs Open platform in a regulated way to game developers to come up with creative ways to design and implement parts of features/ activities Poke gear Improve the variety of Pokemon gears we offer. Figure 2 Trends in Daily Active Users [4]
  • 3. Assignment: Pokémon’s Dilemma, for Product Management By Amanleen Puri All rights reserved © Amanleen Puri, CMU SV 3 The self These players don't believe in what people think or materialistic pleasures there has to be a bigger reason for them. Sense of achievement as charity donations would show along with your total points Hooked model for Pokémon go players Trigger (Internal) Giving back to the community Trigger (External) Peer pressure, Pokémon go plus Action Player can pick a charity of his/her choice Play to earn enough XP to donate Variable rewards Increased pool of Pokey characters Player ranking (start from your global rank to as granular as county rank) Investment Time to play the game Purchase in-app Poke points Flow of Events: 1. Use the demand supply model to break down the feature. We would create a pool of charities on supply side and players on demand side. 2. Each player can pick a charity and freeze an amount (Experience Points) to donate. Player can either donate from current bank or play to earn them. 3. Each of these games would have at least one Pokestop to achieve their target. 4. Pokestops here would be businesses paying to become a Pokestops and 20% for the amount they pay Niantic would be donated to charity. 5. This 20% money value would be broken down into number of points to earn. Ratio of money to points would be same as in-app purchase of points currently available. 6. Payments to charitable institutes would follow the same model as businesses paying to declare Pokestops Go to market Pilot 1. Launch it in a controlled environment of beta testing group. 2. Monitor usage with metrics to compare total market usage to target group usage to get a true picture. Rollout Gradually starting from big cities with higher DAUs to relatively lesser DAUs Conclusion: We have come a long way right from turning into reality, Google’s 2014 April fool’s joke. A game, every child wanted to play growing up. Molding our strengths of Ingress into Pokémon’s story line. We have proved technology can bring people together literally. It’s time we channelize our efforts to balance the ecosystem, introduce a culture of giving back through games. This would buy us some time to strengthen our platform and open it to developers who could contribute building on immortal Pokémon series. In turn, attracting more businesses on our platform. Which would help us spread deeper into geographies. Reference: 1. https://drive.google.com/drive/u/1/folders/0BxYAVCMOlBBXb2hqaC1mQzBiaFk 2. @artie_d. "Pokémon GO Usage and Revenue Statistics - App Industry Insights." Business of Apps. August 16, 2016. Accessed September 27, 2016. http://www.businessofapps.com/pokemon-go- usage-revenue-statistics/. 3. Http://heavy.com/author/brendanrmorrow/. "‘Pokemon Go’ Demographics: More Women Play Game Than Men." Heavycom. 2016. Accessed September 28, 2016. http://heavy.com/games/2016/07/pokemon-go-demographics-demographic-player-players-data- statistics-men-women-male-female-gender-majority-income-age-average-players/.
  • 4. Assignment: Pokémon’s Dilemma, for Product Management By Amanleen Puri All rights reserved © Amanleen Puri, CMU SV 4 4. Perez, Sarah. "Pokémon Go’s Paying User Base Has Reached A plateau." TechCrunch. July 29, 2016. Accessed September 29, 2016. https://techcrunch.com/2016/07/29/pokemon-gos-paying-user- base-has-reached-a-plateau/?ncid=rss. Appendix: A. Habit forming steps: 1. Trigger a. Internal: Happiness because of childhood memories, Feel good factor for being healthy as u can burn calories while playing b. External: Peer pressure: everyone around u is playing, Pokestops along with people playing make it hard to resist 2. Actions: a. People play it to make their team stronger via pokey gyms b. Discover pokey stops share locations with their friends or people near them this gives a feeling of unity 3. Variable rewards a. Eggs hatching b. Powerplay times, pokycoins c. Purchase of pokemon gears with XP 4. Investment a. Time: Players invest lot of time and energy in collecting points b. Money: Purchase points to play more B. Metrics: 1. Daily Active Users (DAUs): DAU is the number of unique users that start at least one session in your app on any given day. 2. Sessions: Every time a player opens Pokémon app, that counts as a session. This player need not be unique. This depicts how hooked the user is to our game. 3. DAU/MAU: This ratio of Daily Active Users to Monthly Active users shows how sticky the game. As it tells us how well the app retains users, most successful gaming apps have ratios closer to 20 percent. 4. Retention: Measured by separating users into cohorts. The day a player downloads a game is Day0 then onwards it’s Day 1, Day 2 and so on. Common days used for retention are 1,3,7 and 30. 5. Conversion Rate: The conversion rate measures the percentage of unique users that have made a purchase out of the total number of users during that time period. 6. ARPDAU: The Average Revenue Per Daily Active User (ARPDAU), helps to understand how your game performs on a daily basis. It’s good to know this before acquiring users. 7. ARPPU: Average Revenue Per Paying User (ARPPU) measures only the subset of users who have completed a purchase in a game. 8. Churn: In last 28 days, players who have downloaded and are not playing the game anymore. 9. In-Game Metrics: Helps discover the right point in game where the game gets tougher than usual. This state is best to monetize the app. 10. Source, Sink and Flow: This metrics is part of the game analytics dashboard, where source metric is measure of amount of Experience Points(XP) earned. Sink is where users spend their XP. Both Source and Sink can be hard and soft currencies. Flow are balance XPs player has earned and spent. 11. Start, Fail and Complete: Health check up for user and game interaction. Which level does player start on, where does s/he fail and at what level does the player complete the game.