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FROM SOCIAL TO MOBILE:
A Playbook for Building
Successful Games
M o n t h l y W e b i n a r S e r i e s
2
WHO IS
KONTAGENT?
We are the leading
enterprise user analytics
platform for social and
mobile applications.
User-Centric Data Accessibility Domain Expertise
3
SPEAKERS
BRETT SEYLER
Mobile strategy
consultant /
investor
BRAD EDELMAN
CTO
CONOR NASH
Data scientist
CATHERINE MYLINH
Director, Marketing
(Moderator)
4
Mobile market overview
DEMO: Kontagent kSuite Mobile analytics
PLAYBOOK: Get them to play more, and often
PLAYBOOK: Get users to find your app
PLAYBOOK: Monetize your players
AGENDA
5
Q&A
6
MOBILE OPPORTUNITIES:
How big is the market?
• 575M smartphone “app” users
(Nearly doubling every year;
already bigger than Facebook)
• 5.6B mobile subscribers | < 900M smartphones
• Smartphones how out shipping feature phones
in USA and W. EU
700,000 Android activations / day
(255M / year pace, with 150M+ historical)
WHAT’S DIFFERENT?
7
SOCIAL vs MOBILE
Platform social plumbing
(messaging & communication protocols)
Identity and authentication
Editorial merchandising and discovery
Massive consolidation vs unconstrained
growth mode
High- vs low-friction viral discovery
Performance-based marketing & user acquisition
Unique challenges that didn’t exist…
• Global parent-
child features.
• Progress,
rewards and
mom-com.
• Social sharing.
• Freemium-to-subscription.
• Distribution for 3rd party
developers.
• Multi-platform
mobile app
network.
• Edutainment
titles from top
developers.
Fragmented Ecosystem:
An example of just one mobile gaming platform
8
9
USER DISCOVERY AND ACQUISITION
HERE’S THE PLAY:
10
USER DISCOVERY AND ACQUISITION
Promote your app on other apps with high DAUs
to reach large audiences
HERE’S THE PLAY:
11
USER DISCOVERY AND ACQUISITION
Segment & optimize acquisition efforts based on
user cohorts that generate the highest ROI
Group A Group B Group C
HERE’S THE PLAY:
12
USER DISCOVERY AND ACQUISITION
Build a highly engaging game so it leads to
organic installs from word-of-mouth marketing
HERE’S THE PLAY:
13
USER DISCOVERY AND ACQUISITION
1. Engage the platform owner
2. Connect with your users
3. Optimize your advertising spend
Revenue per install source
Cost per install
KPIS FOR
14
USER DISCOVERY AND ACQUISITION
Number of installs per acquisition source
15
ENGAGEMENT & RETENTION
Get your users to play your game, and play often
HERE’S THE PLAY:
16
ENGAGEMENT & RETENTION
Identify the important metrics; design your game
from day 1 to reach pre-defined goals
HERE’S THE PLAY:
17
ENGAGEMENT & RETENTION
A/B test & iterate as quickly as the mobile platform
will allow you to (there are ways around App Store approvals!)
18
ENGAGEMENT & RETENTION
Day 1, 7 and 30 retention
Tutorial completion
Compare app versions
KPIS FOR
19
Monetizing in mobile
MONETIZATION
HERE’S THE PLAY:
20
MONETIZATION
Optimize game mechanics; balance engagement while
encouraging your users to make in-app purchases
HERE’S THE PLAY:
21
MONETIZATION
Track revenue channels to understand the best
price points for your user cohorts
HERE’S THE PLAY:
22
MONETIZATION
Re-engage your users whenever you have
new offers and features
23
MONETIZATION
Instrument all in-app purchases
Compare conversion rates of virtual goods
A/B test when you present monetization events
KPIS FOR
24
DEMO
QUESTIONS?
@Kontagent
KALEIDOSCOPE BLOG:
kscope.kontagent.com

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From Social to Mobile: A Playbook for Building Successful Games

Editor's Notes

  1. DAN: Introduction  Purpose of this webinar.
  2. DAN: Brief history of Kontagent.
  3. Then play video… http://youtu.be/oJlpI-ySzQE
  4. BRETT: How big is this market? Big challenges but also big opportunities. Toss to Brett. (You can mention the stats below, but only to show this: How much social games has matured since 2006 to present vs mobile games from 2010 – meant to illustrate the fact that we’re still in the fledgling years of mobile. There’s a big market share for mobile devs to capture if social is any indication of how things will evolve…) 2011: 575M smartphone “app” users (nearly doubling every year…already bigger than FB) $3.8B (2011) from RIM, Nokia, Android, iOS app stores (growing by 70-80% YoY, iOS = ¾ market).  iOS games about $1.4B in 2011, nearly doubling every year (FB 2011 $1.7B, growth slowing) $15.1B (in 2011) from mobile app stores overall (including feature phones, advertising, almost 200% YoY growth) Biggest thing to note: 5.6B mobile subscribers, < 900M smartphones Smartphones how out shipping feature phones in USA and W. EU, 700,000 Android activations / day (255M / year pace, with 150M+ historical)