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Soe adds 10 percent more sales with Sonamine case study 2014

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See how Sony Online Entertainment increased their memberships by 10% using Sonamine predictive player scores. Sonamine provides scores that predict the future behavior of players; by showing users that had specific scores relevant messages, SOE drove higher revenues. This resulted in a positive 5x Return On Investment on the Sonamine program.

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Soe adds 10 percent more sales with Sonamine case study 2014

  1. 1. Case study approved by SOE May 2014 “Sonamine predictive scores allowed us to send extremely relevant messages, improving both the bottom line and player satisfaction.” Laura Naviaux, VP Global Sales & Marketing, Sony Online Entertainment
  2. 2. Case study approved by SOE May 2014  SOE is an innovative pioneer, developing the best game experiences.  SOE wanted to manage their player relationships in a more holistic manner.  Sonamine predicts the future behavior of players. © 2009-14 Sonamine LLC.
  3. 3. Case study approved by SOE May 2014  Constantly changing game play patterns requires rapid refresh of player segmentations.  Understanding large data volumes including all game events and user behaviors. © 2009-14 Sonamine LLC.
  4. 4. Case study approved by SOE May 2014  Better player communications by understanding their profile.  Better understanding of what drives different player segments.  Gain competitive edge by proactively responding to future player behaviors now. © 2009-14 Sonamine LLC.
  5. 5. Case study approved by SOE May 2014  Objective : increase monetization through relevant and personalized messages.  Cohort players into segments based on Sonamine predictive scores.  Display cohort-specific nudges with just-in- time relevant and personalized messages. © 2009-14 Sonamine LLC.
  6. 6. Case study approved by SOE May 2014  Resulted in 10%incrementally more membership sales over 2 years.  Sustained improvements verified through multipleA-B control group studies. © 2009-14 Sonamine LLC.
  7. 7. Case study approved by SOE May 2014  Extremely high click and conversion rates for the Sonamine score based messages.  Conversion rate was 14%. © 2009-14 Sonamine LLC. * Conversion rate here is defined as buyers divided by the number of messages. The closest comparison is “click rate”. The click rate for email in games industry is only 4%. (see MailChimp report)
  8. 8. Case study approved by SOE May 2014  Positive ROI for multiple years running.  ROI was 5x of Sonamine investment.  Scaling up of score-based messages and nudges increased ROI by 95%. © 2009-14 Sonamine LLC.
  9. 9. Case study approved by SOE May 2014  Better understanding of player lifecycle  Increased player satisfaction by making messages more relevant  Player level marketing more precise and personalized © 2009-14 Sonamine LLC.
  10. 10. Case study approved by SOE May 2014  Better performance from Sonamine predictive segments.  Despite smaller cohorts, Sonamine messages increased membership sales by 10%  Sonamine scores are cost efficient and generate high ROI  Sonamine based messaging should be used at game launch to maximize lifetime revenues © 2009-14 Sonamine LLC.
  11. 11. Case study approved by SOE May 2014 © 2009-14 Sonamine LLC

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