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COMMUNITY AS A SERVICE A NEW PARADIGM

Raptr Report: Community As a Service Impact

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COMMUNITY AS A SERVICE

A NEW PARADIGM

TABLE OF CONTENTS

• The Community as a Service Opportunity

– What’s missing in Games as a Service (GaaS) model?

– The New Paradigm: Community as a Service (CaaS)

– The Major Components of Community as a Service

• The Impact of Community as a Service Activities

– Examine impact on player acquisition, retention, engagement

– Case studies measure concrete results: Portal 2, ARMA II,

League of Legends, Blacklight: Retribution, and Lost Saga

• Raptr’s Community as a Service Solutions

2

WHAT IS COMMUNITY AS A SERVICE?

3

A NEW PARADIGM FOR GAMES AS A SERVICE

The Games as a Service era is marked by the rise of digital games and

content services. Games are treated as services that include new

downloadable content, micropayments, virtual goods, and more.

Game companies’ approach to Games as a Service tends to be purely

transactional (monetization-centric), focusing on selling additional digital

content to users, clamping down on piracy, and iterating on metrics to

squeeze more revenue out of each user.

Raptr believes that this is an incomplete definition of what is changing in

games and a flawed approach. Raptr believes that the real shift is from

commodity to community and that the real focus should be on the

lifecycle of the player.

A new approach, one that is relational and community-centric, is

required to cultivate a framework that is both beneficial to the player and

the business.

We call this new paradigm “Community as a Service”

4

COMMUNITY AS A SERVICE

• A game’s launch is not the end, but rather the beginning of an opportunity

to establish a real, trusted relationship with the players and player

communities

• Activities that serve the player lifecycle generally fall into three main areas

– Tools that enable players to create content using the game

– Content and activities to keep users engaged with the game even

when they aren’t playing

– Identifying and rewarding loyal players

• Community as a Service also addresses building and serving robust

player communities

– Power of communities dedicated to games

– Power of communities across games

– The power of a community platform

5

• Raptr set out to determine whether community initiatives were actually

beneficial to both the player and the game maker with respect to:

– New user acquisition

– Deeper engagement

– Retention

• What impact do community activities have on daily active usage?

– How well do these activities retain daily active users over time?

– Is there a difference in the level of engagement?

• Do community activities help attract new users & bring back lapsed players?

• We used Raptr’s data from Portal 2, ARMA II, League of Legends, Blacklight:

Retribution, and Lost Saga to illustrate the impact of community activities

6

THE IMPACT OF COMMUNITY AS A SERVICE:WE POSED THE QUESTIONS

THE IMPACT OF COMMUNITY AS A SERVICE ACTIVITIES

7

TOOLS THAT ENABLE USERS TO CREATE CONTENT USING THE GAME

• Community-created content includes tools that enable users to:

• Create new content such as maps, items, mods, and more and

share it with the community

• Capture in-game screenshots and videos for the community to see

• Stream live video

• Spectator mode

8

CASE STUDY: PORTAL 2 MAP CREATOR

• Published by Valve in April 2011, Portal 2

is a single-player, puzzle-oriented

platformer

• Portal 2 was a great game that had low

replayability after first play-through

• May 2012 – Valve released a tool that

enabled players to create their own maps

and share them

• The following slides examine the impact

those tools had on Portal 2’s numbers

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35,000 user-generated levels

were created, which were

downloaded 1.3 million times

during the first week after the

launch of mod tools

4/1 4/8 4/15 4/22 4/29 5/6 5/13 5/20 5/27 6/3 6/10 6/17 6/24

DA

U

DAILY ACTIVE USERS FOR PORTAL 2

806% INCREASE IN DAILY ACTIVE USERS

10

• 806% increase in DAU (Daily Active Users) the day after the mod

tools were released

• Even a month later, there were still 40% more people playing the

game daily compared to before

Date - 2012

DAU - WEEKAFTER LAUNCH

DAU - MONTHAFTER LAUNCH

Mod tools launch -

User generated

content

2218% INCREASE IN NEW USERS

11

4/22 4/29 5/6 5/13 5/20 5/27 6/3 6/10

Tota

l Ne

w U

sers

DAILY NEW USER ACQUISITION FOR PORTAL 2

• 2218% increase in new users (people playing for the first time) the day after

• These new users represented 18% of all active players (DAU) the day

after release

• Even a month later, Portal 2 was attracting 28% more new users than before

Mod tools launch -

User generated

content

Date - 2012

WEEKAFTER LAUNCH

MONTHAFTER LAUNCH

1113% INCREASE IN BRINGING BACK LAPSED PLAYERS

12

4/22 4/29 5/6 5/13 5/20 5/27 6/3 6/10

Tota

l Ret

urn

ing

Use

rs

RETURNING USERS FOR PORTAL 2

• The day after the release of mod tools saw a 1113% increase in lapsed

Portal 2 players coming back to play the game (those who hadn’t played in

more than two weeks)

• This represents 46% of all DAUs the day after its release

• A month later, there were still 15% more returning players than before

Date - 2012

WEEKAFTER LAUNCH

MONTHAFTER LAUNCH

Mod tools launch -

User generated

content

36% INCREASE IN AVERAGE PLAYTIME PER USER

• Average daily playtime per user increased 36% from 1.4 hrs to 1.9 hrs per day

• A week later, people were still playing 29% longer per day than before

• A month later, average playtime remained 17% higher

13

DAILY PLAYTIME PER USER FOR PORTAL 2

Ho

urs

Pe

r D

ay

Date - 2012

WEEKAFTER LAUNCH

MONTHAFTER LAUNCH

*Chart from Raptr’s analytics dashboard

Mod tools launch -

User generated

content

USER-GENERATED CONTENT CONCLUSIONS

• Valve’s approach to Community as a Service was to give gamers tools to

create their own Portal 2 maps and share them with each other

• Although the release of mod tools was expected to extend the life of the

game for existing players, the actual impact was far greater:

• 23x increase in new user acquisitions

• 11x increase in bringing back players who had lapsed

• 36% increase in average playtime per user by 36% from 1.4 to 1.9

hours a day

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STANDALONE MOD CASE STUDY: DAYZ

• Developed by Bohemia Interactive and

released in May 2009, ARMA II is a first-

person military shooter

• ARMA II was not a particularly successful

game, with flat activity numbers since release

• One of the designers at Bohemia Interactive

decided to create a zombie-themed mod of

ARMA II as a proof of concept for a game he

wanted to create

• The following slides examine the impact the

mod -- which was released only half finished

and with no marketing -- had on ARMA II’s

numbers

15

Within a month after launch of the

DayZ mod, sales for ARMA II

spiked 400%, to 300,000 units.

Within four months, over 1 million

gamers had played the DayZ mod.

4/1 4/15 4/29 5/13 5/27 6/10 6/24 7/8 7/22 8/5

Tota

l Use

rs

DAILY ACTIVE USERS FOR ARMA II

847% INCREASE IN DAU WITHIN MONTH ONE

• A week after the DayZ mod’s release (and with no marketing support), ARMA

II’s DAUs increased by 36%

• A month after release, it was up by 847%

16

Date - 2012

DayZ

alpha

launch

Sale

DAU – WEEKAFTER LAUNCH

DAU – MONTHAFTER LAUNCH

4/1 4/15 4/29 5/13 5/27 6/10 6/24 7/8 7/22 8/5

Tota

l New

Use

rs

DAILY NEW USER ACQUISITION FOR ARMA II

1343% NEW PLAYERS IN A MONTH

• The DayZ mod brought in 106% more new players in a week…

• Then climbed by 1343% in a month

– The new players made up 15% of all DAU during this period

17

DayZ

alpha

launch

Sale

Date - 2012

WEEKAFTER LAUNCH

MONTHAFTER LAUNCH

RE-ENGAGEMENT UP 101% WITHIN A MONTH

• ARMA II got back a lot of players (who had not played in two weeks)

with DayZ; the first week increased returning users by 20% and

reached 101% in a month

18

4/1 4/15 4/29 5/13 5/27 6/10 6/24 7/8 7/22 8/5

Tota

l Ret

urn

ing

Use

rs

DAILY RETURNING USERS FOR ARMA II

DayZ

alpha

launch

Date - 2012

WEEKAFTER LAUNCH

MONTHAFTER LAUNCH

PLAYERS SPENT 38% MORE TIME IN THE GAME

• The mod made people play longer each day; average playtime increased by 36%

from 2.2 hours per day to 3 hours per day

• The next week, players played 23% more than before

• In a month, average playtime remained 50% above prelaunch

19

DayZ

alpha

launch

WEEKAFTER LAUNCH

MONTHAFTER LAUNCH

DAILY PLAYTIME PER USER FOR ARMA II

Ho

urs

Pe

r D

ay

Date - 2012

*Chart from Raptr’s analytics dashboard

KEEPING USERS ENGAGED EVEN WHEN THEY AREN’T PLAYING

• Community engagement activities and tools that encourage content

consumption and discussion when gamers aren’t playing can drive

gamers back to a game to play more, and they can help new players

discover a game. For example:

• Systems to surface the best content (screenshots, videos, live

streams)

• Enabling developers to be part of the conversation with the

community rather than above it

• eSports events to drive water-cooler talk and aspirational behavior

20

POWER OF FEEDING THE COMMUNITY: LEAGUE OF LEGENDS

• Published by Riot Games in Oct 2009, League of

Legends is a very successful F2P (free-to-play)

Multiplayer Online Battle Arena game

• LoL has steady growth that is typical of a (very)

successful F2P game, growing its community over

time

• Riot has taken a community services approach from

early on:

– The Tribunal that empowers players with

moderation tools

– Spectator Mode allows users to watch others play

– eSports provide drive, challenge, and meaning

21

Launch

of The

Tribunal

New

Feature

Spectator

Mode

eSport -

Season 2

Start

eSport -

Season 1

Ends

7.6% MONTHLY USER GROWTH

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• League of Legends grows its user base an average of 7.6% each

month

• Raptr observes significant growth spurts in DAU with each new e-sport

event and the launch of Spectator Mode in particular

2011 2012Date

DAILY ACTIVE USERS FOR LEAGUE OF LEGENDS

Ho

urs

Pe

r D

ay

*Chart from Raptr’s analytics dashboard

ESPORT EVENTS DRIVE SPIKES IN PLAYER ACTIVITY

• The MLG Providence finals and Dreamhack competition resulted in a bump in DAU

between 3% and 10%

• Overall playtime increased between 3% to 8% the following week

• After popular eSports events, new player rates jump to 10% and returning players

spiked 12%

League of Legends Season One finals drew 241,000 peak concurrent online viewers

and more than 3.6 million hours of video were consumed

ENGAGING WITH THE COMMUNITY IN DISCUSSIONS INCREASES ENGAGEMENT

• Blacklight: Retribution’s developers engaged the Raptr community through a Q&A

session

– 1600 questions asked and 60,000 page views during session

• The week after, daily players increased by 10%, playtime increased by 19%

Social sharing by Raptr players: 100,000 Facebook and Twitter posts during the promo month

24

Dev Q&A

Session With

Community

To

tal U

se

rs

Date - 2012

DAILY ACTIVE USERS FOR BLACKLIGHT: RETRIBUTION

DEVELOPER Q&A SESSION IMPACT

*Chart from Raptr’s analytics dashboard

IDENTIFYING AND REWARDING LOYAL PLAYERS

• It’s critical to know and identify who players are, where they came

from, and what their habits and behaviors are, as it relates to the game

• The relationship with the player strengthens when players can

progress from newbie to advanced through a series of reward tiers

• Giving players something to strive toward keeps them engaged

25

LOYALTY PROGRAMS CASE STUDY

• Published by OGPlanet in North America

in November 2009, Lost Saga is a casual,

free-to-play, 3D fighting game

• OGPlanet wanted to drive new interest in

Lost Saga and increase engagement of its

active players

• Launched a loyalty program with Raptr

Rewards to reward players’ activity

• The Raptr Rewards program helped

increased daily playtime per Raptr user by

97%

26

3/20 4/3 4/17 5/1 5/15 5/29 6/12 6/26 7/10 7/24 8/7

New

Returning

LOYALTY PROGRAMS ATTRACT NEW PLAYERS

• Raptr Rewards drove a 400% increase in new players and 180% increase in

returning players on day one of the program

• A month after, new users continued to rise 200% and returning users 124%

Social sharing by Raptr players: 30,000 Facebook and Twitter posts during the promo

27

To

tal N

ew

An

d

Re

turn

ing

Us

ers

Raptr

Rewards

Initiated

WEEKAFTER LAUNCH

MONTHAFTER LAUNCH

Raptr

Bundle

Initiated

NEW USERS AND RETURNING USERS FOR LOST SAGA

Date - 2012

97% INCREASE IN DAILY ENGAGEMENT

• Lost Saga offered multiple rewards to Raptr gamers based on ranks

• Daily playtime per player increased by 97%, from 2.7 to 5.3 hours

• Weekly playtime per player up 185%, from 7 to 20 hours

28

Raptr

Rewards

Initiated

PLAYTIME PER DAY FOR LOST SAGA USERS

Ho

urs

Pe

r D

ay

Date - 2012

WEEK

MONTH

AFTER LAUNCH

AFTER LAUNCH

*Chart from Raptr’s analytics dashboard

LOYALTY PROGRAM CONCLUSIONS

• Multiple tiers of rewards for Lost Saga were offered to Raptr members

based on their ranks

• Designed to incentivize players to progress from newbie to advanced,

giving players something to strive toward

• The results:

• 400% increase in new user registrations

• 180% increase in bringing back players who had lapsed

• 97% increase in average daily playtime per user from 2.7 to 5.3

hours a day

• 185% increase in average weekly playtime from 7 hours to 20

hours a week

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METHODOLOGY

• This analysis was prepared by extrapolating actual gameplay data from

more than 14 million Raptr members

• We used Raptr’s data from Portal 2, ARMA II, League of Legends,

Blacklight: Retribution, and Lost Saga to illustrate the impact of community

activities

• This analysis evaluated the results of specific initiatives over increments of

time (1 day, 1 week, 1 month, 3 months):

– The impact on daily active users (DAU), broken down by existing users,

new users, and returning users

– The impact on daily playtime per user

– The long-term impact of sustained community engagement activities

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All Rights Reserved. All other trademarks and copyrights are the property of their respective owners.

RAPTR’S COMMUNITY AS A SERVICE SOLUTIONS

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RAPTR’S COMMUNITY AS A SERVICE PLATFORM

• Raptr’s Community: 14 million (and counting) players across games,

devices, and genres. Raptr keeps players engaged inside and outside of the

game and provides a place where game makers can engage with current and

potential players

• Raptr’s Community Platform is a suite of features designed to provide

Community as a Service solutions so publishers can attract and more deeply

engage gamers

– Raptr’s Desktop App provides tools to enable players to stay in the

game and create community content such as screenshots and videos

– Raptr’s web platform allow publishers to directly engage with their fan

base when they aren’t playing their game

– Raptr’s Reward Program creates loyal players, giving gamers

something to strive for as they progress from new user to loyal customer

– Raptr’s Analytics Dashboard helps publishers identify and understand

the habits and behaviors of their players & players of competitors’ games

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ABOUT RAPTR

• Raptr is the leading community for gamers with over 14 million users that

rewards gamers for playing and engaging with their games. Gamers use Raptr

to track their gameplay, build their gaming rep to see how they stack up against

friends, and earn rewards just for playing games on console and PC.

Created in 2007 by a world-class team led by CEO and founder Dennis Fong

(co-founder of Xfire, Lithium, and Gamers.com), Raptr has raised more than $27

million in funding from investors Accel Partners, Founder’s Fund, DAG Ventures,

and Tenaya Capital. For more information visit http://raptr.com.

• For more information about Raptr’s upcoming Community Platform, please

contact [email protected].

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