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grgetherh Winning Business Models Oscar Clark Evangelist PapayaMobile Inc

Winning Business Models

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Page 1: Winning Business Models

grgetherh

Winning Business Models

Oscar Clark EvangelistPapayaMobile Inc

Page 2: Winning Business Models

Back to basics?

•General decline in Video Game Sales

•Average iOS developers generating only $2k in sales?

•Social Games revenues keep growing

•Facebook is not the only game in town

•Mobile offers unique 'mode of use'

Page 3: Winning Business Models

Let's assume you have a good game

What is it and why will people pay?

• Known brand or license?• One-time play or repeatable?• Game of skill?• Narrative or creative journey?• Social/viral elements?

Page 4: Winning Business Models

Collector Competitor

ExplorerSocialiser

Who are your players?

Different Players buy for different reasons

•Collector: – "Got to catch them all"

•Explorer: – "Where can I go today?"

•Socialiser: – "I want to be popular"

•Competitor: – "I'm going to Pwn ya!"

Page 5: Winning Business Models

Only worth what people will pay

How are players going to pay?

• Premium Pricing• Try Before Buy• Hybrid (Rent/Buy/Subscribe)• Free or Ad-Funded• Virtual in-game goods • Virtual creative goods• Extra Levels• Consumables• Gifting • Advertising • Offer wall

Page 6: Winning Business Models

Pricing is everything

Maximise the opportunity

• Purchases will be a barrier• Reduce the risk to the user• Understand Price Elasticity• Retrofitting is very difficult

Page 7: Winning Business Models

Premium

Anticipation is everything

• Players have to crave your game

• Guarantees that players will pay to play

• You can't measure the players you turn away

• Only a select few can sustain this model

Page 8: Winning Business Models

Advertising

Brand sponsored experiences

• Can be a vital revenue stream

• Media buying is getting much better

• Most effective when relevant to the game

• Needs to be increasingly smart

Page 9: Winning Business Models

Freemium

1:10:100 Rule*• Free-players are your data

and marketing• Make it easy to spend the

first $1• Offer goods to shoe off

creativity and skill • Consumable in-game items

are key• Make it possible to spend

$100 or more

* Apologies to Nick Lovell

Page 10: Winning Business Models

Social interaction is vital

Other people give me reasons to spend

•Let me show off my achievements

•Gifting and Reciprocation• Items gained must be

desirable to others

Page 11: Winning Business Models

Understand the True Fans

True Fans are happy to spend money

• Ensure that they get value for paying

• Don't break the Free Player experience

• Engage with your most valuable players

• Avoid the 'hangover'

Page 12: Winning Business Models

Who are Papaya?

• Founded in 2008 with $22M raised through DCM and Keytone.• 90 staff with offices in San Francisco, London and Beijing • More than 80% of users come from US and Europe• Popular games earn more than $1 million per year• Winner of Best Games Service Provider ME Awards 2011

1,050,000,000

$16.45/

13,611,930

37

190

Page 13: Winning Business Models

...in the end it's all about the game

Page 14: Winning Business Models

Any Questions?

Thank you :)

[email protected]: @Athanateus