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@hmctwit

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Behavioral Data is Abundant
Watch these for a Baseline




                 Seth Priebatsch




Jane McGonigal
                   Jesse Schell
Get More People to do More Things
How Online Companies Get You to
  Share More and Spend More
   By Dan Ariely| Wired July 2011
Amazon
Groupon
Zynga
Case Study
• Started 2009 with $1.4M VC Series A
• Charitable Social Game merged with real time
  sweepstakes
• Independent Study under advisement of
  Professor YoungjinYoo of Temple University
  – Urban Apps & Maps ($700,000 Grant)
  – A City as a Gaming Platform
Social Gamers by Age Group
                                                                   25%


                                                                   20%


      Social Gaming                                                15%



        Overview                                                   10%


                                                                    5%


                                                                    0%
                                                                         <18     18-21   22-29     30-39   40-49   50-59   60+


              Frequency of Gameplay by Gender
40%
35%
30%                                                                                      Social Gamers by Gender
25%
20%
                                                                          Male
15%                                                                                                         Male
                                                                          Female
10%                                                                                                         45%
5%                                                                                               Female
0%                                                                                                55%
      Several Times a   Once a Day   2-3 Times a Week   Once or Less a
           Day                                             Week
Frequency of Game Play by Age
50%


45%


40%


35%


30%
                                                            Several Times a Day
25%                                                         Once a Day
                                                            2-3 Times a Week
20%
                                                            Once or Less a Week
15%


10%


5%


0%
      18-21   22-29     30-39    40-49     50-59      60+
Where They Hear about the Game by Age
60%




50%




40%                                                       Ad on Facebook



                                                          Recommendation from Friend
30%


                                                          Alert from Friend Playing the Games

20%
                                                          Search Engine


10%                                                       Ad on other Site



                                                          Read on Blog
0%
      18-21   22-29     30-39   40-49    50-59    60+
Social Gaming Relationships
70%




60%




50%




40%




30%




20%




10%




0%
      Personal   Online Friends     Other       Other        Former     Co-Workers   Spouse   My Adult   My Children     Current
       Friends                    Strangers    Relatives   Classmates                         Children                 Classmates
What They Look for in a Game by Gender
70%



60%



50%



40%


                                                                                                                        Male
30%                                                                                                                     Female


20%



10%



0%
      Friendly Competition   Interactive Gameplay   Opportunities to Win   Cooperative Gameplay   Regularly Scheduled
                                                          Prizes                                     Tournaments
What we chose to do…
•   Charity Tournaments
•   Iterative Development and Release Cycles
•   Cooperative leveling
•   Player Lifecycle Continuity (Charity Votes)
•   Virtual Goods
Shocking Insights
• Charity Players = $$
   – 19% of total Paying players
   – Spending an average of $15 per month

• Charity Players = Eyeballs
   – Average time in game 35 minutes
   – 20% longer than non charity players

• Charity Players = GROWT      H
   – Viral Growth was higher
   – 3x more friends invited
A Table to Live By
Contact
David Gloss
CEO & Co-Founder
www.heresmychance.com
dave@heresmycance.com
Skype: glossd
Cell: 610-772-1270
@hmctwit
www.facebook.com/hmc2011

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Social Gaming and Game Mechanics Presentation - Here's My Chance

  • 1.
  • 3.
  • 4.
  • 5.
  • 7. Watch these for a Baseline Seth Priebatsch Jane McGonigal Jesse Schell
  • 8. Get More People to do More Things
  • 9. How Online Companies Get You to Share More and Spend More By Dan Ariely| Wired July 2011
  • 12. Zynga
  • 13.
  • 14. Case Study • Started 2009 with $1.4M VC Series A • Charitable Social Game merged with real time sweepstakes • Independent Study under advisement of Professor YoungjinYoo of Temple University – Urban Apps & Maps ($700,000 Grant) – A City as a Gaming Platform
  • 15.
  • 16.
  • 17. Social Gamers by Age Group 25% 20% Social Gaming 15% Overview 10% 5% 0% <18 18-21 22-29 30-39 40-49 50-59 60+ Frequency of Gameplay by Gender 40% 35% 30% Social Gamers by Gender 25% 20% Male 15% Male Female 10% 45% 5% Female 0% 55% Several Times a Once a Day 2-3 Times a Week Once or Less a Day Week
  • 18.
  • 19.
  • 20. Frequency of Game Play by Age 50% 45% 40% 35% 30% Several Times a Day 25% Once a Day 2-3 Times a Week 20% Once or Less a Week 15% 10% 5% 0% 18-21 22-29 30-39 40-49 50-59 60+
  • 21. Where They Hear about the Game by Age 60% 50% 40% Ad on Facebook Recommendation from Friend 30% Alert from Friend Playing the Games 20% Search Engine 10% Ad on other Site Read on Blog 0% 18-21 22-29 30-39 40-49 50-59 60+
  • 22. Social Gaming Relationships 70% 60% 50% 40% 30% 20% 10% 0% Personal Online Friends Other Other Former Co-Workers Spouse My Adult My Children Current Friends Strangers Relatives Classmates Children Classmates
  • 23. What They Look for in a Game by Gender 70% 60% 50% 40% Male 30% Female 20% 10% 0% Friendly Competition Interactive Gameplay Opportunities to Win Cooperative Gameplay Regularly Scheduled Prizes Tournaments
  • 24. What we chose to do… • Charity Tournaments • Iterative Development and Release Cycles • Cooperative leveling • Player Lifecycle Continuity (Charity Votes) • Virtual Goods
  • 25. Shocking Insights • Charity Players = $$ – 19% of total Paying players – Spending an average of $15 per month • Charity Players = Eyeballs – Average time in game 35 minutes – 20% longer than non charity players • Charity Players = GROWT H – Viral Growth was higher – 3x more friends invited
  • 26. A Table to Live By
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33. Contact David Gloss CEO & Co-Founder www.heresmychance.com dave@heresmycance.com Skype: glossd Cell: 610-772-1270 @hmctwit www.facebook.com/hmc2011