SlideShare uma empresa Scribd logo
1 de 42
Baixar para ler offline
Mobile Games
in China
August 2013
2009~2014 China’s Market Size Of Mobile Game
Source: iResearch Annual Data Report On Mobile Game 2012
?数据Q1-Q2 2013 Sum-up?
Share of New Titles by Genre
38.92%
16.02%
9.34%
8.95%
8.14%
Casual
Strategy
Card Battle
Action
Sport
RPG
Card
Adventure
Other
Card battle titles became the new hot spot.
While casual titles are still CP’s first choice for entry to market.
Data Source: TalkingGame
Revenue Share by Genre
36.8%
11.7%
16.2%
20.9%
4.7% 5.0%
2.2%
0.8% 1.7%
0%
10%
20%
30%
40%
Card Battle Strategy MMORPG T-RPG Action Card Tower Def Casual Other
Data Source: TalkingGame
Main stream titles are quality challenged
0%
10%
20%
30%
40%
Rating for main steam titles in China
Homogenization of titles are overwhelming. Copycats everywhere right after the entry of new
starred titles
TalkingGame
Matrix for Rating
Metrics for Rating: TalkingData Analytics Mobile Game Evaluation Matrix
Data Source: TalkingGame
RevenueShare
ARPDAU
Retention Rate
Day7
Retention
%
Day14
Retention%
Day14
Retention%
15-day LTV
Game
Mechanic
User
Life time
Organic
Users
UE
Marketing
Forces
R&D
Forces
35%
25%
22%
14%
3%
1%
0% 50%
<¥1
¥1~$2
¥2~¥3
¥3~¥5
¥5~¥10
>¥10
Titles…
Passing Line: LTV¥3
80% of all titles are Non-profitable
2.3
3.2
2013 Q1 2013 Q2
CPA nearly doubled from Q1 to Q2, 2013
60%+
80% titles still unbalanced for a new user
30 days after the acquisition
CPA¥3
Data Source: TalkingGame
盘点 !建议
User Behavior
Changes
?
Mobile game user playing time is fragmented
20.1
18.2
18.8
16.8
17.4
16.7
15.5 15.7
16.6
15.6
14.7 14.6
15.2
10
15
20
25
2012-6 2012-7 2012-8 2012-9 2012-10 2012-11 2012-12 2013-1 2013-2 2013-3 2013-4 2013-5 2013-6
3
4
5
6
每日游戏次数 每日游戏时长
Playing time per user spends on each game is dropping significantly from Q2, 2012
although total number of game sessions per user per day is keeping steady
Mins Sessions
Daily Game
Sessions
Daily Playing
Time
Data Source: TalkingGame
Day1 Retention Trend For New Plays Q1-Q2, 2013
Too many options for users in the crowded market. Significant dropping trend of the
Day1 retention for each individual title
30.6%
28.4% 28.8% 28.6% 28.7%
27.1%
26.5%
25.8%
26.4%
25.6%
25.1% 25.2%
24.7%
20%
25%
30%
35%
40%
2012.6 2012.8 2012.10 2012.12 2013.2 2013.4 2013.6
Competition is intense. The red sea is coming?
Data Source: TalkingGame
盘点 !建议Q3-Q4
Outlook
?
LTV still keeping down
1.9
2.4
2.8
3.0
1.8
2.3
2.7 2.8
0
1
2
3
4
3-Day LTV 7-Day LTV 14-DayLTV 30-Day LTV
Q1 LTV(¥) Q2 LTV(¥)
Compared with Q1,Q2 LTV fell down instead of rising up as expected
LTV : Revenue contribution after certain days since acquisition per new user
 Q1LTV boosted by the
Spring Festival season
 The massive market
does not look
optimistic
Data Source: TalkingGame
0
1
2
3
4
LT-1
LT-3
LT-5
LT-7
LT-9
LT-11
LT-13
LT-15
LT-17
LT-19
LT-21
LT-23
LT-25
LT-27
LT-29
LT-35
LT-45
LT-55
LT-90
IAPs and campaigns only focus on short term, perform insufficiently for long term development.
Revenue growth nearly stops after 2 weeks for new users since acquisition.
3d 1.3
7d 1.8
14d 2.7
30d 2.85 90d 2.95
Main stream titles operation is unhealthy
UA-focused can not push effective monetization
Data Source: TalkingGame
盘点 !建议
Operation for
Chinese Market?
UA Channels: Fragmented
3rd Party App Store Social Network
Other
Ad NetworkPlatform
CPA:Android ¥3~6;iOS ¥5~20
Conversion%(click->install):Android 1%~3%;iOS 1%~5%
Data Source: TalkingData Campaign
5%
30%
5%
10%
50%
0%
20%
40%
60%
Background
Relationship
MarketManual Taste
Data
Key Factors For Evaluation
• Background
– CP’s branding awareness and background
influence deeply on PR and promotion
result
• Relationship
– This is must-have in China
– Especially with special resources
• Reference
– Proven references from other platforms or
the market add significant credit
• Manual Taste
– Manually test on genre, mechanic, art,
compatibility, tutorial and every aspect is
the most direct way to evaluate
• Data
– Test with trial promotion resources and the
performance data will tell the truth
Mobile Game Evaluation System For Publishing Platform
Quick Key Metrics Evaluation System
Key Metrics Questions Answered Calculation Reference
Organic New Self-promotion & viral
capability
Avg. daily organic
installs
>200
Day1 Retention First time experience
reflection
Day1 retained user
counts / Day0 new user
counts
30%
Day 7 Retention Sustaining activation of
users
Day7 retained user
counts / Day0 new user
counts
12%
Monthly Paying
Rate
Ratio of paid users Monthly paid user
counts / MAU
Depends on
genre
2~5%
14-day LTV Rev contribution after 14
days per user since
acquisition
Rev. within 14 days
from new users / Daily
new user counts
¥2.5
60-day LTV / 30-
day LTV
Long term monetization
potential
60-day LTV / 30-day
LTV
1.3
Data Source: TalkingGame
Key Metrics Evaluation & Comparison
41.2%
3.7%
9.0%
28.4%
21.8%
10.9%
39.8%
8.5%
16.3%
31.2%
24.2%
12.1%
0% 10% 20% 30% 40% 50%
One-day user%
Day30 Retention%
Day7 Retention%
Day1 Retention%
30-day Active%
7-day Active%
Card Battle Genre Avg. Total Avg.
Data Source: TalkingGame
数据观察 Succeed with Data!
Data-driven Success
20
Data-driven Success A
A
RR
R
• Metrics System
• Tool to power up
• Workflow
TalkingData AARRR Metric System
21
Refer
Revenue
Retention
Activation
Acquisition
Monetization
Conversion
Engagement
Acquisition
TalkingData AARRR Metric System
22
• Install / Sign-ups
By campaign/channel
CAC(Channel)
Conversion (Channel)
• Organic Users
• Marketing Users
• Click -to- Install -to- Sync
• Fake Users
• New User Perception
Perception by Channel
• DAU
• MAU
• Next Day Activities
• Usage
Login times
Login length
• Monthly Active Days
• DAU/MAU
• Retention
1 day/
7day
30day
• Engagement
Monthly Logins per User
Lifetime sessions
1~10-day activity after Install
• User lifetime
RetentionActivationAcquisition
ACQ = F(Campaign,channel,
Users,CAC, Conv%)
ACT = F(First time Experience,
Usage,Design/UX)
RET = F(User guide,
operation,task,alert)
Players & Channels Engagement
TalkingData AARRR Metric System
23
• ARPU(Monthly)
• ARPPU(Avg. Revenue per Paying
User
• LTV (lifetime value)
• Virtual currency purchased/spent
By level/By date
By types purchased
• Paying users(%)
• New paying users
• Time/level of first charge
• Whale
Revenue Refer
REV = F(Charge trap,whale, Conv%)
• K-factor
• Invites
Per DAU
Per who send invite
• Invite accept(%)
• Times By type
Massages
E-mail
• Cohort by invitee
Revenue
ARPU
REF = F(Excitation,UX)
Monetization Viral
TalkingData White Paper For Mobile Game Data Analysis
24
• Standard and unified definitions
of all the Key metrics based on
AARRR model system
• Benchmarking enabled to help
generate valuable insight of your
data
Key Metrics
New Player Acquisition & Tutorial
Activation & Retention
Engagement & Behavior
IAP Drill-down
Player Segmentation
Right Tool to Power up
Real- time
Best
Practices
Retention is KING!
A Data-driven
F2P Card Battle Game
Red Infinity was established in 2010 and
has rich experience in product
development and publishing. The
company has become one of the industry
leaders in just one year.
MAU 4,000,000
Data-driven Workflow
Description
★ TouchArcade.com HOT
NEW GAME ★
Versions
Initial release:Sep 14, 2012
Enhanced version:Nov 1, 2012
F2P
Puzzle + Battle + Collection
 DAU/MAU
 Day 1 retention
 Day 7 retention
 Conversions(%)
 Virtual Expense
Behavior
KPIs
Tracking
Measure &
Analysis
Solution
Optimize
Testify
The key metric to track during initial stage
First time experience and impression
Acceptance of the theme, content, visual quality, arts…
Day 1 Retention
18.6% VSAvg.
Day 1 Retention for card games
~30%
Benchmark:
Bad Day1 retention rate, but steady for Day2 and subsequence.
Something must be wrong with the
new player initialization stage!
34
Load
Sign up
Create
Character
Start
Tutorial
Finish
Tutorial
Conversion Funnel for initial stage
Frequent Connectivity FailureTutorial
suddenly lost
Step 1 – Enhancement
Move to more stable IDC
Dedicated server for domestic players
Simplify and enhance tutorial
Polish UI to gain more visual attraction
Solutions
Step 2 – Optimization
Localize to fulfill local players’ preference
Theme Core UX Art
Testify & Ongoing Optimization
Result of daily incentive boost, e.g. Login bonus
How are core players growing in game
Acceptance of difficulty settings for gaming
The key metric to reflect gameplay acceptance and performance of
player engaging operations
Plenty of incentive activities
Mission complete bonus
Daily login bonus
Free cards offer
Friends alliance
⋯⋯
But
Day 7 Retention
9.2% VSAvg.
Day 7 Retention for card games
~15%
Benchmark:
Significant player Drop off at the growing levels(16-30)
Something wrong with the
gameplay design at these levels
Analysis by Churning Level Distribution
Option1: Players Power-up
Higher winning rate of powerful card lottery
Stronger friend alliance for early stage players
More chance to get enhancing virtual items
Solutions
Option2: Weaken Challenges
Lower monster’s numbers to bring down
mission completion difficulty
Easier player advancing at growing stages
Day 7 Retention
13.6%Avg.
A/B Analysis &
Ongoing Optimization
Test in App store,Without Marketing.
Thanks
www.TalkingGame.com
A
A
RR
R

Mais conteúdo relacionado

Semelhante a Mobile Game In China 2013-2014

Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games Unity Technologies
 
Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...
Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...
Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...Lviv Startup Club
 
Where is the money, Lebowski? How to identify and solve the problem in game ...
Where is the money, Lebowski?  How to identify and solve the problem in game ...Where is the money, Lebowski?  How to identify and solve the problem in game ...
Where is the money, Lebowski? How to identify and solve the problem in game ...EkaterinaSabirova2
 
How To Drive Exponential Growth Using Unconventional Data Sources
How To Drive Exponential Growth Using Unconventional Data SourcesHow To Drive Exponential Growth Using Unconventional Data Sources
How To Drive Exponential Growth Using Unconventional Data SourcesChartio
 
Internet Ad Market Update 2013 Year-End Review
Internet Ad Market Update 2013 Year-End ReviewInternet Ad Market Update 2013 Year-End Review
Internet Ad Market Update 2013 Year-End ReviewCapstone Headwaters
 
Working With Big Data
Working With Big DataWorking With Big Data
Working With Big DataSeth Familian
 
TGCC Global Round Winning Slides.pdf winning
TGCC Global Round Winning Slides.pdf winningTGCC Global Round Winning Slides.pdf winning
TGCC Global Round Winning Slides.pdf winningChaviSingh7
 
GuideStar Impact Call February 23rd, 2015
GuideStar Impact Call February 23rd, 2015GuideStar Impact Call February 23rd, 2015
GuideStar Impact Call February 23rd, 2015GuideStar
 
SyncWorld Business Plan
SyncWorld Business PlanSyncWorld Business Plan
SyncWorld Business PlanNobuhiro Seki
 
Capstone PowerPoint
Capstone PowerPointCapstone PowerPoint
Capstone PowerPointMelis Jordan
 
Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.
Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.
Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.NinjaMetrics
 
Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”
Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”
Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”Lviv Startup Club
 
Detailed Guide on a Mobile Game Soft Launch
Detailed Guide on a Mobile Game Soft LaunchDetailed Guide on a Mobile Game Soft Launch
Detailed Guide on a Mobile Game Soft LaunchComboApp, Inc
 
Studying online distribution platforms for games through the mining of data f...
Studying online distribution platforms for games through the mining of data f...Studying online distribution platforms for games through the mining of data f...
Studying online distribution platforms for games through the mining of data f...SAIL_QU
 
Brand Analytics Management: Measuring CLV Across Platforms, Devices and Apps
Brand Analytics Management: Measuring CLV Across Platforms, Devices and AppsBrand Analytics Management: Measuring CLV Across Platforms, Devices and Apps
Brand Analytics Management: Measuring CLV Across Platforms, Devices and AppsTreasure Data, Inc.
 
Q2 2013 investor presentation
Q2 2013 investor presentationQ2 2013 investor presentation
Q2 2013 investor presentationnexon-ir
 
MARKET_CLAMP_PRESENTATION
MARKET_CLAMP_PRESENTATIONMARKET_CLAMP_PRESENTATION
MARKET_CLAMP_PRESENTATIONMatt Marshall
 

Semelhante a Mobile Game In China 2013-2014 (20)

Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games
 
Building a GooglePlay Business from Scatch
Building a GooglePlay Business from ScatchBuilding a GooglePlay Business from Scatch
Building a GooglePlay Business from Scatch
 
Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...
Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...
Василь Сабіров “Кожна гра може працювати краще(про користь аналітики в іграх)...
 
Vasiliy Sabirov, devtodev
Vasiliy Sabirov, devtodev	Vasiliy Sabirov, devtodev
Vasiliy Sabirov, devtodev
 
Where is the money, Lebowski? How to identify and solve the problem in game ...
Where is the money, Lebowski?  How to identify and solve the problem in game ...Where is the money, Lebowski?  How to identify and solve the problem in game ...
Where is the money, Lebowski? How to identify and solve the problem in game ...
 
How To Drive Exponential Growth Using Unconventional Data Sources
How To Drive Exponential Growth Using Unconventional Data SourcesHow To Drive Exponential Growth Using Unconventional Data Sources
How To Drive Exponential Growth Using Unconventional Data Sources
 
Internet Ad Market Update 2013 Year-End Review
Internet Ad Market Update 2013 Year-End ReviewInternet Ad Market Update 2013 Year-End Review
Internet Ad Market Update 2013 Year-End Review
 
Working With Big Data
Working With Big DataWorking With Big Data
Working With Big Data
 
TGCC Global Round Winning Slides.pdf winning
TGCC Global Round Winning Slides.pdf winningTGCC Global Round Winning Slides.pdf winning
TGCC Global Round Winning Slides.pdf winning
 
Who Is Lenovo 2010
Who Is Lenovo 2010Who Is Lenovo 2010
Who Is Lenovo 2010
 
GuideStar Impact Call February 23rd, 2015
GuideStar Impact Call February 23rd, 2015GuideStar Impact Call February 23rd, 2015
GuideStar Impact Call February 23rd, 2015
 
SyncWorld Business Plan
SyncWorld Business PlanSyncWorld Business Plan
SyncWorld Business Plan
 
Capstone PowerPoint
Capstone PowerPointCapstone PowerPoint
Capstone PowerPoint
 
Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.
Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.
Ninja Metrics Inc. - Katana® Social Analytics Engine - Investor presentation.
 
Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”
Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”
Сергій Каніщев “Soft Launch як запорука успішного розвитку мобільної гри”
 
Detailed Guide on a Mobile Game Soft Launch
Detailed Guide on a Mobile Game Soft LaunchDetailed Guide on a Mobile Game Soft Launch
Detailed Guide on a Mobile Game Soft Launch
 
Studying online distribution platforms for games through the mining of data f...
Studying online distribution platforms for games through the mining of data f...Studying online distribution platforms for games through the mining of data f...
Studying online distribution platforms for games through the mining of data f...
 
Brand Analytics Management: Measuring CLV Across Platforms, Devices and Apps
Brand Analytics Management: Measuring CLV Across Platforms, Devices and AppsBrand Analytics Management: Measuring CLV Across Platforms, Devices and Apps
Brand Analytics Management: Measuring CLV Across Platforms, Devices and Apps
 
Q2 2013 investor presentation
Q2 2013 investor presentationQ2 2013 investor presentation
Q2 2013 investor presentation
 
MARKET_CLAMP_PRESENTATION
MARKET_CLAMP_PRESENTATIONMARKET_CLAMP_PRESENTATION
MARKET_CLAMP_PRESENTATION
 

Mais de Son Aris

Ogdc 2013 am i ready to go startup
Ogdc 2013 am i ready to go startupOgdc 2013 am i ready to go startup
Ogdc 2013 am i ready to go startupSon Aris
 
Ogdc 2013 zing me mobile
Ogdc 2013 zing me mobileOgdc 2013 zing me mobile
Ogdc 2013 zing me mobileSon Aris
 
Ogdc 2013 the importance of in game event
Ogdc 2013 the importance of in game eventOgdc 2013 the importance of in game event
Ogdc 2013 the importance of in game eventSon Aris
 
Ogdc 2013 spine anim20131
Ogdc 2013 spine anim20131Ogdc 2013 spine anim20131
Ogdc 2013 spine anim20131Son Aris
 
Ogdc 2013 psychology applied 2013
Ogdc 2013 psychology applied 2013Ogdc 2013 psychology applied 2013
Ogdc 2013 psychology applied 2013Son Aris
 
Ogdc 2013 prototyping mobile games
Ogdc 2013 prototyping mobile gamesOgdc 2013 prototyping mobile games
Ogdc 2013 prototyping mobile gamesSon Aris
 
Ogdc 2013 network stragegy for mmo game
Ogdc 2013 network stragegy for mmo gameOgdc 2013 network stragegy for mmo game
Ogdc 2013 network stragegy for mmo gameSon Aris
 
Ogdc 2013 monetization experience
Ogdc 2013 monetization experienceOgdc 2013 monetization experience
Ogdc 2013 monetization experienceSon Aris
 
Ogdc 2013 mobile game trend in southeastasia
Ogdc 2013 mobile game trend in southeastasiaOgdc 2013 mobile game trend in southeastasia
Ogdc 2013 mobile game trend in southeastasiaSon Aris
 
Ogdc 2013 lets remake the wheel
Ogdc 2013 lets remake the wheelOgdc 2013 lets remake the wheel
Ogdc 2013 lets remake the wheelSon Aris
 
Ogdc 2013 how to distribute content touser for social and mobile game
Ogdc 2013 how to distribute content touser for social and mobile gameOgdc 2013 how to distribute content touser for social and mobile game
Ogdc 2013 how to distribute content touser for social and mobile gameSon Aris
 
Ogdc 2013 how retention rate affects aniworld
Ogdc 2013 how retention rate affects aniworldOgdc 2013 how retention rate affects aniworld
Ogdc 2013 how retention rate affects aniworldSon Aris
 
Ogdc 2013 game design problem solving
Ogdc 2013 game design problem solvingOgdc 2013 game design problem solving
Ogdc 2013 game design problem solvingSon Aris
 
Ogdc 2013 choosing the right database for social mobile game
Ogdc 2013 choosing the right database for social mobile gameOgdc 2013 choosing the right database for social mobile game
Ogdc 2013 choosing the right database for social mobile gameSon Aris
 
Ogdc 2013 cross platform game development with html5
Ogdc 2013 cross platform game development with html5Ogdc 2013 cross platform game development with html5
Ogdc 2013 cross platform game development with html5Son Aris
 
Ogdc 2013 cross platform game development for mobile web
Ogdc 2013 cross platform game development for mobile webOgdc 2013 cross platform game development for mobile web
Ogdc 2013 cross platform game development for mobile webSon Aris
 
Ogdc 2013 2d artist the first steps
Ogdc 2013 2d artist the first stepsOgdc 2013 2d artist the first steps
Ogdc 2013 2d artist the first stepsSon Aris
 
The story inside art of camgioi
The story inside art of camgioiThe story inside art of camgioi
The story inside art of camgioiSon Aris
 
Scrum model in game development
Scrum model in game developmentScrum model in game development
Scrum model in game developmentSon Aris
 
Recruiting and developing hr in o game studio
Recruiting and developing hr in o game studioRecruiting and developing hr in o game studio
Recruiting and developing hr in o game studioSon Aris
 

Mais de Son Aris (20)

Ogdc 2013 am i ready to go startup
Ogdc 2013 am i ready to go startupOgdc 2013 am i ready to go startup
Ogdc 2013 am i ready to go startup
 
Ogdc 2013 zing me mobile
Ogdc 2013 zing me mobileOgdc 2013 zing me mobile
Ogdc 2013 zing me mobile
 
Ogdc 2013 the importance of in game event
Ogdc 2013 the importance of in game eventOgdc 2013 the importance of in game event
Ogdc 2013 the importance of in game event
 
Ogdc 2013 spine anim20131
Ogdc 2013 spine anim20131Ogdc 2013 spine anim20131
Ogdc 2013 spine anim20131
 
Ogdc 2013 psychology applied 2013
Ogdc 2013 psychology applied 2013Ogdc 2013 psychology applied 2013
Ogdc 2013 psychology applied 2013
 
Ogdc 2013 prototyping mobile games
Ogdc 2013 prototyping mobile gamesOgdc 2013 prototyping mobile games
Ogdc 2013 prototyping mobile games
 
Ogdc 2013 network stragegy for mmo game
Ogdc 2013 network stragegy for mmo gameOgdc 2013 network stragegy for mmo game
Ogdc 2013 network stragegy for mmo game
 
Ogdc 2013 monetization experience
Ogdc 2013 monetization experienceOgdc 2013 monetization experience
Ogdc 2013 monetization experience
 
Ogdc 2013 mobile game trend in southeastasia
Ogdc 2013 mobile game trend in southeastasiaOgdc 2013 mobile game trend in southeastasia
Ogdc 2013 mobile game trend in southeastasia
 
Ogdc 2013 lets remake the wheel
Ogdc 2013 lets remake the wheelOgdc 2013 lets remake the wheel
Ogdc 2013 lets remake the wheel
 
Ogdc 2013 how to distribute content touser for social and mobile game
Ogdc 2013 how to distribute content touser for social and mobile gameOgdc 2013 how to distribute content touser for social and mobile game
Ogdc 2013 how to distribute content touser for social and mobile game
 
Ogdc 2013 how retention rate affects aniworld
Ogdc 2013 how retention rate affects aniworldOgdc 2013 how retention rate affects aniworld
Ogdc 2013 how retention rate affects aniworld
 
Ogdc 2013 game design problem solving
Ogdc 2013 game design problem solvingOgdc 2013 game design problem solving
Ogdc 2013 game design problem solving
 
Ogdc 2013 choosing the right database for social mobile game
Ogdc 2013 choosing the right database for social mobile gameOgdc 2013 choosing the right database for social mobile game
Ogdc 2013 choosing the right database for social mobile game
 
Ogdc 2013 cross platform game development with html5
Ogdc 2013 cross platform game development with html5Ogdc 2013 cross platform game development with html5
Ogdc 2013 cross platform game development with html5
 
Ogdc 2013 cross platform game development for mobile web
Ogdc 2013 cross platform game development for mobile webOgdc 2013 cross platform game development for mobile web
Ogdc 2013 cross platform game development for mobile web
 
Ogdc 2013 2d artist the first steps
Ogdc 2013 2d artist the first stepsOgdc 2013 2d artist the first steps
Ogdc 2013 2d artist the first steps
 
The story inside art of camgioi
The story inside art of camgioiThe story inside art of camgioi
The story inside art of camgioi
 
Scrum model in game development
Scrum model in game developmentScrum model in game development
Scrum model in game development
 
Recruiting and developing hr in o game studio
Recruiting and developing hr in o game studioRecruiting and developing hr in o game studio
Recruiting and developing hr in o game studio
 

Último

CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun serviceCALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun serviceanilsa9823
 
9892124323 | Book Call Girls in Juhu and escort services 24x7
9892124323 | Book Call Girls in Juhu and escort services 24x79892124323 | Book Call Girls in Juhu and escort services 24x7
9892124323 | Book Call Girls in Juhu and escort services 24x7Pooja Nehwal
 
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort ServiceBDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort ServiceDelhi Call girls
 
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual serviceCALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual serviceanilsa9823
 
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost LoverPowerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost LoverPsychicRuben LoveSpells
 
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,Pooja Nehwal
 
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCRFULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCRnishacall1
 

Último (7)

CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun serviceCALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
 
9892124323 | Book Call Girls in Juhu and escort services 24x7
9892124323 | Book Call Girls in Juhu and escort services 24x79892124323 | Book Call Girls in Juhu and escort services 24x7
9892124323 | Book Call Girls in Juhu and escort services 24x7
 
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort ServiceBDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
 
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual serviceCALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
 
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost LoverPowerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
 
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
 
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCRFULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
 

Mobile Game In China 2013-2014

  • 2. 2009~2014 China’s Market Size Of Mobile Game Source: iResearch Annual Data Report On Mobile Game 2012
  • 4. Share of New Titles by Genre 38.92% 16.02% 9.34% 8.95% 8.14% Casual Strategy Card Battle Action Sport RPG Card Adventure Other Card battle titles became the new hot spot. While casual titles are still CP’s first choice for entry to market. Data Source: TalkingGame
  • 5. Revenue Share by Genre 36.8% 11.7% 16.2% 20.9% 4.7% 5.0% 2.2% 0.8% 1.7% 0% 10% 20% 30% 40% Card Battle Strategy MMORPG T-RPG Action Card Tower Def Casual Other Data Source: TalkingGame
  • 6. Main stream titles are quality challenged 0% 10% 20% 30% 40% Rating for main steam titles in China Homogenization of titles are overwhelming. Copycats everywhere right after the entry of new starred titles TalkingGame Matrix for Rating Metrics for Rating: TalkingData Analytics Mobile Game Evaluation Matrix Data Source: TalkingGame RevenueShare ARPDAU Retention Rate Day7 Retention % Day14 Retention% Day14 Retention% 15-day LTV Game Mechanic User Life time Organic Users UE Marketing Forces R&D Forces
  • 7. 35% 25% 22% 14% 3% 1% 0% 50% <¥1 ¥1~$2 ¥2~¥3 ¥3~¥5 ¥5~¥10 >¥10 Titles… Passing Line: LTV¥3 80% of all titles are Non-profitable 2.3 3.2 2013 Q1 2013 Q2 CPA nearly doubled from Q1 to Q2, 2013 60%+ 80% titles still unbalanced for a new user 30 days after the acquisition CPA¥3 Data Source: TalkingGame
  • 9. Mobile game user playing time is fragmented 20.1 18.2 18.8 16.8 17.4 16.7 15.5 15.7 16.6 15.6 14.7 14.6 15.2 10 15 20 25 2012-6 2012-7 2012-8 2012-9 2012-10 2012-11 2012-12 2013-1 2013-2 2013-3 2013-4 2013-5 2013-6 3 4 5 6 每日游戏次数 每日游戏时长 Playing time per user spends on each game is dropping significantly from Q2, 2012 although total number of game sessions per user per day is keeping steady Mins Sessions Daily Game Sessions Daily Playing Time Data Source: TalkingGame
  • 10. Day1 Retention Trend For New Plays Q1-Q2, 2013 Too many options for users in the crowded market. Significant dropping trend of the Day1 retention for each individual title 30.6% 28.4% 28.8% 28.6% 28.7% 27.1% 26.5% 25.8% 26.4% 25.6% 25.1% 25.2% 24.7% 20% 25% 30% 35% 40% 2012.6 2012.8 2012.10 2012.12 2013.2 2013.4 2013.6 Competition is intense. The red sea is coming? Data Source: TalkingGame
  • 12. LTV still keeping down 1.9 2.4 2.8 3.0 1.8 2.3 2.7 2.8 0 1 2 3 4 3-Day LTV 7-Day LTV 14-DayLTV 30-Day LTV Q1 LTV(¥) Q2 LTV(¥) Compared with Q1,Q2 LTV fell down instead of rising up as expected LTV : Revenue contribution after certain days since acquisition per new user  Q1LTV boosted by the Spring Festival season  The massive market does not look optimistic Data Source: TalkingGame
  • 13. 0 1 2 3 4 LT-1 LT-3 LT-5 LT-7 LT-9 LT-11 LT-13 LT-15 LT-17 LT-19 LT-21 LT-23 LT-25 LT-27 LT-29 LT-35 LT-45 LT-55 LT-90 IAPs and campaigns only focus on short term, perform insufficiently for long term development. Revenue growth nearly stops after 2 weeks for new users since acquisition. 3d 1.3 7d 1.8 14d 2.7 30d 2.85 90d 2.95 Main stream titles operation is unhealthy UA-focused can not push effective monetization Data Source: TalkingGame
  • 15. UA Channels: Fragmented 3rd Party App Store Social Network Other Ad NetworkPlatform CPA:Android ¥3~6;iOS ¥5~20 Conversion%(click->install):Android 1%~3%;iOS 1%~5% Data Source: TalkingData Campaign
  • 16. 5% 30% 5% 10% 50% 0% 20% 40% 60% Background Relationship MarketManual Taste Data Key Factors For Evaluation • Background – CP’s branding awareness and background influence deeply on PR and promotion result • Relationship – This is must-have in China – Especially with special resources • Reference – Proven references from other platforms or the market add significant credit • Manual Taste – Manually test on genre, mechanic, art, compatibility, tutorial and every aspect is the most direct way to evaluate • Data – Test with trial promotion resources and the performance data will tell the truth Mobile Game Evaluation System For Publishing Platform
  • 17. Quick Key Metrics Evaluation System Key Metrics Questions Answered Calculation Reference Organic New Self-promotion & viral capability Avg. daily organic installs >200 Day1 Retention First time experience reflection Day1 retained user counts / Day0 new user counts 30% Day 7 Retention Sustaining activation of users Day7 retained user counts / Day0 new user counts 12% Monthly Paying Rate Ratio of paid users Monthly paid user counts / MAU Depends on genre 2~5% 14-day LTV Rev contribution after 14 days per user since acquisition Rev. within 14 days from new users / Daily new user counts ¥2.5 60-day LTV / 30- day LTV Long term monetization potential 60-day LTV / 30-day LTV 1.3 Data Source: TalkingGame
  • 18. Key Metrics Evaluation & Comparison 41.2% 3.7% 9.0% 28.4% 21.8% 10.9% 39.8% 8.5% 16.3% 31.2% 24.2% 12.1% 0% 10% 20% 30% 40% 50% One-day user% Day30 Retention% Day7 Retention% Day1 Retention% 30-day Active% 7-day Active% Card Battle Genre Avg. Total Avg. Data Source: TalkingGame
  • 20. Data-driven Success 20 Data-driven Success A A RR R • Metrics System • Tool to power up • Workflow
  • 21. TalkingData AARRR Metric System 21 Refer Revenue Retention Activation Acquisition Monetization Conversion Engagement Acquisition
  • 22. TalkingData AARRR Metric System 22 • Install / Sign-ups By campaign/channel CAC(Channel) Conversion (Channel) • Organic Users • Marketing Users • Click -to- Install -to- Sync • Fake Users • New User Perception Perception by Channel • DAU • MAU • Next Day Activities • Usage Login times Login length • Monthly Active Days • DAU/MAU • Retention 1 day/ 7day 30day • Engagement Monthly Logins per User Lifetime sessions 1~10-day activity after Install • User lifetime RetentionActivationAcquisition ACQ = F(Campaign,channel, Users,CAC, Conv%) ACT = F(First time Experience, Usage,Design/UX) RET = F(User guide, operation,task,alert) Players & Channels Engagement
  • 23. TalkingData AARRR Metric System 23 • ARPU(Monthly) • ARPPU(Avg. Revenue per Paying User • LTV (lifetime value) • Virtual currency purchased/spent By level/By date By types purchased • Paying users(%) • New paying users • Time/level of first charge • Whale Revenue Refer REV = F(Charge trap,whale, Conv%) • K-factor • Invites Per DAU Per who send invite • Invite accept(%) • Times By type Massages E-mail • Cohort by invitee Revenue ARPU REF = F(Excitation,UX) Monetization Viral
  • 24. TalkingData White Paper For Mobile Game Data Analysis 24 • Standard and unified definitions of all the Key metrics based on AARRR model system • Benchmarking enabled to help generate valuable insight of your data
  • 25. Key Metrics New Player Acquisition & Tutorial Activation & Retention Engagement & Behavior IAP Drill-down Player Segmentation Right Tool to Power up Real- time
  • 26. Best Practices Retention is KING! A Data-driven F2P Card Battle Game
  • 27. Red Infinity was established in 2010 and has rich experience in product development and publishing. The company has become one of the industry leaders in just one year. MAU 4,000,000 Data-driven Workflow
  • 28. Description ★ TouchArcade.com HOT NEW GAME ★ Versions Initial release:Sep 14, 2012 Enhanced version:Nov 1, 2012 F2P Puzzle + Battle + Collection
  • 29.
  • 30.  DAU/MAU  Day 1 retention  Day 7 retention  Conversions(%)  Virtual Expense Behavior KPIs Tracking Measure & Analysis Solution Optimize Testify
  • 31. The key metric to track during initial stage First time experience and impression Acceptance of the theme, content, visual quality, arts… Day 1 Retention 18.6% VSAvg. Day 1 Retention for card games ~30% Benchmark:
  • 32. Bad Day1 retention rate, but steady for Day2 and subsequence. Something must be wrong with the new player initialization stage!
  • 35. Step 1 – Enhancement Move to more stable IDC Dedicated server for domestic players Simplify and enhance tutorial Polish UI to gain more visual attraction Solutions Step 2 – Optimization Localize to fulfill local players’ preference Theme Core UX Art
  • 36. Testify & Ongoing Optimization
  • 37. Result of daily incentive boost, e.g. Login bonus How are core players growing in game Acceptance of difficulty settings for gaming The key metric to reflect gameplay acceptance and performance of player engaging operations
  • 38. Plenty of incentive activities Mission complete bonus Daily login bonus Free cards offer Friends alliance ⋯⋯ But Day 7 Retention 9.2% VSAvg. Day 7 Retention for card games ~15% Benchmark:
  • 39. Significant player Drop off at the growing levels(16-30) Something wrong with the gameplay design at these levels Analysis by Churning Level Distribution
  • 40. Option1: Players Power-up Higher winning rate of powerful card lottery Stronger friend alliance for early stage players More chance to get enhancing virtual items Solutions Option2: Weaken Challenges Lower monster’s numbers to bring down mission completion difficulty Easier player advancing at growing stages Day 7 Retention 13.6%Avg. A/B Analysis & Ongoing Optimization
  • 41. Test in App store,Without Marketing.