This presentation is a general overview about the SNS and SNG industry in Korea and worldwide. It may be useful for those developers and publishers who are interested to enter the social gaming market in Korea.
1. Everything about Social Games
By Social Game Developer, Rubicon Games
2010 / 06 / 03
Social Business Insight 2010
Charles Pyo, CEO, Rubicon Games Inc. (pyo@playrubi.com)
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2. INDEX
01 What are social games?
02 Why social games?
03 Present state of social games
04 Various global SNS and social games
05 Social games business model
06 Potential of mobile social games
07 Importance of social games and viral
08 Conclusion
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4. 1-1 What are Social Games?
It is an interactive online game based on social network provided by
platforms.
Initially started as a social application, and later developed to a text game,
then to flash games.
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5. 1-1 What are Social Games?
Current mainstreams are simulation games such as farming/ running
restaurants/ building cities/ managing aquariums/ raising pets ...etc
Reasons behind the success of simulation games:
Never ending/ asynchronous play time/ comparable with friends
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6. 1-1 What are Social Games?
Platforms are currently restricted to SNS but will later on expand to
different social platforms such as portals, mobiles ... etc
Distinctive features such as web-based/ asynchronous play time/ doesn't
require installation/ small size... will eventually expand the other way
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7. 1-1 What are Social Games?
Platforms are currently restricted to SNS but will later on expand to
different social platforms such as portals, mobiles ... etc
Distinctive features such as web-based/ asynchronous play time/ doesn't
require installation/ small size... will eventually expand the other way
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9. 2-1 In the beginning, we all loved games!
From game arcades and 286 to 386 and 486 PCs, many people enjoyed
playing games.
During the period when development speed of games and PCs were far
below than the expectations of users, Supply < Demand
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10. 2-2 RPG Conquers the Game Market!
All those puzzle, adventure, arcade, sports, simulation games fall on the
knees of RPG.
Why? Strong addiction / solid storylines/ sustainable profits/ onlinization
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11. 2-3 Light gamers have no games to play...
Many different characters, items, and difficult outlooks, have isolated
RPGs from rest of the games
Many light gamers leave the game market and only those young gamers
are left. Now Demand < Supply
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12. 2-4 People came to believe that
“they've never liked games from the beginning”
Then one day in 2009, people encounter a big change in their life...
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13. 2-5 Easy games for light gamers return!
Easy games that people once used to play start coming back to SNS
Furthermore, these games provide “things to do” as well as
entertainments between neighbors and friends within the SNS.
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15. 2-6 Realization (Enlightenment)
'People were actually missing the games. At least it was a
misunderstanding that they didn’t like games from the beginning'
'They were simply maladjusted, and were not active enough to search for
new games'
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17. 3-1 Facebook
Facebook, the No. 1 global SNS has recently exceeded 450M users /
Annual revenue of $1 billion
Zynga became 2nd largest merchant of Paypal in 2009, with daily revenue
of $1M / MAU above 1M users / 185 Apps.
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18. 3-2 OpenSocial
50 platforms of OpenSocial Containers / In sum, about 500M
Introduced in Korea by Cyworld (Sept. 2009) / Naver (May, 2010) /
Daum (1st half, 2010)
Reference: http://wiki.opensocial.org/index.php?title=Main_Page
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19. 3-3 Nate Appstore
Opened in 30 Sept. 2009 / Steady growth / Top developers' daily revenue
marks 2M KRW
Currently (2 June 2010) 42 developers have release 89 Apps / 13 Apps
have been installed by more than 200,000 users.
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20. 3-3 Nate Appstore
Opened in 30 Sept. 2009 / Steady growth / Top developers' daily revenue
marks 2M KRW
Currently (2 June 2010) 42 developers have release 89 Apps / 13 Apps
have been installed by more than 200,000 users.
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58. 5-1 Item Sales– Function Items
Function Items help gamers win or grow faster and easier
Items purchasable by game credits VS Items purchasable by cash
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59. 5-2 Item Sales– Decoration Items
Although it has no technical usage, decoration items assists users to show
off themselves
Nowadays, Coin items (game credits) and Cash items (real cash) are
placed together side by side -> thus sense of rejection decreases
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60. 5-3 Inserting Ads – In-game AD
By recommending “real goods” that are closely related to the game,
users can have an indirect experience of the product or can even find
more about it through links provided within the game
Recently, advertisement boundaries exceeds beyond the game itself:
Brands sometimes launch their product with game labels on
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61. 5-3 Inserting Ads – In-game AD
By recommending “real goods” that are closely related to the game,
users can have an indirect experience of the product or can even find
more about it through links provided within the game
Recently, advertisement boundaries exceeds beyond the game itself:
Brands sometimes launch their product with game labels on
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62. 5-4 Inserting Ads – Container Banner
Usually banners placed at editable areas around the game canvas
Usable as a Cross-promotion area within or between developers. CTR ↑
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65. 6-1 Perfect Competition among Mobile Games
- Attention Economy
To succeed among the many similar games, connection with outside(web)
became necessary
To provide motivation of playing with friends, connection to SNS used
among friends is prerequisite
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66. 6-2 Game and Social Graph Intersects - XBOX Live
Can request to play with Facebook friends or XBOX Live members
Can search game manuals and check comments on Twitter
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67. 6-3 Facebook Connect API for Mobile
Facebook introduced Connect API, which makes it possible to retrieve
friends list and update status.
For wide range of iPhone Apps, friends list and info updates are provided
in iPhone
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68. 6-4 OpenFeint
Common essentials (Ranking/ Friends list/ Chat/ Fan club...etc) required
to develop Social Feature SDK(Software Developer's Kit)
Secure 16 Mil. potential users / powerful Cross Promotion / Interlocking
SNS & Map / Free of charge
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70. 6-5 Mobile Integration
Facebook's popular games now extend their play boundaries to
iPhones/Androids.
Many games releasing their mobile ver. since Zynga's Live Poker in 2008.
Future trend of games will contain mobile elements .
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71. 6-6 Adobe Flash CS5
Released in May 2010 / publishable in “.ipa” format / operates well/ but
Blocked out by Apple's policy
Nate's social game AniPang is currently available at Apple App Store (CS5
Based),
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72. 6-7 Unity
Many 3D iPhone Games are released due to low spec./high performance
Free 3D Engine Unity
When games are developed based on Unity, it can easily be republished
into iPhone plat form. E.g.) Nate social game “Run Away”
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73. 6-8 New Comers
Sometime during 2010, Unreal Engine 3 will be available for iPhone.
In the future, game engines supporting Web-Mobile Universal Runtime
will continue to be developed
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74. 6-8 Mobile Game SNS
OpenFeint expansion version is currently under CBT / Just like social
games, inviting friends through Gifting
Editable profile page / sell digital goods via Micro-payment (becoming like
SNS)
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75. 6-9 Mobile Game SNS
Mobile Game SNS Platform Plus+ created by Ngmoco:), deverloper of We
Rule
Challenge friends/ Awards / Rank / Profile page ..etc Applied to 83 Games
(as of 2010/04/22)
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76. 6-10 Game Center
Apple's new Mobile Game SNS operator available in iPhone OS 4
Moreover, there exists a high possibility that it will develop into a form of
SNS using the Social Graph based on its Contact Info.
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77. 6-11 Key = Social Graph + Anywhere
Accessible anywhere and at the same time
optimized to each specific environment
thus enhancing the satisfaction
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79. 7-1 Why is Viral important? – let's site back
People tend to misinterpret 'Social' Game as Social 'Game'
If social games were similar to single player games, SNS is no use.
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80. 7-2 Why is Viral important? –
Rescue our friends from Boredom!
Anyone can connect to SNS but not everyone can provide Entertainment.
Browsing friends list, decorating blogs, and future entertainments all
depend on Social games
“I'm sick and tired of
managing my personal blog!”
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81. 7-3 Why is Viral important? - Premise
Viral is what will bring brand new entertainment that will bond friends
together
Without a good Viral, there could NEVER be a good social game
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82. 7-4 The Goal of Viral - Increase number of users!
The primary goal is to increase number of users
In social games, DAU and MAU are more important standard of
judgement than UV, PV
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83. 7-5 The Goal of Viral –
Increase number of invitations and rate of acceptance
If x * y > 1, Viral! (x=number of invited friends, y=acceptance rate)
『Viral Marketing & Advertising Strategies for Social Networks』
Kevin Barenblat, co-founder of www.contextoptional.com
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84. 7-6 The Goal of Viral – Increase Loyalty
If number of users were most important in the past, rate of revisits and
increase of playtime is the primary concern
Farming / Simulation games are top rated Social games these days
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85. 7-7 Types of Viral - Positive Reinforcement
More fun when you play together-> enjoyment ↑
Inviting friends gives users extra items/ points/ cash -> compensation ↑
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86. 7-8 Types of Viral - Negative Reinforcement
If you don't invite, you are placed in an adverse situation (ex. Mafia Wars)
You can play as long as you invite others (ex. Hor or Not)
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87. 7-9 Viral placement- Feeds notifying installation
Place feeds that ask “Would you like to tell your friends?” right after
installation
Most users would naturally answer “Okay”
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88. 7-10Viral Placement – Feeds that boast about your
accomplishments
Level up / victories / gain rare items/ win lottery...etc Boast about them to
your friends!
If friends compete -> Eventually friends will install the games too
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89. 7-11 Viral placement – Screen shots
Viral factor: a record of myself in the game -> Realizing the narcissism of
a virtual persona
If installation feeds have a spam-like character, screen shots induce
voluntary participation
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90. 7-12 Viral placement – Direct invitation
Act of inviting a friend using default invitation function in the game
Any form of compensation is necessary - Points / Items / Cash /
Symbols ...
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92. 8-1 Common factors of Successful Games
Initially, provides a sense of attachment to the Avatar.
NPC explains the rule of the game in great detail. (ex. Restaurant
City)
Provides just enough seed cash to play the game.
Initially provides attractive items.
There are rare items or stage accessible only to high level
users.
Allow users to win in the beginning. (ex. Mafia Wars)
Emphasize what ever they give! (Free Gifts, Zynga Poker)
Expose top rankers at front page, and provoke competition
Give gifts from time to time and provide opportunities for
feeding such as lottery.
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93. 8-1 Common factors of Successful Games
Insert actions that could frequently send feeds to friends
such as gifts, hugs ...etc
Induce users to hire or invite friends to move on to the next
level
Text index such as points, levels, symbols can make up for
visual shortcomings.
Social game's advantage is asynchronosity; single play but
feel as if you are playing with others.
Texting / simulation / communication are the 3 centralized
categories.
Ads are eye catchy / Pay Pals are easily accessible.
Title / Introduction is just sufficient to understand the
content.
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94. 8-2 Rubicon Games
Originally founded as a Dept. of Wizard Works Inc. and first launched its
App “Fun Paper” but was very unsuccessful (last place in Nate AppStore)
From the lesson learnt from “Fun Paper”, Rubicon Games Inc. makes a
brand new start!
Released Boing Boing (Apr. 2010)
Expect to release Shooting Star (Jun. 2010) / Star City (Sep. 2010)
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95. 9-2 Rubicon Games
As a fresh startup, we are absolutely opened to all kinds of partnerships
and investment offers
With our partners, we will strive to develop social games beloved
worldwide!
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