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Beintoo
1. Beintoo
Building a True Apps Ecosystem
Sunday, November 27, 2011
2. The Needs
Mobile developers and publishers need:
Monetization
Distribution, Engagement
Sunday, November 27, 2011
3. Gamification= engagement unleashed
Discounts are the most compelling incentives for winning a
challenge(57%), followed by Social Action and Points Towards
Loyalty Program.
Nearly 50% would play from 1 hour up to 5 hours per day to get a 100 $
prize
58% of players say it’s important for Brands to be fun and playful
Source: Saatchi and Saatchi Gamification Study , June 2011
Sunday, November 27, 2011
4. Our Solution
> Social Game Mechanics to increase engagement and loyalty
> Social game mechanics to monetize the users engagement:
brands, retailers and other developers can reach your users by
sponsored rewards and sponsored missions
> Social game mechanics to promote your app/game, paying
real actions of interest and not the simple download. From CPI
(cost per install) to CPE (cost per engagement)
> Social game mechanics to increase and optimize your in-
app purchase model, driving more revenues
Sunday, November 27, 2011
5. Game Mechanics to Create Engagement
A Free Self Provisioning Mobile Gamification Framework for mobile developers
with different game mechanics to choose such as user reputation, user loyalty,
profile, contests, leaderboards, challenges, wallet of rewards, badges, alliances.
Cross-apps missions to cross promote their own apps. Monetization by Real
Rewards. Viral Visibility for Free.
GAME MECHANICS CAN BE FULLY INTEGRATED IN THE APPS USER INTERFACE
Sunday, November 27, 2011
6. Reputation Game Mechanics
Two key concepts:
1) BeDollars: a cross-apps promotional virtual currency delivered when users
complete gamified tasks, for example if their comments receive a like. BeDollars
can be used to get branded virtual items and real discounts from our advertisers
2) Bescore: a reputation score based on several algorithms to take into account
usage, loyalty and success. It can be filtered for single mobile app, group of apps
and location
Sunday, November 27, 2011
7. Smart Leaderboards and Alliances
On Beintoo, Leaderboards are focused on the user and his friends.
The user can see the leaderboard around his position, discovering people with
similar skills and challenge them. Leaderboards can be “location-based”
Users can team up in “Alliances” and compete with other teams.
It is the first gamification framework with a collaborative game mechanics based on
team concept
Sunday, November 27, 2011
8. Challenges and Bet
Users can challenge each other for a specific period of time, betting an amount of
Bedollars. The platform analyzes their score and nominates the winner. It is a true
two-players match
Users can also create “one-player” challenge, for example, I can bet that a specific
users will not reach a specific score in a specific period of time.
It is a highly engaging mechanics
Sunday, November 27, 2011
9. Location-Based Game Mechanics
Several available location-based game mechanics
1) Users can checkin in specific geographic places and express likes on them
2) Connection with Facebook places and Google to import places such as retailers
3) Users can see available offers around them and use their credits to get them
4) Users can see other players using the game/app around them and engage by
challenges , messages, bets, etc.
5) Location-based leaderboards: users can see leaderboards of the game near their
geographic position
6) Places leaderboards: users can see who is playing in a specific place and the
leaderboard. Very powerful game mechanic. Possibility for game studios to assign
coupons in specific retailers for top users in that places
7) Location-based achievements
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10. Cross Apps Missions
Developers can define a set of achievements, involving even more than one app,
creating a true cross-apps mission and cross-promoting their own apps
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11. In-game Sponsored Rewards
Brands and Retailers can create their sponsored rewards such as
discounts and distribute them inside the game experience of our
partners
The second most downloaded mobile game worldwide in 2010
with more than 30 millions downloads
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12. Users get an achievement to complete to
get a reward
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13. When the achievement is completed, users
unlock a reward
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14. In this
example the
reward is a
choice of
three mobile
coupons
near the
location of
the user
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15. The user
can
engage
with the
reward
and send it
as a gift to
friends
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17. In this
example,
the user
gets the
coupon
code and
the
address of
the store
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18. Cost per Engagement
Advertisers choose the action they would like to pay for.
In this example, the user gets a coupon as reward from top brand Kmart
and he is invited to insert his email address
- Conversion Rate: 50%
Extremely effective
Sunday, November 27, 2011
19. A new model of Apps Promotion
Game studios and apps developers can create their own sponsored rewards such as
virtual items for free and/or discounts on the purchase of virtual items/currency.
They do not pay the install, they choose an action of interest and they pay if users
complete the action.
They can target users who downloaded the app but who are not using it
Sunday, November 27, 2011
20. In-app Purchase Optimization
Apps developers can create rewards such as discounts on virtual
items/currency and target users of their own apps who did not make
yet a purchase. It is an effective way to expand the paying user base
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21. Sponsored missions
Sponsored missions make the apps discovery a true game
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22. Sponsored missions
Developers , Brands and
Retailers can set
achievements and
distribute them in the
missions of our gamified
partner apps.
They pay just if the users
Discovery new apps or
engage with brands
becomes a true challenge
for users.
Cost per Engagement (CPE)
Sunday, November 27, 2011
23. Targeting Options and Optimization
Brands and Developers have several opportunities of targeting:
1) Brands and Retailers can create campaigns and target just users who downloaded
a previous coupon or made a conversion
2) Developers can target users who already downloaded their app
3) Developers can target users who bought virtual items or who did not buy any of
them yet or who are very active
4) Developers and Brands can target users who completed achievements
All the gaming activities of users can become parameters of their user behaviour
that can be used in targeting.
A true engagement marketplace
Performance optimization by user behaviour algorithms
Sunday, November 27, 2011
24. Mobile Community
Beintoo is the center of the “Apps Life”, a new apps-discovery
community where users can engage with the rewards
Users share cross apps achievements, missions and rewards into their social graph.
They redeem their credits into virtual and real offers. Apps developers and Brands get
a lot of visibility for free and a channel of distribution for their items
Sunday, November 27, 2011
25. The Marketplace
Beintoo Community:
users can get the
offers around them
or search for virtual
and real items offers
Sunday, November 27, 2011
26. The Marketplace
Rewards around the
users. Users can get
them thanks to the
Bedollars earned on
the network of
partner apps by
completing contests,
missions and
achievements
A real bridge
between virtual and
real world
Sunday, November 27, 2011
27. Benefits
Beintoo -through the rewarding system and the game
mechanics- is a true marketplace of engagement.
The users of our partners apps become an audience for
the engagement campaigns of advertisers and
developers
- For brands and retailers: they can engage with users
within successful gamified experience
- For developers: they can increase engagement and
reach a new effective customer acquisition channel and
pay only when users are engaged.
Sunday, November 27, 2011
28. Players in US:
Audience
9 millions
+ 100k new players per day
Players in Europe:
76,2%
Age:
4 millions 15-35
Rewardable events in one
+ 40k new players per day
day : 500.000
Players in China:
6 millions 59%
+ 80k new players per day
CTR on
1.9 millions DAUs rewards: 25%
41%
Redemption
+19%
Ecpm: $ 10
Male
Female
Sunday, November 27, 2011
29. They have chosen Beintoo...
...and more!
Sunday, November 27, 2011
30. Nexage case study
Nexage is the leading provider of market liquidity for buyers and sellers
in the mobile advertising market.
“Beintoo realized an 11x eCPM premium for location-enabled
impressions as compared to non-location-enabled impressions”
“Publishers like the social gamification platform Beintoo[...]
demonstrates the value of supporting location-enabled impressions on
the Nexage Revenue Platform, and specifically over RTB”
From the article: Nexage Delivering Significant Growth and eCPM Value for Location-Enabled
Impressions - MarketWatch
Sunday, November 27, 2011
31. Key Metrics
Global Number of Reachable Users: 25 millions
Users with a profile on the Beintoo Community: 300 k, growing at a pace of 4 k per day
Monthly Active Users Percentage: more than 80%
DAUs (Daily Active Users): 2 millions
Growing rate of reachable users: 200 k per day
Average clickthrough rate on Get The Coupon: 25%
Average conversion rate on couponing barcoded/qr coded campaigns in the UK (percentage
of people who actually went to the retailer’s stores): 40%
Average CPMs on rewards delivery: $10+
Percentage of monetized users receiving rewards: 20% of DAUs
Sunday, November 27, 2011