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Mobile Social Freemium Games
         Oscar Clark Evangelist
           PapayaMobile Inc
State of the Mobile Market

We all know it's big...

•   5.6B mobile subscribers
•   900M Smartphones
•   575M Smartphone “app” users
•   120m people play Social games
•   81m play every day
•   49m play multiple times a day
•   31m have bought virtual goods
•   38% play on a mobile phone
Why is mobile different?

Players use different
 devices for a reason
• Mode of Use
• Context and mood
• Fragmentation
• Reliability of connection
• The most social device?
Why Social on Mobile?

Gamers who play
 together pay together
• Social discovery
• Low-pressure sharing
• Retention
• Social Capital
• Unlock 'True Fan' potential
Case Study: Zombies… OMG

Social Effect last beyond the
  initial promotion
• 500k installs in 4 weeks
• 3 days of Pmail promotion
• Social Accelerator effects
Talking Mobile: Apple AppStore


App Store is the one
 everyone wants to be
•   25bn downloads
•   575k+ apps; 100k + Games
•   100’s of new apps/day
•   17 of top 20 US Freemium
•   Increasingly difficult to get
    noticed
Talking Mobile: Android Market Place
 Android market place is the
  place for pushing
  boundaries
 •   700k+ Daily Activations
 •   400k+ apps (25.6% Games)
 •   Polished new games can win
 •   Billing is challenging
 •   Alternative AppStores
Talking Mobile: Challenging Campaigns


Getting discovered is only going
 to get more difficult
•   Typical campaign starts at $20k
•   Free App of the day less effective
•   Users need a reason to download
•   Competition is getting fiercer
•   Being Free isn't enough
Talking Mobile: Fragmentation

Getting on mobile is a
 different technical
 challenge
•   Device OS (upgrades)
•   Screen size/resolution
•   Controls? 'back button'?
•   Processor performance
•   Backward compatibility
Talking Social: Games as a Service

Social games need to be
 services
• Measure Measure Measure
• Designers need to
  understand the data
• Iterative improvements
  deliver a narrative
• Minimum Viable Product
  must still be polished
Talking Social: 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!"
Talking Mobile: Who are your players?


 Mobile Players play
  based on Mood & Mode
 • Entertain Me:
   – "Keep me from going mad"
 • Max my time:
   – "Just two minutes to fill"
 • Show and tell:
   – "Too cool for you"
 • Habit Forming:
   – "My guilty pleasure"
Talking Social: Pricing is everything


Maximise the
 opportunity
•   Purchases will be a barrier
•   Reduce the risk to the user
•   Understand Price Elasticity
•   Consumable vs Durable
•   Billing models affect gameplay
Talking Social: Pricing is everything


Maximise the
 opportunity
•   Purchases will be a barrier
•   Reduce the risk to the user
•   Understand Price Elasticity
•   Consumable vs Owned goods
•   Billing models affect gameplay
Talking Money: Premium


Anticipation is essential
 and it buys loyalty
• Players have to crave your game
• You can't measure the players you
  turn away
• Few brands can sustain Premium
• Players are invested in game
Talking Money: Advertising


Brand sponsored
 experiences
• Monetize those who won't pay
• Media buying is getting much
  better
• Most effective when relevant to
  the game
• Needs to be increasingly smart
Talking Money: Freemium

Give players a reason to
 spend money
• Free-players are a vital audience
• First $1 spend must be easy and
  rewarding
• Consumable goods (short term)
• Durable Goods (longer term)
• Make it possible to spend $100+




             * Apologies to Nicholas Lovell
Talking Social: Understand the True Fans


True Fans are happy to
 spend money
• Whales can be 1-4% of
  audience but <60% revenue
• 86.9% of purchases are to
  accelerate play
• 96.65% of purchases are on
  consumables
Talking Social: Total Lifetime Value

We don't just want a one
 night stand
• True fans can take 8-12
  days to start spending
• Nagging payment requests
  take their toll in time
• Work with the user lifecycle
  to keep them engaged
• Avoid the 'hangover'           Typical number of
                                 Games an X-City
                                   player where
                                  spends money
Talking Social: Compulsion Loops

Give Players a reason to
keep coming back

•Schedule of reinforcement
•Grinding & flow
•Visible achievement stream
•"Just one more turn"
•What happens between
 sessions?
Talking Social: Social Achievement

Playing the game should
 grant me ‘Social Capital’
•   Let players show off
•   Different reward behaviours
•   Gifting and Reciprocation
•   Not social if I can't share
•   The 'Poke' effect
Talking Social: Buy Better Play

 Buying things should help
  me love the game
 • Each purchase must improve
   the game
 • Linking gifts to purchased goods
 • Exchange time for money, but
   keep it 'fair'
 • Ambiguous strategy boosts
   value
Talking Social: Tread carefully!

 Easy to damage games
  with poor Monetization
 • Preserve Game balance
 • Free Demo & Level packs
   generally don't work
 • Don’t annoy Free-players
 • Nagging quickly gets dull
HTML5 + Flash

 Do we focus on a Native
  or Browser?
 • HTML5 + WebGL
   browsers on Android
 • Will we get consistent
   performance
 • Needs app-like simplicity
 • Papaya Social Splash
   (Flash + HTML5 for
   Android/iOS)
...in the end it's all about the game
Who is PapayaMobile?




   The leading social gaming network for
   mobiles with 55 million users and 300+
                  games.
   •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.
Any Questions?




           Thank you :)




                   oscarclark@papayamobile.com
                             Twitter: @Athanateus

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GDC Mobile Social Freemium Games

  • 1. grgetherh Mobile Social Freemium Games Oscar Clark Evangelist PapayaMobile Inc
  • 2. State of the Mobile Market We all know it's big... • 5.6B mobile subscribers • 900M Smartphones • 575M Smartphone “app” users • 120m people play Social games • 81m play every day • 49m play multiple times a day • 31m have bought virtual goods • 38% play on a mobile phone
  • 3. Why is mobile different? Players use different devices for a reason • Mode of Use • Context and mood • Fragmentation • Reliability of connection • The most social device?
  • 4. Why Social on Mobile? Gamers who play together pay together • Social discovery • Low-pressure sharing • Retention • Social Capital • Unlock 'True Fan' potential
  • 5. Case Study: Zombies… OMG Social Effect last beyond the initial promotion • 500k installs in 4 weeks • 3 days of Pmail promotion • Social Accelerator effects
  • 6. Talking Mobile: Apple AppStore App Store is the one everyone wants to be • 25bn downloads • 575k+ apps; 100k + Games • 100’s of new apps/day • 17 of top 20 US Freemium • Increasingly difficult to get noticed
  • 7. Talking Mobile: Android Market Place Android market place is the place for pushing boundaries • 700k+ Daily Activations • 400k+ apps (25.6% Games) • Polished new games can win • Billing is challenging • Alternative AppStores
  • 8. Talking Mobile: Challenging Campaigns Getting discovered is only going to get more difficult • Typical campaign starts at $20k • Free App of the day less effective • Users need a reason to download • Competition is getting fiercer • Being Free isn't enough
  • 9. Talking Mobile: Fragmentation Getting on mobile is a different technical challenge • Device OS (upgrades) • Screen size/resolution • Controls? 'back button'? • Processor performance • Backward compatibility
  • 10. Talking Social: Games as a Service Social games need to be services • Measure Measure Measure • Designers need to understand the data • Iterative improvements deliver a narrative • Minimum Viable Product must still be polished
  • 11. Talking Social: 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!"
  • 12. Talking Mobile: Who are your players? Mobile Players play based on Mood & Mode • Entertain Me: – "Keep me from going mad" • Max my time: – "Just two minutes to fill" • Show and tell: – "Too cool for you" • Habit Forming: – "My guilty pleasure"
  • 13. Talking Social: Pricing is everything Maximise the opportunity • Purchases will be a barrier • Reduce the risk to the user • Understand Price Elasticity • Consumable vs Durable • Billing models affect gameplay
  • 14. Talking Social: Pricing is everything Maximise the opportunity • Purchases will be a barrier • Reduce the risk to the user • Understand Price Elasticity • Consumable vs Owned goods • Billing models affect gameplay
  • 15. Talking Money: Premium Anticipation is essential and it buys loyalty • Players have to crave your game • You can't measure the players you turn away • Few brands can sustain Premium • Players are invested in game
  • 16. Talking Money: Advertising Brand sponsored experiences • Monetize those who won't pay • Media buying is getting much better • Most effective when relevant to the game • Needs to be increasingly smart
  • 17. Talking Money: Freemium Give players a reason to spend money • Free-players are a vital audience • First $1 spend must be easy and rewarding • Consumable goods (short term) • Durable Goods (longer term) • Make it possible to spend $100+ * Apologies to Nicholas Lovell
  • 18. Talking Social: Understand the True Fans True Fans are happy to spend money • Whales can be 1-4% of audience but <60% revenue • 86.9% of purchases are to accelerate play • 96.65% of purchases are on consumables
  • 19. Talking Social: Total Lifetime Value We don't just want a one night stand • True fans can take 8-12 days to start spending • Nagging payment requests take their toll in time • Work with the user lifecycle to keep them engaged • Avoid the 'hangover' Typical number of Games an X-City player where spends money
  • 20. Talking Social: Compulsion Loops Give Players a reason to keep coming back •Schedule of reinforcement •Grinding & flow •Visible achievement stream •"Just one more turn" •What happens between sessions?
  • 21. Talking Social: Social Achievement Playing the game should grant me ‘Social Capital’ • Let players show off • Different reward behaviours • Gifting and Reciprocation • Not social if I can't share • The 'Poke' effect
  • 22. Talking Social: Buy Better Play Buying things should help me love the game • Each purchase must improve the game • Linking gifts to purchased goods • Exchange time for money, but keep it 'fair' • Ambiguous strategy boosts value
  • 23. Talking Social: Tread carefully! Easy to damage games with poor Monetization • Preserve Game balance • Free Demo & Level packs generally don't work • Don’t annoy Free-players • Nagging quickly gets dull
  • 24. HTML5 + Flash Do we focus on a Native or Browser? • HTML5 + WebGL browsers on Android • Will we get consistent performance • Needs app-like simplicity • Papaya Social Splash (Flash + HTML5 for Android/iOS)
  • 25. ...in the end it's all about the game
  • 26. Who is PapayaMobile? The leading social gaming network for mobiles with 55 million users and 300+ games. •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.
  • 27. Any Questions? Thank you :) oscarclark@papayamobile.com Twitter: @Athanateus