2. Kirill Popov
11 Years of Internet Marketing
Supported Mom&Pops to Fortune 500s
Numerous published industry articles
Talks on Email Marketing and Privacy
Founder, Izelis.com, social gaming studio
3. Traditional Marketing
High Volume, Low Relevance
Poor tracking
Low attribution
Long delays for metrics
Long optimization times
4. Conversion Funnel
Acquire 10,000
Activate 5,000
Retain 2,000
200
Revenue
Ad Optimization : iterating through ad tests & measuring
through the funnel
14. Early Player Growth of Zynga
Farmville – 28 Million in 6 months
Café World – 10 Million in 3 months
Fishville – 7.5 Million in 1 month
PetVille – 4.8 million in 1 month
Compare to :
Industry Record breaking launch
18 million copies sold globally after 9 months
InsideSocialGames.com March5th, 2010
17. Fantastic Results
Unparalleled expansion of testing methodology
Automation leads to scale
Conversion lift of 500% to 1000%
Response rates of 60% to 80%
Compare to Traditional Media of %1-%2 to untargeted internet marketing of %12
19. Problem
Zynga et al
Going after the Casual
market
Not much innovation from
competitors
2/3 of the market
Global Gaming Market unaddressed
$65 bn
The rest of the market – “core”
gamers not targeted
Spend ~14 hours a week
playing
Purchase retail consoles, games
40% household income of
>$75k
20. Solution
Target “Core” Social gamers
Engaging, Competitive Gameplay
Social Functions to facilitate growth
Deliver Games as a Service
Free-2-Play : Minimize cost of acquisition
Enhance product with user growth
Optimized engagement
Optimized revenue
21. Target Market - Facebook
Over 300m monthly game players on Facebook (Zynga
MAU, appdata.com)
45% of FB’s 750+ mm are males age 14 to 25
50% of the monthly players are active daily (Venture Beat,
July 2011)
31% of online gamers have purchased virtual content
with real money (Visa’s PlaySpan, VG Market study, Aug 2011)
22. Key Customer Lifecycle
Players: Average players of the game
Evangelists: Share content with social graph
Optimize on:
Players Evangelists
Activation Visitor installs game Post to wall
Retention Active 4 days out of 7 Play with friends 4 days
out of 7
Revenue Purchase K-Factor > 1
23. Marketing Strategy
Our marketing strategies will rely on multiple vectors for advertising:
Viral – Make social growth part of gameplay
Social Marketing – FB ads/pages/likes, traffic sharing across apps
Internet Marketing – Ad space on FB/Google and other ad networks
optimization
Search Engine Optimization – Web presence with user feedback forums
Email Marketing – Automated lifecycle marketing to drive retention
Optimize through the Marketing Funnel
24. Projections
Short Term
Profitable within 5 months from
Launch
Break even at approx
$35,000/month
25k daily active users
2 Years from launch:
No profitability due to expansion
5 Years from launch:
Revenue $140m, Profits of $80m
6 Titles released
25. Projections - Methodology
Target Average Revenue Per Conservative Estimates
User $ 0.05
• $0.05 Average Revenue Per User vs $2.57
User per Game Growth YoY: 20%
seen by Zynga (S1)
ARPU Growth YoY: 20%
• Slow growth compared to analog games
Employee Cost Premium: 50% • 50% higher employee, hosting costs
Hosting Cost Premium: 50% • 30% marketing allocation
Marketing Allocation: 30%
26. Who We Are
Kirill Popov Anton Popov Alex Markhovskiy
Founder & CEO Co-Founder & COO Co-Founder & Producer
11 years of internet 15 years of large 5 years of production in
marketing infrastructure traditional, social
Part of successful management @ Siebel gaming industry
marketing automation and Oracle Managed QA and
startup; acquired. Lead Security, Business Production teams @
Senior management Continuity, Disaster LucasArts, Zynga
roles at SaaS Recovery teams @ Oracle BS in Computer Science
companies, Facebook MBA from USF from SFSU
27. Milestones
Two Quarters from launch:
Reach 25,000 daily active users
Reach $0.05 Average Revenue per User
One and a Half Years from launch:
Reach 200,000 daily active users per game
Reach $300,000 in monthly revenue
Two Years from launch:
Launch second title
Reach $945,000 in monthly revenue
Three Years from launch:
Launch two additional titles
Reach $2.6 million in monthly revenue
28. Exits
Sustained profitability
Continue to release high quality profitable games
Expand into mobile, global markets
Acquisition of company
Izelis acquired for market penetration, high value games, optimized
monetization strategy
IPO
Raising capital for major expansion of business
Acquire smaller successful game development studios with
complimentary visions
Leverage established distribution network and expand into
publishing