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Just-in-time Operation in
       Social Games



                        gloops Vietnam
                        CEO
                        Eiji Okuda
Agenda


 ● About gloops Group

 ● Basics of social games

 ● Just-in-time operation of social games
About gloops Group
Marketing




Studio
About gloops Inc.
 ・ gloops Inc. was founded in 2005

 ・ #1 social game developer on Mobage Platform

 ・ 400+ employees (As of June 2012)

 ・ We are seeking fun!
Games released in Japan
Games in Japan

 As of June 2012:

 ・ Released 19 titles in 2.5 years

 ・ Total Users: 20 million

 ・ MAU : 3.0 million

 ・ Sales : ???
About gloops Vietnam Co. Ltd.
 ・ gloops Inc’s first subsidiary outside of Japan

 ・ Founded in Dec 2011

 ・ 60 employees (as of June 2012)

 ・ Show our value to the world

 ・ Develop and operate social games for global
  market
Games developed in Vietnam

Legend Cards for Facebook
                     ・ Released on Facebook
                      platform

                     ・ Written in HTML5

                     ・ Can be played on mobile or
                      PC web browsers

                     ・ Operating in Vietnam for
                      international market
Games developed in Vietnam

Legend Cards for Mobage




・ Ported Legend Cards to Mobage platform

・ Currently available only on Android

・ Coming soon to iOS
Games developed in Vietnam

Maxx Commando for iOS and Android




・ Japanese-style card battle game

・ First original IP developed in Vietnam
Games developed in Vietnam




・ Another title from gloops Vietnam

・ Coming soon!
Basics of social games
What is social game?

 A type of online game that is played with
 friends through social networks




        * Farm Ville (Zynga)
What are the features of social games?

 ・ Interact with other users through
 asynchronous gameplay

 ・ Usually only play in 5 minute segments

 ・ No end to the game

 ・ Can modify the game anytime

 ・ Can open in-game events
Importance of operation

 Since gameplay can be modified at anytime,
 prompt analysis and support are very
 important.

 ・ Analyze real-time data and use results to
  immediately enhance game play

 ・ Open events consistently enough to
  prevent players from becoming bored
Basic KPIs of social games

 Break down sales into smaller pieces:

                         DAU              Pay UU        Sales
 Sales = Install X                 X               X
                         Install           DAU         Pay UU

        = Install X Retention Rate X Pay Rate X ARPPU



 In order to increase sales, we need to
 improve each number.
Basic KPIs of social games

 1. Installation

   ・ How you can increase install:
   - Advertisement
   - Word of mouth
   - Review
   - Invitation

   ・ Aim to acquire loyal users.

   ・ Organic users are the best.
Basic KPIs of social games

 2. Retention Rate
   ・ Give players benefit of coming back to the game:
   - Login Bonus
   - “Come back” campaign

   ・ Find drop-out point and fix it

   ・ Tutorial drop rate is always pretty high

   ・ Adjust the balance of the game
Basic KPIs of social games

 3. Pay Rate
   ・ Add more cash points, especially for inexpensive
   goods (e.g. starter pack, etc.)

   ・ Open sale shop

   ・ Add new items to the shop (and advertise)
Basic KPIs of social games

 4. ARPPU (Average Revenue Per Paid User)
   ・ Add more cash points, especially for expensive
   goods:
    - Bundle pack
    - Premium item
    - Etc.
Just-in-time operation of social games
PDCA Cycle (Plan Do Check Act)

We need to blaze through the PDCA cycle!

・ We accumulate user action history all the time

・ We must respond to user needs immediately

・ Daily PDCA:
  “Plan” in the morning with data from last night
  “Do” in the afternoon/evening
  “Check” the results next day
  “Act” by going back to next PDCA cycle
PDCA Cycle (Plan Do Check Act)

Plan: The most important!

         When you make a plan, always make a clear objective.



       Then you’ll know where to look for progress.
      Prepare for “Check” in Plan phase


           In the course of “Do”, you can “Check” progress
                             in real time.
            Blaze through PDCA cycle
User Stress-Management
        Play Free
                          User should have appropriate stress
                              (Not too hard, not too easy)


                                                Cash Point
       Stress
       ・ Cannot win                                ・ Can get stronger!
       ・ Cannot proceed                            ・ Can go further!
       ・ Too hard                                  ・ Easy and fun!




       Frustration! This is not fun, I’m quitting!
User Stress-Management

Change parameters every day according
to actual data:

・ Everyday, check user progress in the game
 - Number of rare items
 - Number of users who completed each stage
 
・ If it is too easy or too difficult, adjust game
  parameters to balance the game

・ Add another stage when a certain amount of users
 complete all stages
User segmentation




 ・ Special VIP shop for players in S

 ・ To increase segment C players, sell $0.50 items
  (to remove psychological barrier for payment)
In-game Event

・ Open in-game events 2–3 times per month

・ To release new events on time without updating
  the game, most parts of the game are built
  with HTML
In-game Event
Sales
                   Sub-event




         Event 1               Event 2

                                         Date
In-game Event
        The number of users who completed each stage in an
        event:
Summary
Summary

・ Just-in-time operation is the key to success in
 social games

・ Blaze through the PDCA cycle

・ Break down sales into smaller KPIs:
 Installations, Retention Rate, Pay Rate and
 ARPPU
Summary

・ In-game events are very important

・ Adjust game parameters according to
 actual data
Thank you!

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OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_Glooops

  • 1. Just-in-time Operation in Social Games gloops Vietnam CEO Eiji Okuda
  • 2. Agenda ● About gloops Group ● Basics of social games ● Just-in-time operation of social games
  • 5. About gloops Inc. ・ gloops Inc. was founded in 2005 ・ #1 social game developer on Mobage Platform ・ 400+ employees (As of June 2012) ・ We are seeking fun!
  • 7. Games in Japan As of June 2012: ・ Released 19 titles in 2.5 years ・ Total Users: 20 million ・ MAU : 3.0 million ・ Sales : ???
  • 8. About gloops Vietnam Co. Ltd. ・ gloops Inc’s first subsidiary outside of Japan ・ Founded in Dec 2011 ・ 60 employees (as of June 2012) ・ Show our value to the world ・ Develop and operate social games for global market
  • 9.
  • 10. Games developed in Vietnam Legend Cards for Facebook ・ Released on Facebook platform ・ Written in HTML5 ・ Can be played on mobile or PC web browsers ・ Operating in Vietnam for international market
  • 11. Games developed in Vietnam Legend Cards for Mobage ・ Ported Legend Cards to Mobage platform ・ Currently available only on Android ・ Coming soon to iOS
  • 12. Games developed in Vietnam Maxx Commando for iOS and Android ・ Japanese-style card battle game ・ First original IP developed in Vietnam
  • 13. Games developed in Vietnam ・ Another title from gloops Vietnam ・ Coming soon!
  • 15. What is social game? A type of online game that is played with friends through social networks * Farm Ville (Zynga)
  • 16. What are the features of social games? ・ Interact with other users through asynchronous gameplay ・ Usually only play in 5 minute segments ・ No end to the game ・ Can modify the game anytime ・ Can open in-game events
  • 17. Importance of operation Since gameplay can be modified at anytime, prompt analysis and support are very important. ・ Analyze real-time data and use results to immediately enhance game play ・ Open events consistently enough to prevent players from becoming bored
  • 18. Basic KPIs of social games Break down sales into smaller pieces: DAU Pay UU Sales Sales = Install X X X Install DAU Pay UU = Install X Retention Rate X Pay Rate X ARPPU In order to increase sales, we need to improve each number.
  • 19. Basic KPIs of social games 1. Installation ・ How you can increase install: - Advertisement - Word of mouth - Review - Invitation ・ Aim to acquire loyal users. ・ Organic users are the best.
  • 20. Basic KPIs of social games 2. Retention Rate ・ Give players benefit of coming back to the game: - Login Bonus - “Come back” campaign ・ Find drop-out point and fix it ・ Tutorial drop rate is always pretty high ・ Adjust the balance of the game
  • 21. Basic KPIs of social games 3. Pay Rate ・ Add more cash points, especially for inexpensive goods (e.g. starter pack, etc.) ・ Open sale shop ・ Add new items to the shop (and advertise)
  • 22. Basic KPIs of social games 4. ARPPU (Average Revenue Per Paid User) ・ Add more cash points, especially for expensive goods: - Bundle pack - Premium item - Etc.
  • 24. PDCA Cycle (Plan Do Check Act) We need to blaze through the PDCA cycle! ・ We accumulate user action history all the time ・ We must respond to user needs immediately ・ Daily PDCA: “Plan” in the morning with data from last night “Do” in the afternoon/evening “Check” the results next day “Act” by going back to next PDCA cycle
  • 25. PDCA Cycle (Plan Do Check Act) Plan: The most important! When you make a plan, always make a clear objective. Then you’ll know where to look for progress. Prepare for “Check” in Plan phase In the course of “Do”, you can “Check” progress in real time. Blaze through PDCA cycle
  • 26. User Stress-Management Play Free User should have appropriate stress (Not too hard, not too easy) Cash Point Stress ・ Cannot win ・ Can get stronger! ・ Cannot proceed ・ Can go further! ・ Too hard ・ Easy and fun! Frustration! This is not fun, I’m quitting!
  • 27. User Stress-Management Change parameters every day according to actual data: ・ Everyday, check user progress in the game - Number of rare items - Number of users who completed each stage   ・ If it is too easy or too difficult, adjust game parameters to balance the game ・ Add another stage when a certain amount of users complete all stages
  • 28. User segmentation ・ Special VIP shop for players in S ・ To increase segment C players, sell $0.50 items (to remove psychological barrier for payment)
  • 29. In-game Event ・ Open in-game events 2–3 times per month ・ To release new events on time without updating the game, most parts of the game are built with HTML
  • 30. In-game Event Sales Sub-event Event 1 Event 2 Date
  • 31. In-game Event The number of users who completed each stage in an event:
  • 33. Summary ・ Just-in-time operation is the key to success in social games ・ Blaze through the PDCA cycle ・ Break down sales into smaller KPIs: Installations, Retention Rate, Pay Rate and ARPPU
  • 34. Summary ・ In-game events are very important ・ Adjust game parameters according to actual data

Notes de l'éditeur

  1. 日本: 400 人 ベトナム: 60 人 アメリカ: 30 人
  2. 19 タイトル