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Game Mechanics?
                                  Let’s Talk About Data




Digital Shoreditch, Gamification Workshop - London
Raf Keustermans, 4 May 2011
RAF KEUSTERMANS
Independent Consultant


Global Marketing Director Playfish (EA) 2009-2010
Marketing Director EMEA Pogo.com (EA) 2008-2009
Head of Marketing Western Europe Unibet.com 2005-2008
Project Manager & Strategic Planner at BBDO, Grey and
DuvalGuillaume (Publicis Groupe) 1998-2001 / 2002-2005
Co-Founder start-up (Cyganet - online community tools &
services) 2001-2002


raf.keustermans@gmail.com

@raf_keustermans
Gamification: two main schools of thought

 « Games only work because all the         « Certain game mechanics can work
different elements TOGETHER make           as a STANDALONE solution outside a
it an engaging experience; narrative,       game environment. Even without a
  character & level design, art style,       narrative, characters, … E.g. using
     sound, gameplay and game                ‘levels’ can be a great solution to
             mechanics.                       structure content or processes.

   You can’t just take one of those       Using game mechanics doesn’t mean
element out of it and hope it has the     something needs to look or feel like
   same impact on engagement. »                       a game.»



  Main goal : replicate the (perceived?) strong user engagement from (social)
          games by adding game elements to a non-game business.
Fact: Everyone Is Super Jealous About
Social Games’ Strong User Engagement.

        It’s Awesome.
Mythbusting!
Mythbusting!


  What Social Games Can Teach
  Us About User Engagement.
  Or not.
• Average social game:
  – 60-70% never returns after first game
    session
  – Only 15-20% still active 30 days after
    installing the game
  – Only 1-2% spends money
                                             CHURN!
• In 2010, Facebook killed (spammy)
  re-engagement channels:
  – Most social games lost 30-40% of
    their audience within 6 weeks
  – Even the most ‘sticky’ games need to
    remind players constantly about their
    existance
EA Playfish generated
300M+ game installs since
2008, only 5.5M Daily
Actives today



Zynga spends $100M on
User Acquisition/year to
keep audience numbers at
the same level.
And there’s more…
• 80,000+ games on Facebook
  – Only 200 games with 1M+ MAU
  – Of those, < 100 with 20%+ DAU/MAU (playrate)
       those,                         (playrate)
    and < 60 are older than 6 months


• About 0.07% of social games have real scale
  AND lasting engagement.
Even the top studios don’t always get it right…



                EA Playfish,
                Pirates Ahoy




                     Zynga,
                  Treasure Isle
But then again….
                      again….
• 50% of Facebook users play games (300M people)
• 150B minutes spent EVERY MONTH on social games
  – That’s an average of 10 minutes for everyone on the
    planet!
  – Or 3,4M years are spend/wasted on social games every
                      spend/
    year.
    year.
  – Wow.


• That’s an engaged audience, right?
So…

• The AVERAGE social game is not very good at
  keeping users engaged.
• Not better/worse than the AVERAGE website.

• The TOP social games are great at engaging
  users.
  users.
• Just like the TOP websites.
                    websites.
Does That Mean
Gamification is a Fad?
No.
• But building games or creating/applying relevant
  game mechanics is very, very difficult!
   – There’s a reason why successful game
     producers/designers make £100K+
• Game mechanics can’t fix broken businesses
   – Retention, monetization problems
• Most gamification programs are loyalty programs
   – More value in other areas (structure, feedback cycle)
• Stop talking about ‘engagement’, use real metrics
   – What is the goal, how to measure, what to measure?
Focus on game mechanics that really work

• Use Levels to structure content, processes
   – Make a registration process (or tax form) easier & more fun
   – Break down stuff in little, chewable bits

• Games have rules, rules create order & clarity, a clear path to
  achieve goals.
   – ‘What do I need to do to get a promotion, to get better results at
     school, to improve my fitness? How do I get there?’

• Feedback loops (direct/indirect) increase velocity of user
  feedback
   – Understand drop-out points, funnel leaks
   – Fail fast & cheap. Learn. Iterate.
Btw, If You’re Really Looking For User
  Engagement And Great Results…
Raf Keustermans
raf.keustermans@gmail.com
twitter.com/raf_keustermans

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Gamification - Let's Talk About Data

  • 1. Game Mechanics? Let’s Talk About Data Digital Shoreditch, Gamification Workshop - London Raf Keustermans, 4 May 2011
  • 2. RAF KEUSTERMANS Independent Consultant Global Marketing Director Playfish (EA) 2009-2010 Marketing Director EMEA Pogo.com (EA) 2008-2009 Head of Marketing Western Europe Unibet.com 2005-2008 Project Manager & Strategic Planner at BBDO, Grey and DuvalGuillaume (Publicis Groupe) 1998-2001 / 2002-2005 Co-Founder start-up (Cyganet - online community tools & services) 2001-2002 raf.keustermans@gmail.com @raf_keustermans
  • 3. Gamification: two main schools of thought « Games only work because all the « Certain game mechanics can work different elements TOGETHER make as a STANDALONE solution outside a it an engaging experience; narrative, game environment. Even without a character & level design, art style, narrative, characters, … E.g. using sound, gameplay and game ‘levels’ can be a great solution to mechanics. structure content or processes. You can’t just take one of those Using game mechanics doesn’t mean element out of it and hope it has the something needs to look or feel like same impact on engagement. » a game.» Main goal : replicate the (perceived?) strong user engagement from (social) games by adding game elements to a non-game business.
  • 4. Fact: Everyone Is Super Jealous About Social Games’ Strong User Engagement. It’s Awesome.
  • 5. Mythbusting! Mythbusting! What Social Games Can Teach Us About User Engagement. Or not.
  • 6. • Average social game: – 60-70% never returns after first game session – Only 15-20% still active 30 days after installing the game – Only 1-2% spends money CHURN! • In 2010, Facebook killed (spammy) re-engagement channels: – Most social games lost 30-40% of their audience within 6 weeks – Even the most ‘sticky’ games need to remind players constantly about their existance
  • 7. EA Playfish generated 300M+ game installs since 2008, only 5.5M Daily Actives today Zynga spends $100M on User Acquisition/year to keep audience numbers at the same level.
  • 8. And there’s more… • 80,000+ games on Facebook – Only 200 games with 1M+ MAU – Of those, < 100 with 20%+ DAU/MAU (playrate) those, (playrate) and < 60 are older than 6 months • About 0.07% of social games have real scale AND lasting engagement.
  • 9. Even the top studios don’t always get it right… EA Playfish, Pirates Ahoy Zynga, Treasure Isle
  • 10. But then again…. again…. • 50% of Facebook users play games (300M people) • 150B minutes spent EVERY MONTH on social games – That’s an average of 10 minutes for everyone on the planet! – Or 3,4M years are spend/wasted on social games every spend/ year. year. – Wow. • That’s an engaged audience, right?
  • 11. So… • The AVERAGE social game is not very good at keeping users engaged. • Not better/worse than the AVERAGE website. • The TOP social games are great at engaging users. users. • Just like the TOP websites. websites.
  • 13. No. • But building games or creating/applying relevant game mechanics is very, very difficult! – There’s a reason why successful game producers/designers make £100K+ • Game mechanics can’t fix broken businesses – Retention, monetization problems • Most gamification programs are loyalty programs – More value in other areas (structure, feedback cycle) • Stop talking about ‘engagement’, use real metrics – What is the goal, how to measure, what to measure?
  • 14. Focus on game mechanics that really work • Use Levels to structure content, processes – Make a registration process (or tax form) easier & more fun – Break down stuff in little, chewable bits • Games have rules, rules create order & clarity, a clear path to achieve goals. – ‘What do I need to do to get a promotion, to get better results at school, to improve my fitness? How do I get there?’ • Feedback loops (direct/indirect) increase velocity of user feedback – Understand drop-out points, funnel leaks – Fail fast & cheap. Learn. Iterate.
  • 15. Btw, If You’re Really Looking For User Engagement And Great Results…