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LIVE GAMER

  Managing a Virtual Economy

                    Monetization Track
         Prerequisites: None Required

               CONFIDENTIAL- SUBJECT TO NON-DISCLOSURE AGREEMENT LIVE
                                                 GAMER COPYRIGHT 2010
COMPANY OVERVIEW

   TOTAL COMMERCE
   SOLUTION

               ▬  BEST IN CLASS TECHNOLOGY, EASY INTEGRATION
               ▬  WORLD CLASS MANAGEMENT & SUPPORT
               ▬  POWERING MICROTRANSACTIONS SINCE 2001
               ▬  82CLIENTS LEVERAGE TOTAL COMMERCE
                  SOLUTION
               ▬  146 LIVE PROJECTS
               ▬  80M+ USERS SUPPORTED IN 23 COUNTRIES
               ▬  OFFICES IN NEW YORK, PALO ALTO, SEOUL




                                                          2	
  
CORE VALUE PROPOSITION
LIVE GAMER ELEMENTS – FOCUS ON DRIVING
  BUSINESS METRICS
                               CORE CAPABILITY
                               HIGHLIGHTS

                                  50+ Global Payment
                                Methods
                                  Unified, Multiplatform E-
                                Wallet
                                  Handling for Multiple Real
                                   and Virtual Currencies
                                  Advanced Merchandising
                                   for Offers, Gifting,
                                   Promotions, Pricing, Multi-
                                   type Bundles (subs +
                                   microtransactions, hard
                                   goods +
                                   microtransactions, etc)
                                  Robust accounting
                                                        3	
  
CLIENTS
CLIENTS: NORTH AMERICA/ SOUTH AMERICA / EUROPE
CLIENTS
CLIENTS: KOREA
CLIENTS
CLIENTS: JAPAN/CHINA/TAIWAN/SE ASIA/INDIA/OCEANIA
What Are We Talking About
  You: Interested in using virtual goods to
   monetize
  The question: How do you go about doing
   this?
  This talk: guidance, general principles, and
   the occasional anecdote
  –  I’ll get as far as I can in the next 20 or so
     minutes, and then leave 5 minutes for
     questions at the end
  –  Slides will be available on slideshare          7	
  
Principle #1: Don’t Panic
                       •  It’s a beast

                       •  Tons of information out there

                            •  Mostly anecdotal

                            •  What works for other people
                            might not work for you

                       •  A typical implementation has a lot
                       of data.

                       •  Key thing is to not be afraid and
                       to focus on things you understand




                                                          8	
  
Principle #2: Don’t Think Too Much
                       •  If you spend months before
                       launch worrying about pricing,
                       you’re wasting your time

                       •  Most pricing and bundling
                       decisions are going to be revised
                       over time.

                       •  What promotions and what
                       payment methods work is
                       inherently empirical




                                                        9	
  
Principle #3: Don’t Over React

                      •  You’ll have lots of data. But you
                      need to think of it as time-series
                      data, not snapshot data.

                      •  You’re looking to maximize
                      expected lifetime value of the user.

                      •  If you double prices, and double
                      short-term revenue but quadruple
                      churn, you’ve probably made a
                      mistake .

                      •  Be aware that data has to be
                      interpreted.



                                                             10	
  
Principle #4: Structure First
                       •  Don’t worry about price
                       optimization for a while.

                       •  Worry about the user experience
                       (read: “can they find the store”)
                       and about embedding commerce
                       into the fabric of your game.

                           •  Once people are in the habit
                           of buying, people are in the
                           habit of buying.

                           •  Build in multiple points of
                           commerce

                       •  Make sure you have an empirical
                       framework in place.
                                                             11	
  
Principle #5: Use Virtual Currencies

                      •  Real Money  Virtual Currency 
                      Virtual Goods

                      •  Lots of strong psychological
                      reasoning here

                          •  Larger piles of money

                          •  People don’t take it as
                          seriously

                      •  You can give away virtual currency
                      (cf: slide on training users)




                                                        12	
  
Principle #6: Make It Easy
                     •  The end-user experience can be
                     overwhelming

                         •  How do I find the storefront?

                     •  Bundles make shopping easier.

                     •  Sometimes you’re Amazon.

                     •  Sometimes you’re a soda machine.

                     •  Contextually suggest things to
                     people.




                                                            13	
  
Principle #7: Use Loyalty Currency
                  •  Tons of information about this out there.

                  •  Key points:

                       •  Rewards the users

                       •  Trains the users to buy stuff

                       •  Nice gifting vector for social behaviors

                  •  Separate the currencies

                       •  Fraud vector issue

                       •  Cannibalization issue



                                                                 14	
  
Principle #8: Recommend Stuff
                    •  What do people buy?

                        •  Either they already know what
                        they need

                        •  Or they’ve seen something they
                        desire

                        •  Or you recommend it to them.

                    •  Recommendations don’t have to
                    occur in storefronts.

                    •  The technology that generates the
                    recommendations isn’t that important.



                                                       15	
  
Principle #9: Reward Good Behavior
                 •  Give away loyalty currency

                     • Make sure it’s being spent (training
                     users)

                 •  Loyalty currency is free to manufacture, but
                 valued by the user

                     •  Give it away!

                     •  Buy 500 gold coins today and receive
                     10% off your next purchase in the
                     weapons store




                                                              16	
  
Principle #10: Train Users
                  •  Free gold for joining

                       •  Or letting people “owe” the game

                  •  Suggesting purchases

                  •  When someone creates an account and
                  plays for the first time, are they away of
                  purchases ?

                  •  Tie commerce to the game

                       • “Now that you’re a level 10 wizard, save
                       30% on potions at …”

                       • Part of breaking the money mindset


                                                              17	
  
Principle #11: Control Inventory

                     •  Stuff has to go away

                     •  Consumables are part of this

                     •  Secondary exchanges are part of this

                     •  Pawn shops (the world buys things
                     back for a discount) are part of this

                     •  Trade-in offers are a key part of this

                          •  Remove inventory

                          •  Monetize

                          •  Fit into promotions strategy.

                                                             18	
  
Principle #12: Customize Storefronts

                      •  Club Penguin does a great job of
                      this

                      •  The big generic store of all stuff is
                      great for power users who know
                      what they want to buy.

                           •  And for people who enjoy
                           spending time browsing
                           storefronts.

                      •  Everyone else gets lost




                                                          19	
  
Principle #13: Treat People Differently
                    •  Level 1 versus Level 10

                    •  Mage versus Fighter

                    Why are they seeing the same
                    goods and inventory ?




                                                   20	
  
Principle #14: Localize Money

                     • In important markets, offer people
                     the financial instruments they’re
                     comfortable with

                     •  Most games are:

                         • Credit cards, Paypal, Mobile
                         • USD, EUR

                     • This leaves money on the table

                     • Not just a question of “supporting”
                     more

                         • You need to default to the right
                         thing.

                                                          21	
  
Principle #15: Accountants and
Lawyers Are Just Around the Corner
                     •  Stored Value

                     •  Open and Closed Loop

                     •  Escheatment

                     •  Money Transmission

                     •  Sales Tax

                     •  Revenue Recognition




                                               22	
  
Principle #16: Offer Discounts
                •  Buy One, Get One Free is the most popular
                promotion mechanism out there

                •  Second is “X% off when you spend > Y”

                •  Two levers:

                    •  Item prices
                    •  Currency prices

                •  Currency discounting is underutilized

                    •  Buy 500 diamonds, get 250 free

                    •  Helps with training people to spend

                • Personalize, or at least cohortize, discounts
                                                                  23	
  
Principle #17: Measure Everything


                How else will you know what works?




                                                     24	
  

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Managing a Virtual Economy

  • 1. LIVE GAMER Managing a Virtual Economy Monetization Track Prerequisites: None Required CONFIDENTIAL- SUBJECT TO NON-DISCLOSURE AGREEMENT LIVE GAMER COPYRIGHT 2010
  • 2. COMPANY OVERVIEW TOTAL COMMERCE SOLUTION ▬  BEST IN CLASS TECHNOLOGY, EASY INTEGRATION ▬  WORLD CLASS MANAGEMENT & SUPPORT ▬  POWERING MICROTRANSACTIONS SINCE 2001 ▬  82CLIENTS LEVERAGE TOTAL COMMERCE SOLUTION ▬  146 LIVE PROJECTS ▬  80M+ USERS SUPPORTED IN 23 COUNTRIES ▬  OFFICES IN NEW YORK, PALO ALTO, SEOUL 2  
  • 3. CORE VALUE PROPOSITION LIVE GAMER ELEMENTS – FOCUS ON DRIVING BUSINESS METRICS CORE CAPABILITY HIGHLIGHTS   50+ Global Payment Methods   Unified, Multiplatform E- Wallet   Handling for Multiple Real and Virtual Currencies   Advanced Merchandising for Offers, Gifting, Promotions, Pricing, Multi- type Bundles (subs + microtransactions, hard goods + microtransactions, etc)   Robust accounting 3  
  • 4. CLIENTS CLIENTS: NORTH AMERICA/ SOUTH AMERICA / EUROPE
  • 7. What Are We Talking About   You: Interested in using virtual goods to monetize   The question: How do you go about doing this?   This talk: guidance, general principles, and the occasional anecdote –  I’ll get as far as I can in the next 20 or so minutes, and then leave 5 minutes for questions at the end –  Slides will be available on slideshare 7  
  • 8. Principle #1: Don’t Panic •  It’s a beast •  Tons of information out there •  Mostly anecdotal •  What works for other people might not work for you •  A typical implementation has a lot of data. •  Key thing is to not be afraid and to focus on things you understand 8  
  • 9. Principle #2: Don’t Think Too Much •  If you spend months before launch worrying about pricing, you’re wasting your time •  Most pricing and bundling decisions are going to be revised over time. •  What promotions and what payment methods work is inherently empirical 9  
  • 10. Principle #3: Don’t Over React •  You’ll have lots of data. But you need to think of it as time-series data, not snapshot data. •  You’re looking to maximize expected lifetime value of the user. •  If you double prices, and double short-term revenue but quadruple churn, you’ve probably made a mistake . •  Be aware that data has to be interpreted. 10  
  • 11. Principle #4: Structure First •  Don’t worry about price optimization for a while. •  Worry about the user experience (read: “can they find the store”) and about embedding commerce into the fabric of your game. •  Once people are in the habit of buying, people are in the habit of buying. •  Build in multiple points of commerce •  Make sure you have an empirical framework in place. 11  
  • 12. Principle #5: Use Virtual Currencies •  Real Money  Virtual Currency  Virtual Goods •  Lots of strong psychological reasoning here •  Larger piles of money •  People don’t take it as seriously •  You can give away virtual currency (cf: slide on training users) 12  
  • 13. Principle #6: Make It Easy •  The end-user experience can be overwhelming •  How do I find the storefront? •  Bundles make shopping easier. •  Sometimes you’re Amazon. •  Sometimes you’re a soda machine. •  Contextually suggest things to people. 13  
  • 14. Principle #7: Use Loyalty Currency •  Tons of information about this out there. •  Key points: •  Rewards the users •  Trains the users to buy stuff •  Nice gifting vector for social behaviors •  Separate the currencies •  Fraud vector issue •  Cannibalization issue 14  
  • 15. Principle #8: Recommend Stuff •  What do people buy? •  Either they already know what they need •  Or they’ve seen something they desire •  Or you recommend it to them. •  Recommendations don’t have to occur in storefronts. •  The technology that generates the recommendations isn’t that important. 15  
  • 16. Principle #9: Reward Good Behavior •  Give away loyalty currency • Make sure it’s being spent (training users) •  Loyalty currency is free to manufacture, but valued by the user •  Give it away! •  Buy 500 gold coins today and receive 10% off your next purchase in the weapons store 16  
  • 17. Principle #10: Train Users •  Free gold for joining •  Or letting people “owe” the game •  Suggesting purchases •  When someone creates an account and plays for the first time, are they away of purchases ? •  Tie commerce to the game • “Now that you’re a level 10 wizard, save 30% on potions at …” • Part of breaking the money mindset 17  
  • 18. Principle #11: Control Inventory •  Stuff has to go away •  Consumables are part of this •  Secondary exchanges are part of this •  Pawn shops (the world buys things back for a discount) are part of this •  Trade-in offers are a key part of this •  Remove inventory •  Monetize •  Fit into promotions strategy. 18  
  • 19. Principle #12: Customize Storefronts •  Club Penguin does a great job of this •  The big generic store of all stuff is great for power users who know what they want to buy. •  And for people who enjoy spending time browsing storefronts. •  Everyone else gets lost 19  
  • 20. Principle #13: Treat People Differently •  Level 1 versus Level 10 •  Mage versus Fighter Why are they seeing the same goods and inventory ? 20  
  • 21. Principle #14: Localize Money • In important markets, offer people the financial instruments they’re comfortable with •  Most games are: • Credit cards, Paypal, Mobile • USD, EUR • This leaves money on the table • Not just a question of “supporting” more • You need to default to the right thing. 21  
  • 22. Principle #15: Accountants and Lawyers Are Just Around the Corner •  Stored Value •  Open and Closed Loop •  Escheatment •  Money Transmission •  Sales Tax •  Revenue Recognition 22  
  • 23. Principle #16: Offer Discounts •  Buy One, Get One Free is the most popular promotion mechanism out there •  Second is “X% off when you spend > Y” •  Two levers: •  Item prices •  Currency prices •  Currency discounting is underutilized •  Buy 500 diamonds, get 250 free •  Helps with training people to spend • Personalize, or at least cohortize, discounts 23  
  • 24. Principle #17: Measure Everything How else will you know what works? 24