Startup types, stages and metrics baselines -...

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Startup types, stages and metrics baselines Farley Millano - [email protected] 1

Transcript of Startup types, stages and metrics baselines -...

Startup types, stages and metrics baselines

Farley Millano - [email protected]

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Agenda [1/2]Recap

Intro

Startup types

Mobile games

Startup type + stages

Establishing goals

Mobile games

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Agenda [2/2]

Lab:

Trabalhos escritos de análise de jogo comercial

Dúvidas e questões

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Intro

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IntroHow you make money drives most of what should be measured, this is basically defined by:

Stage of the company (as seen in last class)

Activity of the company

Starting point: big picture and look for what a “engaged" costumer is.

Fundamental blocks

Segment: different users mean different monetisations

Optimize for good costumers

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(Yoskovitz & Croll, 2013)6

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Over 6000 permutations! (with only a few examples)

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(Croll & Yoskovitz, 2013)8

Startup types

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Startup typesThere are several ways of building a business

It is an ever-increasing list

https://hackpad.com/Web-And-Mobile-Revenue-Models-final-EgXuEtSibE7

Consider Amazon:

Transactional, physical-delivery, SEM, marketplace, UGC…

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Startup typesAs a matter of simplicity, we chose to focus on six models described by Croll & Yoskovitz (2013):

E-commerce: Amazon

SaaS: Skype, Dropbox, etc.

App (in-app purchases): Angry Birds, Clash of Clans, etc.

Advertising: Online newspaper, blogs

Social network (UGC): Facebook, Twitter, etc.

Two-sided marketplace: Uber, Ebay, Etsy, etc.

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App modelIt is a model made famous especially after iTunes:

App Store (Apple), Google Play, Microsoft Store, Steam, PSN (Sony), etc.

Seamlessly content purchase

Exclusive to a unique vertical or Porting (more than one store)

Challenge: gatekeeping

Limits continuous deployment or A/B Testing, for example

Workaround:

Downloadable content

Launch in a specific country

Launch in Google Play (faster than App Store)

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App model - Revenue Streams

Up-front purchase: buying the game from the store

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App model - Revenue Streams

Downloadable content: new maps, new skins, new players, etc.

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App model - Revenue Streams

Avatar/Character customisation: clothes, hair, etc.

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App model - Revenue Streams

Advantages: weapons, upgrades, power-ups, etc.

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App model - Revenue Streams

Countdown timers: avoid long waits for progress

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App model - Revenue Streams

Upselling: upgrade to bundles that contain a certain number of features

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App model - Revenue Streams

Subscription: regular payment of a defined fee.

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App model - Revenue Streams

In-game ads: advertising impression or video watching mid-game

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App model - Revenue Streams

Gift cards: physical cards that gives virtual credits

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App model - Revenue Streams

Downloadable content: new maps, new players, etc.

Avatar/Character customisation: clothes, hair, etc.

Advantages: weapons, upgrades, power-ups, etc.

Countdown timers: avoid long waits for progress

Upselling: upgrade to bundles that combines features or various revenue items

Subscription: regular payment of a defined fee.

In-game ads: advertising impression or video watching mid-game

Up-front purchase: buying the game from the store

Gift cards: physical cards that gives virtual credits

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App model - MetricsRevenue Streams ≠ Business Model

Developers need to track a certain number of metrics

There is a pattern/flow of how to "use" an specific app

Discover: search, featured or ranking

Review analysis: screenshots, ratings or comments

Download: free or paid

Register: email, Facebook, etc.

Play

In-game economy: virtual coins, watch ads, power-ups, upgrades

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(Croll & Yoskovitz, 2013)24

App model - Metrics [Downloads]

It corresponds to the number of times a game has been downloaded

ASO: App Store Optimization

A number of techniques employed to reverse engineer the dynamics of an app store

Getting featured impacts ranking (Distimo):

Android: +42 positions

iPhone: +15 positions

Flurry:

Top 25 apps accounts for 15% of all revenue

Remaining Top 100 accounts for 17%

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App model - Metrics [ARPU]

It corresponds to the average revenue per active user (monthly or lifetime)

ARPU = Monthly revenue / # monthly active users

There must be a balance between fun and revenue streams

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App model - Metrics [Churn]

User abandonment must be tracked in 3 time periods:

1 day: bug in registration, tutorial, etc.

1 week: problem in deepness of the game

1 month: poor update/retention planning

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(Croll & Yoskovitz, 2013)28

App model - Metrics summary

Downloads

Costumer acquisition cost (CAC)

Launch rate

Percent of active players

Percent of users who pay

Time to first purchase

Monthly average revenue per user (ARPU)

Ratings click-through

Virality

Churn

Costumer lifetime value (CLV)

Is my strategy working?

Apply analysis techniques: Cohort, Segmentation, etc.

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Monitoring: startup types + stages

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Startup type + stage

We have already seen two ways of categorising a certain business:

Type: basic activity and functioning

Stage: maturity and development

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Startup type + stage

Their combination helps defining the "what" and the "when"

t(Croll & Yoskovitz, 2013)32

Startup type + stage

We have already seen two ways of categorising a certain business:

Type: basic activity and functioning

Stage: maturity and development

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Defining goals

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Defining goals - Intro

Now that we know which and when to focus on certain metrics

The question is: “What's acceptable?”

"What’s normal?”

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Defining goals - IntroIt is really hard to define baseline for digital products

Ever-changing rules and players

Maturity of a particular model

Rough idea: Startup Compass has a good database on “averages"

Tip: Do not rely on averages, most startup fails

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Defining goalsSome metrics are foundational for almost all business model:

Growth rate

User engagement

Pricing

Costumer acquisition

Virality

Mailing list effectiveness

Uptime

Time on site

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Defining goalsSome metrics are foundational for almost all business model:

Growth rate

User engagement

Pricing

Costumer acquisition

Virality

Mailing list effectiveness

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Growth rate - Goal

Goal: 5-7% / week in terms of stage:

Pre-revenue (Stickiness and Virality): Active users

Revenue on: Growth of revenue

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Engaged users - GoalsWeb-based service: 30% of registered users / month

Mobile-based:

30% of download users / month

10% of registered user / day

Concurrent usage:

Maximum of 10% of daily users

The rate of 30/10/10 is common across a variety of segments

Moving past that: go to Virality, Revenue or Scale stages

Find leading indicators of growth

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Pricing - Goal

Depends on the product or service market

Testing price sensitivity is key

Very few startups do so!Recommendation: find the "sweet spot" and aim for 10% below for user growth

(Croll & Yoskovitz, 2013)43

Costumer Acquisition Cost - Goal

It totally depends on the market

Rule of thumb goal: 33% of Costumer Lifetime Value

Churn and Costumer Breakeven has a huge impact on this rate: lagging indicator

Forces a baseline: early comparison

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Virality - GoalAbove Viral Coefficient above 1 is great, but very hard to achieve

A coefficient of 0.75 is pretty good

Build inherent virality into your game

Artificial virality must be contrasted with the costumers it brings

Important: helps to reduce Costumer Acquisition Cost

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Mailing List - Goal

Open rate: 20-30%

Click-through rate: above 5%

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Goals for App metricsSeveral metrics that applies across segments, as seen previously

Some are more specific for mobile apps

App size

Costumer acquisition cost

Launch rate

Etc.

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Goals for App metricsSeveral metrics that applies across segments, as seen previously

Some are more specific for mobile apps

App size

Costumer acquisition cost

Etc.

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App size - App metrics

It should be under 50MB, otherwise your user will need Wi-Fi connection

This can be minimised by downloading additional content after install

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Costumer Acquisition Cost - App metrics

App Store Optimization: two types of marketing:

Mercenary: paid downloads and review ratings

Brings other users through app store rankings

Goal: $0.50 per install

Legitimate: banner ads within other apps

Organic, more engaged users

Goal: $2.50 per install

Overall CAC: less than $0.75

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Percent of active players - App metrics

Research from Flurry (200,000 apps):

54% remained after one month

43% remained after two months

35% remained after three months

3.7 interactions per day (high variance)

Engagement increase: 25% to 35% in the third month

Smartphone: 12.9 times / week for 4.1 minutes

Tablet: 9.5 times / week for 8.2 minutes

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(Croll & Yoskovitz, 2013)52

Percent of paying players - App metrics

Freemium: 2% conversion (free to paid version)

In-app purchase: 1,5% of users buys something

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Average revenue per daily active user - App metrics

Per game genre:

$0,01 - $0,05 for puzzle, caretaking and simulation games

$0,03 - $0,07 for hidden object, tournament and adventure

$0,05 - $0,10 for RPG, gambling and poker games

Aim for above $0,05 (ARPDAU)

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Monthly average revenue per user - App metrics

Average: $3 per month or $0.10 per day

Depends a lot from market segment

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Monthly average revenue per user - App metrics

Average: $3 per month or $0.10 per day

Depends a lot from market segment

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Average revenue per paying user - App metricsDepends on the level of expenditure

Whales: 10% players, ARPU of $20

Dolphins: 40% players, ARPU of $5

Minnows: 50% players, ARPU of $1

Identify leading indicator of behaviour for these categories

Offer in-game monetisations for each kind

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Review rating click-through - App metrics

Number of people who review an app

Less than 1.5% for paid apps

A lot less than 1% for free apps

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ConclusionKnowing what to measure drives strategy:

Frequently used with loyalty: in-app purchases, advertising

Frequently used without loyalty: per-transaction fee

Infrequent, low-loyalty: up-front purchase, one time fee

Infrequent, high-loyalty: upselling, invite other users

Having some metrics baseline helps starting somewhere and benchmark

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Startup types and stages

Farley Millano - [email protected]

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