Brain Injury Basics for Families No Brain Injury is Too Mild to Ignore, Or Too Severe to Lose Hope.
TOO BIG TO IGNORE - WordPress.com · 2012-04-19 · TOO BIG TO IGNORE . Wei Chee ZA Solutions ....
Transcript of TOO BIG TO IGNORE - WordPress.com · 2012-04-19 · TOO BIG TO IGNORE . Wei Chee ZA Solutions ....
#SOCIALGAMING TOO BIG TO IGNORE
Wei Chee ZA Solutions
What is Social Gaming?
“Casual Gaming is the Arcade Business rising from the ashes of the 1980s”
- Nicholas Carlson, Business Insider
“Casual games designed to be played with friends on online social platforms”
- Justin Smith, Inside Facebook
What is Social Gaming?
Social Gaming Statistics
¼ of “consumers” play social game The average social gamer is a 43 year old lady Female driven industry, 38% play several times a day 1 in 10 social gamers’ session last >3 hours 83% play on Facebook
The Rise of Social Gaming
The Rise of Social Gaming
The Rise of Social Gaming
World of Warcraft 1,500,000 total users
Xbox live 20,000,000 total users
~ 207,000,000 Social Gamers Monthly active Users
The Rise of Social Gaming
Zynga 360,000,000 Monthly active Users
The Rise of Social Gaming
The Rise of Social Gaming
The opening of social network platforms for 3rd Party developers
The rise of smart mobile devices
The rise of internet penetration, billing infrastructure
Social Gaming Designs
Onboarding
Habit-Building
Mastery
Newbie
Regular
Enthusiast 3 Key Stages of Player Life cycle
Social Gaming Designs
Social Gaming Designs
Engagement Loop
Positive Emotion Fun / Delight / Trust / Pride / Curious
Newbie Onboarding
(social) Call to Action Customize / Share / Help / Compete
Player (re)Engagement Task / Mission / Game / Quiz / Gift
Visible Progress Stats / Challenges / Awards / Messages
Social Gaming Life Cycle
Iteration
Iteration M
on
etiz
atio
n
Social Gaming Dynamics
Focus on social emotions – friendship, love, pride, envy, anger Social first, fun second No brainer, easy pick-me-up Target (niche) users Easy payment methods
Social Gaming Trend
Group Buying
Activity Streams
Virtual Worlds
Location-Aware Apps
Social Analytics
Gamification
Internet of Things
Social TV
Gartner’s Hype Cycle
Social Gaming Trend
Mobile Devices: The Shiny New Toy Location Based Game Virtual Social World Asia Market
Social Gaming Cost
1)Development Cost = $100k ~ $300k
2) Initial Marketing Cost = $50k ~ $200k
3) Live Operation = $12.5k ~ $22.5k
Cost of One game launch = $175.5k ~ $522.5k
Social Gaming Cost
Total cost of 4 games launch
Yearly Revenue (25% success rate)
Yearly Revenue (50% success rate)
$1.96 mil $770k ~ $12.3mil $1.54mil ~ $24.5mil
Market Assumptions: • Number of games: 4 • Average DAU for each successful game in a year: 400k • Number of successful games: 1~2 • Assumed monetization: $45/1000 DAU • Facebook cut: 30%
Social Gaming Cost
Case Study:
• Rovio 34th game • Initial dev cost of €100k++ • Current revenue USD $1mil/month
• OMGPop 36th game • Initial dev cost USD$250k??? • Current revenue USD $250k/day
GAMIFICATION
Zanadu
Who are We: Specialize in multi-user virtual world platform solution
Team: 8+ developer, artist, designer, social media manager
Location: - Upstairs - Chiang Mai
Thank you! [email protected] fb.com/leeweichee