Virtual Goods for Core Gamers: Lessons from what works on Kongregate Emily Greer 2/8/12.

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Virtual Goods for Core Gamers: Lessons from what works on Kongregate Emily Greer 2/8/12

Transcript of Virtual Goods for Core Gamers: Lessons from what works on Kongregate Emily Greer 2/8/12.

Page 1: Virtual Goods for Core Gamers: Lessons from what works on Kongregate Emily Greer 2/8/12.

Virtual Goods for Core Gamers:Lessons from what works on Kongregate

Emily Greer

2/8/12

Page 2: Virtual Goods for Core Gamers: Lessons from what works on Kongregate Emily Greer 2/8/12.

What is Kongregate?Open platform for games50,000+ games, 1,300 uploaded monthly15M monthly uniques, male core gamersRev share with developersMix of ads & virtual goodsAcquired by GameStop July 2010

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A Short History of KredsLaunched late 2008Took off in 2009 with MMOs

& male-oriented social games

Currently ~100 kreds games, majority of revenue

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Brief Sales Pitch/ContextARPUs generally 60-100% higher than on Facebook for games on both platforms

Everyone is a core gamerCan pump a critical mass of socially-connected

gamers into a game quicklyAchievements incent players to get far enough

into the game to get addictedWe promote the games, no marketing costs for

the developer

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Successful Game Genres Mostly multiplayer, some single-player

RPGs Collectible Card GamesStrategy / Empire Building Tower Defense Deathmatch / Live PvP Sim / Management

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What makes a game succesful?The advantage of having a platform is that we have comparative stats

Common themes emerge with the most successful games

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BackgroundAll stats are lifetimeARPU = average revenue per userARPPU = average rev per paying userPlayer is a registered user who loaded the game at

least once“Reg” = player with 10+ plays“Addict” = player with 50+ plays

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ARPPU ARPU

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Most games cluster around a 0.5% purchase rateFor those games ARPU & Revenue mostly a function of

ARPPU

High % Buyer reflects a broadly passionate audienceRevenue always good (especially for multiplayer games)

but size still a function of ARPPU

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A Tale of Two ARPPUsCloser look at two games with similar ARPUs, #

of players, and revenue but radically different ARPPUs

High ARPPU game: Average spend is $119, median $16

Low ARPPU gameAverage spend is $24, median $5

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Whale of an ARPPU

High ARPPU game: 40% of revenue comes from 2% of players who spend >$1,00090% of revenue from players spending $100+Top whale has spent $6.7k

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Still about the Whales

Low ARPPU game54% of revenue from 5% of players spending $100+ (but just 13% from players $500+)Only 9% of revenue from the 65% of buyers who spent <$10Top whale has spent $1.3kWhale spend is smaller, but revenue is still dominated by a few high-paying players

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First Lessons

#1 Make sure players can spend $1,000+ If you make a fun game someone will want to spend an

infinite amount. Don’t create a situation in which spending is capped by availability or utility.

#2 Don’t underpriceThere is very little price elasticity below $5 (at least in

western markets). It’s an emotional decision to spend for progress and status, focus on that.

Use intro paid currency to get people into the habit of purchase

Higher prices allow for sales & special events later

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How We Look at Retention% Repeat

What % of players ever returnShows initial impressions/interest in the game

Repeat RegWhat % of players who repeat become regulars?How strongly is the player hooked in the early-middle parts of the

game?

Reg AddictWhat % of regulars become addicts?Engagement of end-game content

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% Repeat Does Not Correlate

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The Most Important Lesson

Lesson #3 – Look to the end-game firstEvery high ARPU and high revenue game on Kongregate has a strongly social and competitive end-game. Common features (mix and match)

Guilds/leaguesGuild warfare or leaderboardsPvP (either synchronous and asynchronous)Visible status & character progressionGuilds/leagues (it bears repeating)

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Clever Title About Guilds Guilds allow in-game communities to form and

apply pressure both to return and to spend Dream World

13% of non-buyers are in guilds

80% of buyers are in guilds

Guilds 3x retention

War Metal: Tyrant6% of users are in

factions41% of paying users

are in factionsARPU for non-faction

members is $0.19, vs $3.87 for faction members

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Stats can be beaten

Lesson #4 – Keep feeding your playersRegular updates, new features, and events yield greater engagement and reduced fatigue.Sales and specials can offer significant jumps in revenue.

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The Value of Developer Activity

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The Value of Developer Activity

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Fin

To learn more visit

dev.kongregate.com

Contact us at [email protected]