Date post: | 01-Jul-2015 |
Category: |
Technology |
Upload: | doubloon |
View: | 445 times |
Download: | 2 times |
Who We Are• Complete Virtual Economy System for Games, Networks, Mobile, or All of the Above
• Client list includes A&E, Lifetime Networks, Fusion Creative.
• Located in the San Francisco Bay Area and New York City Area. Launched 5 Months Ago.
"Doubloon's actionable analytics really helped us to maximize our goods revenue in this game, which jumped nearly 100% week to week after doubloon came online." - Clayton Rose, SVP Television Network
What We Do
So What?• We Help Developers and Publishers Run Economies, So We Aggregate Real World Data Automagically
• We’re Able to See What Works and What Doesn’t on a Fairly Large Scale.
• We’ll Talk About that Today in the Form of “Dos” and “Don’ts”
• We’ll Provide Rough Benchmarks As to What to Expect
First, a Baseline..Commodity Economy: $0.02 per cup
Experience Economy: $4.50 a cup
Also, a Disclaimer..• Controlled Groups are Hard to Come by, Consider These Pointers But Not Precise Measurements
• We’re Looking for Trends, Not Atomic Data
• That Said, Let’s Dive In..
Do Experiment with Prices
Introduce Similar Items with Different Prices
Map Out High & Low Average Price Bands
Text
Empirical Data:
60% Drop in“Non Seller” Items
Antisocial
Teenage Angst
Lives in Mom’s Basement
Out of Shape
Wants to Name Kid “Spock”
Do Know Your Customers (Myth)
Do Know Your Customers (Reality)
Active Social Lives /w Friends:67% vs. 55% of non-gamers.
More Likely to Hit the Gym: 28% vs. 22% nongamers.
More Likely to Date Often:36% vs. 25% nongamers.
Empirical Data: DAU/MAU Hold at ~ .15
Source: http://www.gamespy.com/articles/107/1079881p1.html
Do Create Urgency With EventsWeekly Dress Up ContestVarious Awards
Guess What Day it Ends?
Empirical Data:40%+ Pre-Event Jump 10% Increase Overall
Do Introduce Content Slowly
Start Low Level;Learn What Works Go Into High LevelStuff With Smarts
Empirical Data: +33% Conversion Over Games With “Set” Items.
Do Provide ConsistencyAim for Standard Player Walls and Goods Across Various Platforms
Empirical Data:12% Revenue Jump in Just First Week
Do Branded Products (Carefully)
Look No Banners!
Always Replace Generic Items
Empirical Data:+16% Ad Revenue
2007
2010
Leaderboard, X Badges for Finding Unusual Spots Awarded. 10% Buy Tickets to Ride Faster Vehicles.Visible Leaderboard and Badges. Weekly Goal Rotation with 5 Challenge-Specific Goods per week.
Offer Virtual Goods “Sets”. 2/5 are Purchased, 3/5 Earned on Each Set.
Arbitrage Opportunities for Crafters. Minimum 25% ROI, Badges for Crafting Sets.
5 Facebook or Twitter Clicks per DAU stream, 10% Sink on Gifted Items
Gamer TypeGamer TypeGamer TypeGamer Type MetricsMetricsMetricsMetrics
Explorers
Griefers
Collectors
Traders
Socializers
Do Have a Hook for Each Personality
More Fun Stats, Just Because..
ARPU: $.51MARPU: $6.29Average Age: 33
This Month:Largest Whale: $306Average Whale: $83.35
Don’t..Retrofit Virtual Goods into Your Game After the Fact.
Dive in Without a Content Plan in Sync with Monetization Goals
Forget to Prepare Your Community for Change
Set Prices in Stone, Despite Seasons, Pay Method..
And Finally..
Don’t Throw TomatoesAt Your Presenter(Thanks!)
Eric GonzalezCEO Doubloonemail egonzalez @ virtualdoubloon.comtwitter @ericgonzalez