Social Gaming
Kirill Popov
   11 Years of Internet Marketing

   Supported Mom&Pops to Fortune 500s

   Numerous published industry articles

   Talks on Email Marketing and Privacy

   Founder, Izelis.com, social gaming studio
Traditional Marketing
 High Volume, Low Relevance

 Poor tracking

 Low attribution

 Long delays for metrics

 Long optimization times
Conversion Funnel
  Acquire                            10,000


  Activate                            5,000


  Retain                              2,000


                                       200
  Revenue


 Ad Optimization : iterating through ad tests & measuring
                    through the funnel
Acquisition
Ads Marketing
Google
   Highly Relevant to Search
   Targeted Display

Facebook
   Targeted by Demographics
    and Interests
   Social Context
Ads Marketing
Key Strengths
   Direct tracking through the channel
   Instant tests and optimization against funnel
Activation
Lead Nurturing
Focus on Activation Dropoff
 Automated
 Targeted
 Efficient




                              Eloqua.com, 2011
Landing Page Optimization
 Personalized to Visitor

 Leverages Known Data

 Intelligently drives
  conversion
Retention
Engagement Campaigns
 Highly Relevant
 Leverage Customer Behavior (or lack
  thereof)




                                        Responsys Email Design Lookbook 2011
Social Channels
 Notifications – App Generated

 Notifications – Friend Generated
Early Player Growth of Zynga
 Farmville – 28 Million in 6 months

 Café World – 10 Million in 3 months

 Fishville – 7.5 Million in 1 month

 PetVille – 4.8 million in 1 month



Compare to :
    Industry Record breaking launch

    18 million copies sold globally after 9 months



                                                      InsideSocialGames.com March5th, 2010
Revenue
“Virtual” Goods
                       Global Virtual Goods Market

             = $3.00                    US, $2 bn



Ultimate Control
                          Asia, $8 bn
 Rarity
 Scarcity
 Exclusivity
 Durability
Fantastic Results
 Unparalleled expansion of testing methodology

 Automation leads to scale

 Conversion lift of 500% to 1000%

 Response rates of 60% to 80%
   Compare to Traditional Media of %1-%2 to untargeted internet marketing of %12
Why Jump In?
Problem
                          Zynga et al
                              Going after the Casual
                               market
                              Not much innovation from
                               competitors
                              2/3 of the market
   Global Gaming Market        unaddressed
           $65 bn
                          The rest of the market – “core”
                            gamers not targeted
                           Spend ~14 hours a week
                            playing
                           Purchase retail consoles, games
                           40% household income of
                            >$75k
Solution
Target “Core” Social gamers
   Engaging, Competitive Gameplay
   Social Functions to facilitate growth


Deliver Games as a Service
   Free-2-Play : Minimize cost of acquisition
   Enhance product with user growth
   Optimized engagement
   Optimized revenue
Target Market - Facebook
 Over 300m monthly game players on Facebook (Zynga
  MAU, appdata.com)


 45% of FB’s 750+ mm are males age 14 to 25

 50% of the monthly players are active daily (Venture Beat,
  July 2011)



 31% of online gamers have purchased virtual content
  with real money (Visa’s PlaySpan, VG Market study, Aug 2011)
Key Customer Lifecycle
 Players: Average players of the game
 Evangelists: Share content with social graph

Optimize on:
                          Players                Evangelists
     Activation      Visitor installs game          Post to wall

     Retention       Active 4 days out of 7   Play with friends 4 days
                                                      out of 7
     Revenue               Purchase                K-Factor > 1
Marketing Strategy
Our marketing strategies will rely on multiple vectors for advertising:

 Viral – Make social growth part of gameplay

 Social Marketing – FB ads/pages/likes, traffic sharing across apps

 Internet Marketing – Ad space on FB/Google and other ad networks
  optimization

 Search Engine Optimization – Web presence with user feedback forums

 Email Marketing – Automated lifecycle marketing to drive retention

Optimize through the Marketing Funnel
Projections
      Short Term
        Profitable within 5 months from
         Launch
        Break even at approx
         $35,000/month
        25k daily active users




       2 Years from launch:
            No profitability due to expansion


       5 Years from launch:
            Revenue $140m, Profits of $80m
            6 Titles released
Projections - Methodology
 Target Average Revenue Per             Conservative Estimates
                      User $     0.05
                                        •   $0.05 Average Revenue Per User vs $2.57
 User per Game Growth YoY:     20%
                                            seen by Zynga (S1)
         ARPU Growth YoY:      20%
                                        •   Slow growth compared to analog games

   Employee Cost Premium:      50%      •   50% higher employee, hosting costs
     Hosting Cost Premium:     50%      •   30% marketing allocation
       Marketing Allocation:   30%
Who We Are


Kirill Popov             Anton Popov                 Alex Markhovskiy
Founder & CEO            Co-Founder & COO            Co-Founder & Producer
 11 years of internet    15 years of large          5 years of production in
  marketing                infrastructure              traditional, social
 Part of successful       management @ Siebel         gaming industry
  marketing automation     and Oracle                 Managed QA and
  startup; acquired.      Lead Security, Business     Production teams @
 Senior management        Continuity, Disaster        LucasArts, Zynga
  roles at SaaS            Recovery teams @ Oracle    BS in Computer Science
  companies, Facebook     MBA from USF                from SFSU
Milestones
 Two Quarters from launch:
    Reach 25,000 daily active users
    Reach $0.05 Average Revenue per User
 One and a Half Years from launch:
    Reach 200,000 daily active users per game
    Reach $300,000 in monthly revenue
 Two Years from launch:
    Launch second title
    Reach $945,000 in monthly revenue
 Three Years from launch:
    Launch two additional titles
    Reach $2.6 million in monthly revenue
Exits
 Sustained profitability
   Continue to release high quality profitable games
   Expand into mobile, global markets
 Acquisition of company
   Izelis acquired for market penetration, high value games, optimized
    monetization strategy
 IPO
   Raising capital for major expansion of business
   Acquire smaller successful game development studios with
    complimentary visions
   Leverage established distribution network and expand into
    publishing
Investment
Personal Co-Founder Investment: $120,000
   100% Team Hired
   Multiple Prototypes deployed
   Product Launch: October


Seeking $500,000 angel seed round
Q&A

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Marketing social startup

  • 2. Kirill Popov  11 Years of Internet Marketing  Supported Mom&Pops to Fortune 500s  Numerous published industry articles  Talks on Email Marketing and Privacy  Founder, Izelis.com, social gaming studio
  • 3. Traditional Marketing  High Volume, Low Relevance  Poor tracking  Low attribution  Long delays for metrics  Long optimization times
  • 4. Conversion Funnel  Acquire 10,000  Activate 5,000  Retain 2,000 200  Revenue Ad Optimization : iterating through ad tests & measuring through the funnel
  • 6. Ads Marketing Google  Highly Relevant to Search  Targeted Display Facebook  Targeted by Demographics and Interests  Social Context
  • 7. Ads Marketing Key Strengths  Direct tracking through the channel  Instant tests and optimization against funnel
  • 9. Lead Nurturing Focus on Activation Dropoff  Automated  Targeted  Efficient Eloqua.com, 2011
  • 10. Landing Page Optimization  Personalized to Visitor  Leverages Known Data  Intelligently drives conversion
  • 12. Engagement Campaigns  Highly Relevant  Leverage Customer Behavior (or lack thereof) Responsys Email Design Lookbook 2011
  • 13. Social Channels  Notifications – App Generated  Notifications – Friend Generated
  • 14. Early Player Growth of Zynga  Farmville – 28 Million in 6 months  Café World – 10 Million in 3 months  Fishville – 7.5 Million in 1 month  PetVille – 4.8 million in 1 month Compare to :  Industry Record breaking launch  18 million copies sold globally after 9 months InsideSocialGames.com March5th, 2010
  • 16. “Virtual” Goods Global Virtual Goods Market = $3.00 US, $2 bn Ultimate Control Asia, $8 bn  Rarity  Scarcity  Exclusivity  Durability
  • 17. Fantastic Results  Unparalleled expansion of testing methodology  Automation leads to scale  Conversion lift of 500% to 1000%  Response rates of 60% to 80%  Compare to Traditional Media of %1-%2 to untargeted internet marketing of %12
  • 19. Problem Zynga et al  Going after the Casual market  Not much innovation from competitors  2/3 of the market Global Gaming Market unaddressed $65 bn The rest of the market – “core” gamers not targeted  Spend ~14 hours a week playing  Purchase retail consoles, games  40% household income of >$75k
  • 20. Solution Target “Core” Social gamers  Engaging, Competitive Gameplay  Social Functions to facilitate growth Deliver Games as a Service  Free-2-Play : Minimize cost of acquisition  Enhance product with user growth  Optimized engagement  Optimized revenue
  • 21. Target Market - Facebook  Over 300m monthly game players on Facebook (Zynga MAU, appdata.com)  45% of FB’s 750+ mm are males age 14 to 25  50% of the monthly players are active daily (Venture Beat, July 2011)  31% of online gamers have purchased virtual content with real money (Visa’s PlaySpan, VG Market study, Aug 2011)
  • 22. Key Customer Lifecycle  Players: Average players of the game  Evangelists: Share content with social graph Optimize on: Players Evangelists Activation Visitor installs game Post to wall Retention Active 4 days out of 7 Play with friends 4 days out of 7 Revenue Purchase K-Factor > 1
  • 23. Marketing Strategy Our marketing strategies will rely on multiple vectors for advertising:  Viral – Make social growth part of gameplay  Social Marketing – FB ads/pages/likes, traffic sharing across apps  Internet Marketing – Ad space on FB/Google and other ad networks optimization  Search Engine Optimization – Web presence with user feedback forums  Email Marketing – Automated lifecycle marketing to drive retention Optimize through the Marketing Funnel
  • 24. Projections Short Term  Profitable within 5 months from Launch  Break even at approx $35,000/month  25k daily active users  2 Years from launch:  No profitability due to expansion  5 Years from launch:  Revenue $140m, Profits of $80m  6 Titles released
  • 25. Projections - Methodology Target Average Revenue Per Conservative Estimates User $ 0.05 • $0.05 Average Revenue Per User vs $2.57 User per Game Growth YoY: 20% seen by Zynga (S1) ARPU Growth YoY: 20% • Slow growth compared to analog games Employee Cost Premium: 50% • 50% higher employee, hosting costs Hosting Cost Premium: 50% • 30% marketing allocation Marketing Allocation: 30%
  • 26. Who We Are Kirill Popov Anton Popov Alex Markhovskiy Founder & CEO Co-Founder & COO Co-Founder & Producer  11 years of internet  15 years of large  5 years of production in marketing infrastructure traditional, social  Part of successful management @ Siebel gaming industry marketing automation and Oracle  Managed QA and startup; acquired.  Lead Security, Business Production teams @  Senior management Continuity, Disaster LucasArts, Zynga roles at SaaS Recovery teams @ Oracle  BS in Computer Science companies, Facebook  MBA from USF from SFSU
  • 27. Milestones  Two Quarters from launch:  Reach 25,000 daily active users  Reach $0.05 Average Revenue per User  One and a Half Years from launch:  Reach 200,000 daily active users per game  Reach $300,000 in monthly revenue  Two Years from launch:  Launch second title  Reach $945,000 in monthly revenue  Three Years from launch:  Launch two additional titles  Reach $2.6 million in monthly revenue
  • 28. Exits  Sustained profitability  Continue to release high quality profitable games  Expand into mobile, global markets  Acquisition of company  Izelis acquired for market penetration, high value games, optimized monetization strategy  IPO  Raising capital for major expansion of business  Acquire smaller successful game development studios with complimentary visions  Leverage established distribution network and expand into publishing
  • 29. Investment Personal Co-Founder Investment: $120,000  100% Team Hired  Multiple Prototypes deployed  Product Launch: October Seeking $500,000 angel seed round
  • 30. Q&A

Editor's Notes

  • #5: What is a conversion funnel – how internet ads are now measured