Title: High Quality Content for a Mass Market
1High Quality Content for a Mass Market KIEV
22nd January 2007
2GAMELOFT COMPANY UPDATE
- Latest figures
- N 1 Hot Growth company in Europe!!
(BusinessWeek) - 2 500 employees now, of which almost 2 000
dedicated to production - 25 Gameloft titles eclipsing one million units
sold each
- Latest Awards
- Mission Impossible III wins What Mobiles Game
of the Year 2006 - Best Mobile Game Studio Award at Develop
Industry Excellence Awards
- New Games, New Licenses
- 47 new games in 2006
- 2007 20 3D Games already planned!
- New Licenses Shrek the third, LOST, Desperate
Housewives - Videogames licenses Splinter Cell Double Agent,
Rayman 4
3INTRODUCTION
- VAS MARKET in UKRAINE
- Is booming
- Potential Threat
- Is the natural growth of the market, which can
hide the bad experience user.
- So taking into account Ukrainian market
specificities, - Its a good opportunuity to pick-up some best
practices of every market.
4FACTS
-
- Why do you get a mobile?
- To make calls
-
-
- Why do you take one specific handset?
- Listen music,
- Or take pictures,
- Or send emails
-
- Still, you might be disappointing not having all
other features - In fact, the market is more more segmented.
-
5MARKET FACTS
-
- Exactly the same for VAS!
- There are Nice to have services not a must
have - If end-users are disappointed about a service
they wont come back for a while!
-
- Our objective is to generate more ARPU
- How? thanks to High quality products services.
-
- Conclusion
- Bring the best to end-user, enhance their
experience make them coming back - Recruiting new users
-
6 What does High Quality means? On a Game
Perspective 1/ The product 2/ Products
choice 3/ Nice Shop 4/ Easy to Buy 5/ At a
good price 6/ To a Mass Market
7THE PRODUCT ITSELF
- Strong licenses?
- Yes in some cases brands doesnt make all
- Quality is key
- A good gaming experience
- Quality of the Graphic
- Easy to play,
- Easy training,
- Short numerous level,
- Ending games
8Quality in term of Products Diversity
- Users have different tastes in terms of gameplay
- Action
- Sports
- Puzzle / Cards
- Arcade / Classics
- Brain games
- Simulation
- Sexy
-
- It is key for you to have games for all these
segments to address your mass market audience - Of course those segments have different sizes so
games have different performances depending on
the respective sizes
9Diversity doesnt mean huge catalogue
- A selected number of products
- having 40 games in the racing category does not
make sense the user is just lost! - You need to offer a selection of the 3-4 best
games in each genre to your consumers
- Western Europe US operators trend are
- to rely on a limited number of publisher
- Games portfolio are usually between 150 300
games
10Leveraging the Portal Experience
-
- Your wap portal is a shop
- Each click divides the penetration rate
- Easy buying process a short buying process 2-3
steps. - Building promotions on the home page is very
successful - Ensure the product is similar to the screenshot
sales pitch
11Maximize the 1st Experience
- Time to Market
- 82 of all content sold in the lifetime of a
phone is sold in the first 3 months of the
handset life - It is crucial to have content online day 1 when
the handsets come out
- Massive Handset Coverage
- Huge Handset Compatibility
- Porting quality is not always good, its crucial
to test a specific product on many handsets
- Both are a prerequisite to attract a wide
audience
12UK carrier Samsung D500
23,069 net revenuefor the carrier
18,000
16,000
15,295
14,000
12,000
10,000
9,663
Downloads
Number of SKUs live
8,845
8,000
6,903
6,000
5,236
5,075
4,000
2,000
139
1,013
3
3
5
11
11
11
5
0
5
Dec-04
Jan-05
Feb-05
Mar-05
Apr-05
May-05
Jun-05
Jul-05
13How to make them come back
Sell more after the end of this honey moon
between the user and his new phone
- An idea base on other entertainment experiences
- A user is hot when he just bought some content
- Logos and ringtones experts have seen the impact
of a targeted SMS right after the first purchase
- On the Mobile Game Market
- Most of repeat purchases are done in the two
monthes after the first purchase - The better the experience is, the higher the
click rates are. - 30 of the 2006 Real Football players bought a
second game within a month !!!
Our goal is to keep on getting to know the
consumer and optimize the repeat purchases
14Presentation of In Game Promotion
Simple click in the main menu to enter IGP menu
Intuitive and quick navigation through the 5
magic button
End user is taken to the buying page of the game
on the Online Operator Portal
15THE HOT TOPIC OF PRICE
- PRICE IS a Barrier for the growth of the market
- MMetrics study from Q2 2006 says that price is
one of the 3 main reasons not to buy mobile games
- Benchmark Korea
- GNP / habitant 20,000 in 2003 (Spain is
23,000) - Price of mobile games
- 2,500 KRW for 2D games 2
- 3,500 KRW for 3D games 2.8
- Traffic 1,500 KRW for 300 KB 1.2
- Many unlimited data plan from 5,000 KRW per
month
- Penetration of mobile games 12
- A good selling java game sells 80K a month for a
20 million customer operator - Price elasticity is even bigger when the
customer bases are mainly prepaid users
16QA