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High Quality Content for a Mass Market

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To make calls. FACTS. Why do you take one specific handset? Listen music, Or take pictures, ... taken to the buying page of the game on the Online Operator ... – PowerPoint PPT presentation

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Title: High Quality Content for a Mass Market


1
High Quality Content for a Mass Market KIEV
22nd January 2007
2
GAMELOFT 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

3
INTRODUCTION
  • 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.

4
FACTS
  • 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.

5
MARKET 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
7
THE 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

8
Quality 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

9
Diversity 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

10
Leveraging 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

11
Maximize 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

12
UK 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
13
How 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
14
Presentation 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
15
THE 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

16
QA
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