e Power of Predictive Marketing

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The Power of Predictive Marketing

About Playnomics Founded in 2009 with Offices in San Francisco and New York Pioneered Prediction and Data mining in Games - won GDC Gamesbeat 2010 Focused on how and why people play Funded by FirstMark Capital, Vanedge Capital, xSeed Ventures, Accelerator Ventures and TriplePoint Capital Over 100M+ Player Profiles and 30M+ Monthly Active Users across 100s of games

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What’s the Point of Predictive Marketing? Campaign End

Spend Per Player

A B Control

A

B

$106.19


$121.80


$42.63


Control 3

Free To Play Games Have a Big Problem Getting Players

• Crowded Marketplaces • High Acquisition

CostsIntensive UA Efforts

Keeping Players

• Most 1st-Time Players

LeaveLow First Month RetentionOngoing Churn Mgmt

Monetizing Payers

• Multiple Sessions to

MonetizeLow % of Audience Pays

• Freemium & Low App Pricing • Distribution Platform Taxes

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Grim and Grimmer Playnomics Q1 Report We analyzed new players who joined a game in the first 2 weeks of 2013 We tracked them over 3 months Of all the players, only 0.77% spent any money!

OF THOSE 0.77%: Percentage of Total Spend Accounted for by Top 1%: 32.68% Percentage of Total Spend Accounted for by Top 20%: 90.50% Percentage of Total Spend Accounted for by Top 50%: 98.43% Percentage of Total Spend Accounted for by Top 60%: 99.09% Put another way - 90% of the spend came from 0.15%!

Why Does This Happen?

Spending for Installs

Why Does This Happen?

Analytics = Analysis. Lots of it. Then What?

One Size Fits All?

Players Are People Too - Unique and Different

Predicted LTV!

Psychographics!

Incentives!

Competitor

Scientist

Gifts

Viral Invites

Simple Game, right?

Not So Simple Motivations Collectors

Socialites

Competitors

Big Difference in Outcomes From Marketing Competitors

Control

Players Are Different! Millions of users, all want something different

Predictive Marketing - The Right Message for the Right Person at the Right Time

When Players Are Valuable, Nurture Them

Segment Your Audience Monetize Your Non-Performing Players through Third Party Ads

Valuable (Right) Person? Entry Funnel

Engaged

Location

Active Today

D30 Active

D1, D7, D14, D30 D1, D7, D14, D30 Monetized

Newly EngagedHighly Engaged

North AmericaEuropeMENA APACLatin America

D1, D7, D14, D30 NonMonetized

Non-Engaged

D14, D30 Lapsed

VIP

Milestones

Predictive

Recently Monetized

Tutorial Started/ Complete Reached Level X

At Risk Engaged

Highly Engaged MonetizedHigh Monetizer Highly ViralRecently ViralInfluencer Non-Monetizing

X% Level Complete Achievement Gained Collection Incomplete

At Risk Monetizer Likely to ChurnLikely EngagerLikely MonetizerLikely Viral

Can Also Be Personality Based

Right Message = Hard New Segments

Segment

Early Play SegmentsEngagement M onetizationVIPLocationMil estonesPredictive 

Message Type Personalized ContentTips & TricksDid-YouKnowsInvite FriendsRecognitionRewar ds & Free ItemsDiscount Items Advertising

Channels

In-Game MessagingOut-ofGame MessagingPushEmailRetarg etingOpen Web Targeting

Right Time = Hard

Early Retention

/

Monetized First 3 Days

D7 Non-Monetized

First 7 Days

Recently Monetized

7-14 Days

Dolphin

30 Day Active

Milestones

/

/

Whale

Non-Spenders Tutorial Started

D7

Tutorial Complete

D14, Non-Monetized

Level 5 Reached

Cross Promotion or
 Third Party Ad Ad Clickers

Achievement X Complete

/

Playnomics Makes it Easy

First, The Right Person

Target Like-Minded Players

Targets Galore

Even More Targets

Then, the Right Message

Even Behavioral Push

Do it Again and Again - Adapt

At Exactly The Right Time

Message your First D7 players with Tips & Tricks or Power-Ups to help them motivate and advance 
 


Retarget Early Players To Gain Mindshare

Send targeted display ads to you FIRST D3 and FIRST D7 Monetized players out-ofgame


Reward Loyal Players To Influence Engagement

Reward your HIGHLY ENGAGED players with exclusive items to encourage their loyalty and retention


Nurture Whales Encourage RECENT MONETIZER to monetize again with special offers

Show Ads to All Else

Case Study - Increase Early Spend Campaign Overview

Insights

Online and Mobile Gaming Company targeted players within First 3-7 Days with two personalized promotions - “50K Free Chips” and “100K Free Chips” - to encourage player retention

Campaign was successful in increasing retention and monetizationThe 50K Free Chip offer outperformed the 100K Free Chip offer

Results

Compared to Control Group

+5.3x


CLICK-THRU-RATE

+28%


DOUBLE


CUMULATIVE SPEND

+23%


AVG. TOTAL HRS PLAYED AVG. RETURN RATE

Big Big Big Impact on Spend Campaign End

Spend Per Player

A B Control

A

B

$106.19


$121.80


$42.63


Control

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The Good (Free) Stuff: Predicting Churn

More Good (Free) Stuff: Predicting Revenue at Risk

We Believe Predictive Marketing Is The Answer •  Free to play games have had a big monetization problem for FIVE YEARS •  Spending money on the wrong users and looking at endless charts hasn’t worked •  You have to get value out of each player continuously to have a profitable game •  Millions of players, all with their own unique value - it can’t be done manually •  Instead, it has to be done continuously, and it has to be AUTOMATIC

Thanks www.playnomics.com Chethan Ramachandran CEO - Playnomics [email protected]

Case Study: Monetize Early Players Performance 
 Compared to Control Group

Campaign Overview Improve monetization by targeting the never monetized first 3-7 days segment with a promotional campaign 50,000 free coins

+4.0x
 ARPPU

+302%
 CTR

+132%


PAYING CONVERSION

Takeaways • Strong Increase of Monetizers • Higher ARPPU • Improved Engagement Score and Return Rate

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Case Study: Increase Player Retention Performance 
 Compared to Control Group

Campaign Overview Encourage longer gameplay by targeting players in the First 7Days of their lifecycle with personalized promotions

+2.4x


CLICK-THRU-RATE

+30.3%


PAYING CLICKER CONVERSION

+2x


TOTAL HOURS PLAYED / DAU

+3x
 ARPPU

Takeaways • Longer Game Sessions • Higher ARPPU & Conversion Rates • Strong Correlation Between Monetization and Hours Played

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Case Study: Bring Monetizers Back to Game Performance 
 Compared to Control Group

Campaign Overview Retain monetizers and recapture lapsed players by sending targeted incentives to at risk monetizers and players that have left game

25K


PLAYERS RESCUED

+218%
 ROI

Takeaways • Higher Advertising Revenue

Resulted from Longer Play Sessions

• PlayRM Successfully Found and Recaptured Lapsed Players

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Case Study #2 - Increase Longer Play Results

Compared to Control Group

Campaign Overview Social Game targeted players in the First 7-Days of their lifecycle with personalized promotions to encourage longer gameplay

+2.4x


CLICK-THRU-RATE

+30.3%


PAYING CONVERSION

Insights Campaign was successful in the total hours played 
 The campaign also included monetization metrics - number of paying players and ARPPU

+1.4x


TTL HRS PLAYED/DAU

+1.6x
 ARPPU