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Controlling in Gaming industry

Introduction to gaming industry ! !

1960s

Main stream popularity : 1970-80s

Entertainment media industry market share

Types of games and platforms by revenue

General trend

Gaming in Serbia

Games as service: Free 2 Play model (Hook – Habit –Hobby)

Revenue per day !!

Number of apps available in leading app stores as of 1st quarter 2019

Life-cycle of a F2P game

Game concept - Target audience - Market research - Core-loop with

- Iterative sprint cycles - Prioritizing features - Balancing systems - Anticipate hypothesis testing - Bug fixes

- Minimum Viable Product (MVP)

- Retention (D1 – D7 – D30 - D90)

- UA Tier 3 countries (Low CPI)

- Monetization

- UA Tier 1 countries (High CPI) - A/B, Virality, Funnel tests

- Improve metrics or Kill project

- App store optimizations - Influencers - Periodical content & feature addition - Special events - Metric driven design decisions - Cohort targeting - Increasing revenue

Low DAU and MAU

Low ARPU

Low LTV - Project not sustainable

- Terminated - Players informed

Monetization strategies

Consumables vs Durables

4 C Strategy

Monetization

Average 1-5% actually pay

Whale targeting: special experience, custom offers, etc.

Country sensitive in-app targeting

Rest 95% monetized with video advertisements + invaluable data

Important KPIs

KPIs

D1 – D7 – D30 – D90

DAU & MAU

Sticky factor = DAU/MAU (What % of players turn up each day)

Churn/attrition rate (if high check funnels)

ARPU,ARPDAU,ARPPU (Minnow 1$, Dolphins 5$, Whale 20$, Super whales 100-1000$ or more)

Session lengths, Sessions per day

K factor = a*c (shared activity seen audience* percentage of players installed game)

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