Game Mobile Portal Platform 01
Transcript of Game Mobile Portal Platform 01
A. Market research
• Mobile gaming, a very quick growth sector
Segment 2012 2013 2014 2015
Video Game Console 37,400 44,288 49,375 55,049
Handheld Video Games 17,756 18,064 15,079 12,399
Mobile Games 9,280 13,208 17,146 22,009
PC Games 14,437 17,722 20,015 21,601
Total Video Game Market 78,872 93,282 101,615 111,057
A. Market research
• Key Factors:– Global growth (quality, pay per game…) reach
$23,9 Billions in 2016 – US, EU and Asia Pacific are the leaders– Tablet game will be the pilot (400% growth in
2016, reach $10 Billion)– 360 Millions user world wide, $2,78 monthly
average spending on game– Number of Mobile Gamers jumps 35% in US
year-on-year (100 million titles in total)– The US counts 21 million tablet gamers
A. Market research
• Mobile gaming’s trend of development– Android is the most popular Mobile Game OS (>70% market)– Tablet is most used device for game purpose (400 % growth)– Freemium is most popular pricing plan– On going countries are fastest growth market.
B. Service Introduction
- Game Mobile Center is a portal platform which can be served to provide various types of mobile game (Android, IOS, Java game), PC game (game client or web-based) to end user through:
- Website- Wapsite- Mobile Website (for smart devices)- Smart device application
B. Service Introduction
• Target customer:– Is customer (prepaid or postpaid) of mobile
carrier, have a internet connection through 2G, EDGE, GPRS, 3G, 4G
– Customer from 10 – 30 years old which use at least 1 of these devices bellows:
• PC• Iphone• Windows Phone Devices• Android Phone• Featured Phone
B. Service Introduction
Download game
Microblog
Purchase
GiftSubscription
SSO
Auto detect device
End user features
B. Service Introduction
Key of successEasy play
Easy register
Easy payFull
information
Stable system
Via SMS and front end portal
Auto – registration via 3G, 4G
Auto registration via Gift,
Subscription package
Auto registration via Mobile Ads, Ads
network
Registration
B. Service Introduction
Social Features
Function Description
Status Post a status on your own wall
Profile management View, creat and edit your profile (avatar, age, sex …)
Notification View notification from system and your friend
My follow View your list friend
Post Post a status, image, a game forward on your wall
Favorite Your game favorite list
Chat Chat (text, emotion) between friend.
Follow Follow an platform user (become friend)
Invite Invite a member from your contact list to become platform user
Tag Tag friend on a status, post
Share on SNS Share game, platform information on other social network.
B. Service Introduction
C. Business model
• Free to join, free to registration (freemium)• Game purchase, bundle purchase• Game subscription, bundle purchase • In game purchase• Business case in Vietnam
– Game purchase: 5 cent – 1 USD– Game package: 1 USD – 2,5 USD– Bundle subscription:
• Daily: 10 cent/day• Weekly: 50 cent/week• Monthly: 1,5 $/month
4. MARKETING PLAN
• Target customer– From 12 – 35 – Mostly from urban zone
Age < 6 6 - 12 12 - 18 18 - 25 25 - 35 35 - 45 > 45City
Rural
4. MARKETING PLAN
• Segmentation
Age Sex Financial capacity
Technology adaption
Favorite
12 – 16M
DependentStrong MMO, Sport, car racing, fighter
F Average Casual, social, puzzle
16 – 18M
DependentStrong MMO, Sport, car racing, fighter, RPG
F Average Casual, social, puzzle
18 - 25M Self - autonomy,
autonomyStrong MMo, RTS, Strategic , sport, car racing
F Pretty weak casual, social game, puzzle
25 - 35M
StableAverage MMo, RTS, Strategic , sport, car racing
F Weak casual, social game, puzzle
4. MARKETING PLAN
• Key of success : community• Target of marketing plan
Recognition
Brand
User’s interesting
Registration
Habit
4. MARKETING PLAN
• Channel
Others Media channel(radio, papers, TV Ads,
magazine)
On site channel(PR, event, Flyers,
Brochures, Posters)
Online channel(radio online, in game ads, video ads, facebook ads,
Google Adwords)
Mobile Channel(SMS, mobile ads)
Marketing tool
4. MARKETING PLAN
• Plan (Phase 1: 6 first month, launching, phase 2: 6 month after, develop customer base, phase 3: after, development and maintaint)
Channel Phase 1 Phase 2 Phase 3
SMS broad cast
Mobile Ads
Google Adwords
Facebook Ads, Facebook fanpage
Video ads
Radio ads
In game ads
PR
Event
TV ads
Papers, magazine
Frequency
Highest
Often
Less often
Sometimes