Kid KPIs and the Launch of Animal Jam – Play Wild! | Clark Stacey

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Kid KPIs and the Launch of Animal Jam - Play Wild! clark stacey ceo, wildworks @clarkstacey

Transcript of Kid KPIs and the Launch of Animal Jam – Play Wild! | Clark Stacey

Page 1: Kid KPIs and the Launch of Animal Jam – Play Wild! | Clark Stacey

Kid KPIs and the Launch ofAnimal Jam - Play Wild!

clark staceyceo,

wildworks@clarkstacey

Page 2: Kid KPIs and the Launch of Animal Jam – Play Wild! | Clark Stacey
Page 3: Kid KPIs and the Launch of Animal Jam – Play Wild! | Clark Stacey

• Making kids’ games since 2003• Studios in U.S. & Netherlands• $30M 2015 revenue, +60% in 2016

• #1 online social game for kids• 100+ million animals• 600k DAU / 9M MAU

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#1 grossing iPad app for kids 9-11 in 54 countries#1 grossing iPad educational game in 46 countries

MAU

Conversion (per active user)

DAU

D1/D7/D30

Avg. daily playtime

1.1 Million

8%

105,000

59%/25%/12%

45 min.

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Most top grossing Kids category apps aren’t free to

playFewer than half offer IAP

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Daily revenue, U.S. iPhone only

#1 #2 #3 #4 #5

$1,532,556 $1,195,439 $816,058 $419,436 $306,370

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$1,532,556 $1,195,439 $816,058 $419,436 $306,370

Top Grossing U.S. iPhone apps

$14,774

0.9% of Games category #1

Daily revenue, U.S. iPhone only

#1 #2 #3 #4 #5

#1 Kids 9-11#2 Kids overall

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TRENDS in Cognitive Sciences Vol.9 No.3 March 2005

https://youtu.be/FIY_N43zsQI

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Education; 15

Entertainment; 2

Games; 2Books; 1

Subscription; 13IAP; 3

Premium; 4

Kids under 7:; 17

Kids 7+; 3

Mostly not games Mostly for younger kids Mostly subscription-based

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Age

Core demo: 8-11

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78% of children under 13 lie about their age to use online social

networks

We gave them a better option

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Pro Con

Used by top-grossing Kids apps Works for young kids & education apps

Understood by kids & parents Not permitted for games

Predictable recurring revenue Requires server setup

Ethical, sustainable Less pricing flexibility

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Pro Con

Used by top-grossing Kids apps Works for young kids & education apps

Understood by kids & parents Not permitted for games

Predictable recurring revenue Requires server setup

Ethical, sustainable Less pricing flexibility

-NPD Group

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Content Freemium (Free download + content IAP)

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Monetization = sale of avatars & durable itemsPlayers use avatars to earn in-game currencyCore features and gameplay are free

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If this IAP was a toy and I sold it to a parent, would I want to be there when they opened it?

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Content Freemium(Free download + content IAP)

Pro Con

Free download = more users Requires constant content updates

Transparent Potential for unauthorized charges

Pricing flexibility You’ll never make $1M / dayUsers “pay for what they use” Still has potential for abuse. Some guidelines are needed.

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• When a child buys something, it’s theirs

• Don’t try to redefine “free”

• Don’t sell Sea Monkeys

• Be very wary of consumables

• Be transparent

Principles of IAP Monetization for Kids Games

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1. Be very wary of consumables

2. Don’t try to redefine “free”

3. Don’t sell Sea Monkeys

4. When a child buys something, it’s

theirs

5. Be transparent

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Avatar release

• Revenue is very content-driven

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Thanks Santa!

Weekends

• Revenue is very content-driven• …also very school-driven

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Avatar sales

Everything else

• Avatar animals are best sellers

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Mobile only

Mobile + web

Most paying players spending ~$5/month

We don’t want whales!

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Long-term players with low monthly ARPPU > short term whales

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Our plan:

-Avoid slash-and-burn monetization-A player who spends $5-6/mo for 2 years is worth

more than one who buys everything in the store, regrets it, churns out

-Focus on the social-Social engagement = retention, organic UA

-Move to virtual currency-More convenient for players and parents-Conversion must be easy to understand-Necessary as catalog of purchasable items grows

-Keep the content coming

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The most effective kind of education is that a child should play amidst beautiful things.-Plato

Clark StaceyCEO, WildWorks

@clarkstacey