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Just-in-time Operation in
Social Games
gloops Vietnam
CEO
Eiji Okuda
Agenda
● About gloops Group
● Basics of social games
● Just-in-time operation of social games
About gloops Group
Studio
Marketing
About gloops Inc.
・ gloops Inc. was founded in 2005
・ #1 social game developer on Mobage Platform
・ 400+ employees (As of June 2012)
・ We are seeking fun!
Games released in Japan
Games in Japan
As of June 2012:
・ Released 19 titles in 2.5 years
・ Total Users: 20 million
・ MAU : 3.0 million
・ Sales : ???
About gloops Vietnam Co. Ltd.
・ gloops Inc’s first subsidiary outside of Japan
・ Founded in Dec 2011
・ 60 employees (as of June 2012)
・ Show our value to the world
・ Develop and operate social games for global
market
Games developed in Vietnam
・ Released on Facebook
platform
・ Written in HTML5
・ Can be played on mobile or
PC web browsers
・ Operating in Vietnam for
international market
Legend Cards for Facebook
Games developed in Vietnam
・ Ported Legend Cards to Mobage platform
・ Currently available only on Android
・ Coming soon to iOS
Legend Cards for Mobage
Games developed in Vietnam
Maxx Commando for iOS and Android
・ Japanese-style card battle game
・ First original IP developed in Vietnam
Games developed in Vietnam
・ Another title from gloops Vietnam
・ Coming soon!
Basics of social games
What is social game?
A type of online game that is played with
friends through social networks
Farm Ville (Zynga)*
What are the features of social games?
・ Interact with other users through
asynchronous gameplay
・ Usually only play in 5 minute segments
・ No end to the game
・ Can modify the game anytime
・ Can open in-game events
Importance of operation
Since gameplay can be modified at anytime,
prompt analysis and support are very
important.
・ Analyze real-time data and use results to
immediately enhance game play
・ Open events consistently enough to
prevent players from becoming bored
Basic KPIs of social games
Break down sales into smaller pieces:
Sales = Install X
In order to increase sales, we need to
improve each number.
DAU Pay UU Sales
Install
X
DAU
X
Pay UU
= Install X Retention Rate X Pay Rate X ARPPU
Basic KPIs of social games
1. Installation
・ How you can increase install:
- Advertisement
- Word of mouth
- Review
- Invitation
・ Aim to acquire loyal users.
・ Organic users are the best.
Basic KPIs of social games
2. Retention Rate
・ Give players benefit of coming back to the game:
- Login Bonus
- Come back” campaign“
・ Find drop-out point and fix it
・ Tutorial drop rate is always pretty high
・ Adjust the balance of the game
Basic KPIs of social games
3. Pay Rate
・ Add more cash points, especially for inexpensive
goods (e.g. starter pack, etc.)
・ Open sale shop
・ Add new items to the shop (and advertise)
Basic KPIs of social games
4. ARPPU (Average Revenue Per Paid User)
・ Add more cash points, especially for expensive
goods:
- Bundle pack
- Premium item
- Etc.
Just-in-time operation of social games
PDCA Cycle (Plan Do Check Act)
We need to blaze through the PDCA cycle!
・ We accumulate user action history all the time
・ We must respond to user needs immediately
・ Daily PDCA:
“Plan” in the morning with data from last night
“Do” in the afternoon/evening
“Check” the results next day
“Act” by going back to next PDCA cycle
PDCA Cycle (Plan Do Check Act)
Plan: The most important!
When you make a plan, always make a clear objective.
Then you’ll know where to look for progress.
Prepare for “Check” in Plan phase
In the course of Do”, you can Check” progress“ “
in real time.
Blaze through PDCA cycle
User Stress-Management
Play Free
Frustration! This is not fun, I’m quitting!
Stress
・ Cannot win
・ Cannot proceed
・ Too hard
Cash Point
・ Can get stronger!
・ Can go further!
・ Easy and fun!
User should have appropriate stress
(Not too hard, not too easy)
User Stress-Management
Change parameters every day according
to actual data:
・ Everyday, check user progress in the game
- Number of rare items
- Number of users who completed each stage
 
・ If it is too easy or too difficult, adjust game
parameters to balance the game
・ Add another stage when a certain amount of users
complete all stages
User segmentation
・ Special VIP shop for players in S
・ To increase segment C players, sell $0.50 items
(to remove psychological barrier for payment)
In-game Event
・ Open in-game events 2–3 times per month
・ To release new events on time without updating
the game, most parts of the game are built
with HTML
In-game Event
Sales
Date
Event 1 Event 2
Sub-event
In-game Event
The number of users who completed each stage in an
event:
Summary
Summary
・ Just-in-time operation is the key to success in
social games
・ Blaze through the PDCA cycle
・ Break down sales into smaller KPIs:
Installations, Retention Rate, Pay Rate and
ARPPU
Summary
・ In-game events are very important
・ Adjust game parameters according to
actual data
Thank you!

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Just-in-time Operation in Social Games

  • 1. Just-in-time Operation in Social Games gloops Vietnam CEO Eiji Okuda
  • 2. Agenda ● About gloops Group ● Basics of social games ● Just-in-time operation of social games
  • 5. About gloops Inc. ・ gloops Inc. was founded in 2005 ・ #1 social game developer on Mobage Platform ・ 400+ employees (As of June 2012) ・ We are seeking fun!
  • 7. Games in Japan As of June 2012: ・ Released 19 titles in 2.5 years ・ Total Users: 20 million ・ MAU : 3.0 million ・ Sales : ???
  • 8. About gloops Vietnam Co. Ltd. ・ gloops Inc’s first subsidiary outside of Japan ・ Founded in Dec 2011 ・ 60 employees (as of June 2012) ・ Show our value to the world ・ Develop and operate social games for global market
  • 9.
  • 10. Games developed in Vietnam ・ Released on Facebook platform ・ Written in HTML5 ・ Can be played on mobile or PC web browsers ・ Operating in Vietnam for international market Legend Cards for Facebook
  • 11. Games developed in Vietnam ・ Ported Legend Cards to Mobage platform ・ Currently available only on Android ・ Coming soon to iOS Legend Cards for Mobage
  • 12. Games developed in Vietnam Maxx Commando for iOS and Android ・ Japanese-style card battle game ・ First original IP developed in Vietnam
  • 13. Games developed in Vietnam ・ Another title from gloops Vietnam ・ Coming soon!
  • 15. What is social game? A type of online game that is played with friends through social networks Farm Ville (Zynga)*
  • 16. What are the features of social games? ・ Interact with other users through asynchronous gameplay ・ Usually only play in 5 minute segments ・ No end to the game ・ Can modify the game anytime ・ Can open in-game events
  • 17. Importance of operation Since gameplay can be modified at anytime, prompt analysis and support are very important. ・ Analyze real-time data and use results to immediately enhance game play ・ Open events consistently enough to prevent players from becoming bored
  • 18. Basic KPIs of social games Break down sales into smaller pieces: Sales = Install X In order to increase sales, we need to improve each number. DAU Pay UU Sales Install X DAU X Pay UU = Install X Retention Rate X Pay Rate X ARPPU
  • 19. Basic KPIs of social games 1. Installation ・ How you can increase install: - Advertisement - Word of mouth - Review - Invitation ・ Aim to acquire loyal users. ・ Organic users are the best.
  • 20. Basic KPIs of social games 2. Retention Rate ・ Give players benefit of coming back to the game: - Login Bonus - Come back” campaign“ ・ Find drop-out point and fix it ・ Tutorial drop rate is always pretty high ・ Adjust the balance of the game
  • 21. Basic KPIs of social games 3. Pay Rate ・ Add more cash points, especially for inexpensive goods (e.g. starter pack, etc.) ・ Open sale shop ・ Add new items to the shop (and advertise)
  • 22. Basic KPIs of social games 4. ARPPU (Average Revenue Per Paid User) ・ Add more cash points, especially for expensive goods: - Bundle pack - Premium item - Etc.
  • 24. PDCA Cycle (Plan Do Check Act) We need to blaze through the PDCA cycle! ・ We accumulate user action history all the time ・ We must respond to user needs immediately ・ Daily PDCA: “Plan” in the morning with data from last night “Do” in the afternoon/evening “Check” the results next day “Act” by going back to next PDCA cycle
  • 25. PDCA Cycle (Plan Do Check Act) Plan: The most important! When you make a plan, always make a clear objective. Then you’ll know where to look for progress. Prepare for “Check” in Plan phase In the course of Do”, you can Check” progress“ “ in real time. Blaze through PDCA cycle
  • 26. User Stress-Management Play Free Frustration! This is not fun, I’m quitting! Stress ・ Cannot win ・ Cannot proceed ・ Too hard Cash Point ・ Can get stronger! ・ Can go further! ・ Easy and fun! User should have appropriate stress (Not too hard, not too easy)
  • 27. User Stress-Management Change parameters every day according to actual data: ・ Everyday, check user progress in the game - Number of rare items - Number of users who completed each stage   ・ If it is too easy or too difficult, adjust game parameters to balance the game ・ Add another stage when a certain amount of users complete all stages
  • 28. User segmentation ・ Special VIP shop for players in S ・ To increase segment C players, sell $0.50 items (to remove psychological barrier for payment)
  • 29. In-game Event ・ Open in-game events 2–3 times per month ・ To release new events on time without updating the game, most parts of the game are built with HTML
  • 30. In-game Event Sales Date Event 1 Event 2 Sub-event
  • 31. In-game Event The number of users who completed each stage in an event:
  • 33. Summary ・ Just-in-time operation is the key to success in social games ・ Blaze through the PDCA cycle ・ Break down sales into smaller KPIs: Installations, Retention Rate, Pay Rate and ARPPU
  • 34. Summary ・ In-game events are very important ・ Adjust game parameters according to actual data

Notas del editor

  1. 日本:400人 ベトナム:60人 アメリカ:30人
  2. 19タイトル