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Strategic  Guidelines  
to  Create  a  Mega-‐‑‒Hit  App  
with  Monthly  Sales  of  $10  Million
-‐‑‒  Data  x  TVCM  x  App  -‐‑‒
©2015 Metaps Inc. All Rights Reserved.
1.  App  Market  Based  on  Data
※The  findings  are  based  on  Metapsʼ’  own  statistical  analysis  that  identifies  and  predicts  general  market  trends.  
©2015 Metaps Inc. All Rights Reserved.
Revenue  Rankings   2012 2013 2014 2015
Top  1  ~∼  5 $500K  ~∼  $1M $2M  ~∼  $10M $10M  ~∼ $20M  ~∼
Top  6  ~∼  10 $300K  ~∼  $400K $1M  ~∼  $3M   $3M  ~∼  $5M   $6M  ~∼  $10M  
Top  11  ~∼  20 $100K  ~∼  $200K $800K  ~∼  $1M   $1M  ~∼  $3M $4M  ~∼  $6M
Top  21  ~∼  30 Less  than  $100K   $600K  ~∼  $800K $800K  ~∼  $1M   $3M  ~∼  $4M
Shift  of  Top  Revenue  Sales  -‐‑‒  Japan
Trend  of  Increasing  Revenue  
$100,000  Revenue  will  only  get  you  in  the  Top  100.
Data:
©2015 Metaps Inc. All Rights Reserved.
Revenue  Rankings   Japan Korea Taiwan
Top  1  ~∼  5 $20M~∼ $2.8M  ~∼  $10M+ $2M  ~∼  $10M+
Top  6  ~∼  10
$6M  ~∼  $10M $1.8M  ~∼  $2.8M $500K  ~∼  $2M
Top  11  ~∼  20 $4M  ~∼  $6M $800K  ~∼  $1.8M $250K  ~∼  $500K
App  Revenue  in  Japan  
Takes  the  Leads  in  Asia
Becoming  almost  impossible  to  reach  top  grossing  charts  by  
relying  only  on  organic  installs.
Data:
©2015 Metaps Inc. All Rights Reserved.
Games  Take  the  Lead  in  Sales  in  
Japanʼ’s  App  Market
Of  the  top  grossing  apps,  games  consist  of  90%.
Data:
JP  App  Store  
Aprilʼ’s  Top  100  Grossing  Chart
JP  Google  Play  
Aprilʼ’s  Top  100  Grossing  Chart
Game  –  89%
Non-‐‑‒game  –  
11%
	
  
Game  –  94%
Non-‐‑‒game  –  
6%
	
  
©2015 Metaps Inc. All Rights Reserved.
Apps  With  Higher  Grossing  Rankings  
On  Google  Play
Some  apps  tend  to  do  better  in  certain  stores.  
World  Soccer  Collection  S  does  better  on  Google  Play.
Data:
©2015 Metaps Inc. All Rights Reserved.
Apps  With  Higher  Grossing  Rankings  
in  the  App  Store
Some  apps  tend  to  do  better  in  certain  stores.  
School  Girls  Striker  does  better  in  the  App  Store.
Data:
©2015 Metaps Inc. All Rights Reserved.
Game  Category:  Sales  Breakdown
Share  of  Games  in  Grossing  Chart  
Google  Play  94%  >  App  Store  89%
JP  Google  Play
Share  of  Grossing  Chart  by  Category
April  2015
GAMES
94.0%
Social
2.0%
Tools
1.0%
Entertainment
1.0%
Communication
1.0%
Comics
1.0%
GAMES
89.0%
Social	
  Networking
7.0%
Food	
  &	
  Drink
1.0%
Weather
1.0%
Books
1.0%
Utilities
1.0%
JP  App  Store
Share  of  Grossing  Chart  by  Category
April  2015
Data:
©2015 Metaps Inc. All Rights Reserved.
Game  Category:  DL  Shares
Share  of  Games  on  Top  Free  Charts  
App  Store  56%  >  Google  Play  54.5%
GAMES
56.0%
Social	
  Networking
8.0%
Music
7.0%
Entertainment
5.0%
Books
4.0%
Photo	
  &	
  Video
4.0%
Utilities
3.0%
Education
2.0%
Food	
  &	
  Drink
2.0%
Productivity
2.0%
Lifestyle
2.0%
Navigation
2.0%
Health	
  &	
  Fitness
1.0%
Finance
1.0%
News
1.0%
JP  Google  Play
Share  of  Categories  on  Top  Free  Charts
April  2015
JP  App  Store
Share  of  Categories  on  Top  Free  Charts
April  2015
GAMES
54.5%
Lifestyle
5.1%
Tools
4.0%
Media	
  &	
  Video
4.0%
Communication
4.0%
Photography
4.0%
Social
4.0%
Shopping
3.0%
Music	
  &	
  Audio
3.0%
News	
  &	
  
Magazines
2.0%
Travel	
  &	
  Local
2.0%
Transportation
2.0%
Entertainment
2.0%
Weather
1.0%
Comics
1.0% Education
1.0%
Personalization
1.0%
Productivity
1.0%
Business
1.0%
Data:
©2015 Metaps Inc. All Rights Reserved.
Overview  of  Top  Grossing  Apps
  Platform
IP
Global  Hit  Titles
Original  Titles
Non-‐‑‒Gaming
There  are  general  trends  as  to  why  certain  apps  become  
hits.
©2015 Metaps Inc. All Rights Reserved.
Relationship  between  Sales  Rankings  and  
Average  DAU
1
11
21
31
41
51
61
71
81
91
101
1000 10000 100000 1000000 10000000 100000000
ランキング
平均DAU
売上  ~∼  ARPDAU×DAU
DAU  ~∼  New  User(DL)+Returning  User
Is  there  a  co-‐‑‒relation  between  revenue  and  DL?  à  Co-‐‑‒relation  between  gross  rankings  and  average  DAU.  
Relationship  between  sales,  DL  and  DAU  is  visible.
However,  evident  that  there  is  inconsistency  due  to  ARPDAUʼ’s  fluctuations.  
Data:
©2015 Metaps Inc. All Rights Reserved.
DAU  Changes  of  Top  Ranked  Apps
Period After Release	
EstimatedDAU(Differencebetweenthegreatestvalue)	
Graph  of  DAU  90  days  after  release.
Confirm  the  average  relative  value  and  standard  deviation  when    the  highest  DAU  of  the  
period  is  calculated  as  “1”.      
After  increasing  the  DAU  10  days  after  release,  will  investigate  each  category  in  the  next  
few  slides  based  on  scenarios.
Data:
©2015 Metaps Inc. All Rights Reserved.
Hit  App  Category
Platform  Development(General)
The  app  acquires  approximately  500K  installs  in  the  first  10  days  and  increases  DAU  at  
a  high  pace.  
Rankings  shoot  up  immediately.  After  this  initial  burst  the  app  slowly  increases  DL/
DAU.  Steadily  improves  gross  rankings  and  maintains  high  rankings.  
DL  and  DAU  are  steadily  increasing  for  3  –  6  months.  
Data:
Estimated  DAU
©2015 Metaps Inc. All Rights Reserved.
Hit  App  Category
Platform  Development  (App  A)  
After  the  release,  the  appʼ’s  DAU  increases  as  predicted.  However,
after  the  third  month,  the  developer  airs  a  TVCM  when  the  DAU  becomes  stagnant.  
After  the  offline  campaign,  rankings  immediately  improves.
1
21
41
61
81
101
121
141
161
181
0
200000
400000
600000
800000
1000000
1200000
1400000
Ranking
Data:
Third  
Month
Estimated  DAU
©2015 Metaps Inc. All Rights Reserved.
Hit  App  Category
IP(General)
The  app  acquires  approximately  20K  to  40K  installs  in  the  first  10  days,  achieves  
high  DAU  and  shoots  to  the  top  of  the  top  grossing  charts.  The  DL  steadily  
increase,  but  DAU  becomes  stagnant.  Gross  rankings  fluctuate  within  the  top  
ranks.  DL  and  DAU  do  not  increase.  
Data:
Estimated  DAU
©2015 Metaps Inc. All Rights Reserved.
Hit  App  Category
IP  (App  B)
After  release,  the  appʼ’s  DAU  increases  as  predicted.  However,  
after  the  third  month,  the  developer  releases  a  TVCM  campaign  when  the  DAU  
starts  to  decrease.  DAU  becomes  stagnant.  
1
21
41
61
81
101
121
141
161
181
0
50000
100000
150000
200000
250000
300000
2015/2/1 2015/3/1 2015/4/1 2015/5/1
Ranking
DAU
After  Third  
Month
Data:
Estimated  DAU
©2015 Metaps Inc. All Rights Reserved.
Hit  App  Category
Overseas(General)
The  app  acquires  approximately  500K  DLs  in  the  first  10  days  and  achieves  
high  DAUs,  but  not  able  to  immediately  obtain  high  rankings.  Subsequently,  
DL  and  DAU  slowly  increase  and  achieves  high  rankings.  After  the  fourth  
month,  the  rankings  become  stagnant  or  decrease.
Data:
Estimated  DAU
©2015 Metaps Inc. All Rights Reserved.
Hit  App  Category
Original(General)
The  app  acquires  100K  DLs  in  the  first  10  days  and  although  DAU  is  at  similar  
levels,  it  gets  into  the  top  grossing  charts.  DL  and  DAU  increase  and  the  app  
sustains  rankings  on  top  grossing  charts.  
Data:
Estimated  DAU
©2015 Metaps Inc. All Rights Reserved.
Hit  App  Category
Original(App  C,  App  D)
After  release,  the  appʼ’s  DAU  increases  as  expected.  However,  
between  the  second  through  fourth  month,  DAU  becomes  stagnant.  During  
this  period,  the  developer  runs  a  TVCM  campaign  and  they  dramatically  
increase  DAU  and  revenue.  
1
21
41
61
81
101
121
141
161
181
0
20000
40000
60000
80000
100000
120000
140000
160000
180000
200000
Ranking
DAU
1
21
41
61
81
101
121
141
161
181
0
20000
40000
60000
80000
100000
120000
140000
Ranking
DAU
Data:
Estimated  DAU
Estimated  DAU
©2015 Metaps Inc. All Rights Reserved.
2.  Necessary  Pointers  for  Market  
Changes  and  App  Strategy
©2015 Metaps Inc. All Rights Reserved.
1.アプリインストールの実態
Global Install  Ave Frequency
2,500,000+  
Apps
40~∼50
Apps
10~∼20
Apps
“Frequently  Used  Apps”  make  up  
less  than  0.0008%  of  all  apps.
Reality  of  the  App  Market  1
©2015 Metaps Inc. All Rights Reserved.
3.スマホアプリ利用業種(2014年)	
Reality  of  the  App  Market  2
Due  to  the  transition  towards  lifestyle/shopping  apps,  
apps  have  evolved  to  be  “tools  necessary  for  day-‐‑‒to-‐‑‒day“.
©2015 Metaps Inc. All Rights Reserved.
4.スマホユーザーの滞在時間
6%  
Increase
Source:Flurry  Analytics  2014  
Reality  of  App  Market  3
App  usage  makes  up  for  90%  of  time  spent  on  smartphones.
App
Browser
©2015 Metaps Inc. All Rights Reserved.
5.年年代別アプリ利利⽤用時間
18~∼24
25~∼34
35~∼44
45~∼54
Over  55
37  hours  6  minutes
35  hours  40  minutes
33  hours  57  minutes
25  hours  26  minutes
21  hours  21  minutes
Source:Nielsen  2014  
Reality  of  App  Market  4
There  is  a  trend  of  younger  generations  
spending  more  time  on  apps.  
©2015 Metaps Inc. All Rights Reserved.
Reality  of  App  Market  5
6.1% 12.8%
7.8%
9.4%
2.5%
2.1%
11.2%
Smart  Phone  
Games
25.2%
Games  Played  in  Home
30.8%
Portable  Games
32.1%
5.1% 6.2% 2.9%
9.6%4.6% 3.0%
Smart  phone  
games  have  the  
most  users.  
23.8%
Games  Played  in  Home
25.5%
Portable  Games
21.7%
Smart  Phone  
Games
41.1%
2012.9 2014.9
Smart  phone  market  and  users  who  support  it  are  always  
changing.
-‐‑‒  Necessary  for  data  analysis  and  suggesting  the  most  suitable  
strategy.  -‐‑‒
Source:Smartphone  Users  Kaitai  Shinsho  2014
©2015 Metaps Inc. All Rights Reserved.
8.広告配信対象	
Reality  of  App  Market  6
  Minimalization  
of  CPI
Selection  of  
Traffic  Channel  
and  Ad  Slots
Reliance  on  
Intuition  and  
Know-‐‑‒How
Effectiveness  of  
Advertising
Audience
Data
Market
Data
Input-‐‑‒based  classification  
and  management=  
Category
Understanding  
competitors
=  Positioning
Artificial  
Intelligence  (AI)
Learning/pattern  
recognition
=  Prediction  model
Individual  “Intuition”  →  Decision  making  based  on  ”Data”
Automatically  learn  “Data”/Future  prediction  learning  based  on  pattern  recognition  =  
Emergence  of  Artificial  Intelligence  (AI)
©2015 Metaps Inc. All Rights Reserved.
アプリ事業のあるべき形
Transition  from  app-‐‑‒based  to  company-‐‑‒
based  capitalization
=  Shift  to  business  model  with  lower  volatility
App-‐‑‒
based
Company
-‐‑‒based
As  Is To  Be
Marketing  strategy  on  
an  app  basis.
Manage  users  as  a  
company  basis  and  
effectively  market  app.
The  Future  of  the  App  Business
©2015 Metaps Inc. All Rights Reserved.
メタップスの戦略略
Visualization  of  all  necessary  factors  for  to  manage  the  app.
Heighten  accuracy  and  speed  of  decision  making  based  on  
data.
1)  Product  
KPI
4)  Online  
Marketing
2)  Competitor  
Analysis
3)  Market  
Analysis
5)  Offline  
Marketing
Accuracy  of  Decision  
Making
Things  to  Know  for  the  Future  App  Business
Speed  of  Decision  
Making
0)  Pre-‐‑‒release  
Prep
©2015 Metaps Inc. All Rights Reserved.
Things  to  Know  for  the  
Future  App  Business
  
1)  Concept:  What  is  your  positioning?(Competitive  advantages?)
2)  Target:  Who  will  play  the  game?
3)  UI/UX:  Intuitive  UI/UX?
4)  Dev  Structure:  Structure  in  place  that  enables  swift        
                                                                    adjustments?
          5)  Monetization:  What  is  the  monetization  model?
6)  KPI:  ARPU?  ARPPU?  LTV?
7)  PL  Management:  Management  of  actual  versus  forecast      
                                                                            (in  particular,  cost  management)
8)  Exit  plan:  At  what  point  is  it  necessary  to  exit?  
0)  Pre-‐‑‒release  Prep
Before  beginning  an  app  business,  it  is  
necessary  to  decide  on  decide  on  the  
following:
©2015 Metaps Inc. All Rights Reserved.
Things  to  Know  for  the  
Future  App  Business
After  app  release,  KPIs  that  show  fixed  point  findings  (example)
DAU APPU/ARPPU
Retention
FQ
Transition  of  
revenue  clusters
Revenue
1)  Product  KPI
※表⽰示データはサンプルです
©2015 Metaps Inc. All Rights Reserved.
Things  to  Know  for  the  
Future  App  Business
Audience  Management  is  crucial
RECENCY:  When  did  the  user  last  
visit  the  app?
FREQUENCY:How  often?
MONETARY:  What  was  the  spend?
Spending  Users Active  Users Initial  Users
Acquisition  Volume:  Low
Cost/Acquisition:  High
Acquisition  Volume:  Average
Cost/Acquisition:  Somewhat  
high
Acquisition  Volume:  High
Cost/Acquisition:  Low
1)  Product  KPI
M
R
F
Active
Purchase
Recent  
Churn
Organic
Recent  
purchase
Churn
©2015 Metaps Inc. All Rights Reserved.
Things  to  Know  for  the  Future  App  Business
Understand  own  position  as  well  as  
competitorʼ’s  position  on  the  app  stores.  
Shift  of  own  app  rankings Shift  of  own  app  review  numbers
Text  mining  of  own  appʼ’s  reviews
Comparison  of  
competitor  apps
Comparison  of  competitor  app  
rankings
2)  Competitor  Analysis 3)  Market  Analysis
※All  shown  data  is  sample
©2015 Metaps Inc. All Rights Reserved.
Things  to  Know  for  the  Future  App  Business
Growth Monetize
Spread
13.5% 34% 16%
Users
Type
MISSION
Online
Acquire  “core  fans”  by  
maximizing  organic  
downloads.
Online(×Offline)
Increase  target,  maximize  revenue,  measure  fix  
point  KPIs,  maximize  promotions
Online  ×  Offline
Maximize  media  and  solidify  
IP
HOW?
Innovator Early  Adapter Early  Majority Late    Majority Laggard
2.5% 34%
Measure  fix  point  KPIs.  Formulate  most  
effective  strategies  and  tactics  for  every  
marketing  phase.
4)  Online  Marketing 5)  Offline  Marketing
Chasm
Spread
Online  ×  Offline
Crossing  Chasms
©2015 Metaps Inc. All Rights Reserved.
Growth
Acquire  “core  fan”  base  by  maximizing  organic  
downloads.
STEP1 STEP2 STEP3
Teaser  Phase
Understand  the  core  
fan  base  at  pre-‐‑‒launch  
phase  and  keep  the  
group  interested.
Create  anticipation  
and  establish  a  fan  
base.
Pre-‐‑‒registration  Phase Release  Phase
Maximize  organic  
downloads  through  
rankings.  
Paying  users  from  the  release  period  will  continue  to  be  
paying  users  in  the  mid  to  long-‐‑‒term  period.  They  have  a  
possibility  to  contribute  to  the  majority  of  sales.
User Only  2~∼5%
Paid
Rate
©2015 Metaps Inc. All Rights Reserved.
Monetize
Maximize  revenue  by
maximizing  user  acquisition.
STEP1 STEP2 STEP3
Broad?
  Categorize  users  based  on  
RFM  analysis.  
By  maximizing  user  
acquisition,  secure  training  
data  and  understand  
patterns.
Personalize Retention
Retention  marketing  based  
on  user  categories.  
Acquiring  FQ5  users  is  the  key  to  revenue.  
For  many  games,  paid  users  are:
FQ5  users  make  up  80%  of  the  revenue  
※FQ  number  entails  the  number  of  consecutive  days  the  user  logged  into  the  app  after  install.  FQ5  is  a  general  term  for  users  who  
have  logged  into  the  app  5  consecutive  days  after  install.  
FQ5
OVER
80%  
Revenue
©2015 Metaps Inc. All Rights Reserved.
Spread
Maximize  user  acquisition  
by  utilizing  offline  ads  (TVCM).
STEP1 STEP2 STEP3
Verify  the  plan
Understand  correlation  of  
TVCM×DAU  by  integrating  
operations.
Plan  the  PDCA  cycle  for  TVCM  
ads.
Integrate  Dashboard  OperationsPromote  Through  Other  Channels
Mix  other  promotional  channels  
(not  just  TVCM)  to  maximize  the  
results.  
ü  Deciding  to  run  a  CM  ad  requires  motivation,  resolution  and  long-‐‑‒term  
investments.  
ü    Increase  rankings  through  incentivized  ads  via  CM  investments,  
maintain  top  rankings  and  aim  to  acquire  new  organic  users.  Leave  
intervals  of  2  weeks  to  4  weeks.  Investing  heavily  in  a  short  time  is  most  
effective.  
ü  Ideal  timing  for  CM  investment  is  at  1-‐‑‒3M  DL  (Possible  to  cross  chasms)
ü  Ideal  period:  Year  end/beginning,  Golden  Week  (late  April/early  May),  
summer  holidays  (around  3rd  week  of  August)
ü  CM  motivates  dormant  users  to  become  active  users.  
©2015 Metaps Inc. All Rights Reserved.
Spread
Integrate  management  of  TVCM  investment  GRP  
and  product  KPIs.
Understand  the  co-‐‑‒relation  increases  the  decision-‐‑‒making  speed.
Input  GRP  data  during  your  TVCM  promotional  period  and  calculate  the  difference  between  
product  KPI  before  and  during  the  period.  Visualize  whether  the  app  acquired  new  or  attracted  
dormant  users.
Verify  User  Trends
(DAU,  DL,  Monetization  
amount)Verify  Creatives
DAU  (New/Existing/
Returning),  Monetization
Verify  Media  Publishing
(GRP,  Publishing  Budget,  
Target  Geos)
STEP1 STEP2
Verification  Cycle Integration  
Management  of  
Dashboard
※All  shown  data  is  sample
©2015 Metaps Inc. All Rights Reserved.
Innovator Early  Adapter Early  Majority Late  Majority Laggard
Spread
Chasm
Search  on  App  Store.  
Search  and  DL.
Become  interested  after  seeing  
the  TVCM.  Search  and  DL.
Friends  are  playing.  
Search  and  DL.
Everyone  is  playing.  Search  and  
DL.
Male
Likes  games
Male/Female
Likes  the  content
Business  People
Housewives
General  Users  (Male  and  Female)
Heavy  RPG Light  RPG
Emphasis  on  content
Light  RPG
Emphasis  on  content
Action  RPG/Casual
Spread
Online  ×  Offline
Maximize  mass  recognition,  
Solidify  IP
Spread
Online  ×  Offline
Cross  the  chasm
At  every  phase,  user  type  and  motives  will  
change.  As  more  and  more  DLs  increase,  
female  non-‐‑‒gamers  base  will  expand.
#  of  DLs
Users
Type
1M    -‐‑‒
2m  DLs
5M  -‐‑‒
6M  DLs
10M
DLs
Online Online  x  Offline  (TVCM)
STEP3
Mix  Promotional  Channels
©2015 Metaps Inc. All Rights Reserved.
Spread STEP3
プロモーションミックス
DLs  will  gradually  decrease  with  continuous  GRP  investment.
More  effective  to  follow  the  pulse  method  
by  investing  in  2  –  4  week  intervals.
-‐‑‒  Continuous  Type  -‐‑‒ -‐‑‒  Pulse  Type  -‐‑‒0"
10"
20"
30"
40"
50"
60"
1" 3" 5" 7" 9" 11"13"15"17"19"21"23"25"27"29"31"33"35"37"39"41"43"45"47"49"51"53"55"57"59"
	
GRP" DL"GRP DL
0"
10"
20"
30"
40"
50"
60"
1" 3" 5" 7" 9" 11"13"15"17"19"21"23"25"27"29"31"33"35"37"39"41"43"45"47"
	
GRP" DL"GRP DL
Positioning  
Statement
Describe  the  
game  using  
only  one  word.
Structure
Attract  interest  with  
memorable  characters  and  
sustain  in  userʼ’s  memory.  
Use  characters  as  hooks  to  
encourage  users  to  
understand  the  game    
instigate  action.  
TVCM  Ads
Differentiate  own  
TVCM  from  competitor  
ads  by  having  a  
distinct  overview  of  
the  game.  
Request  
Details
Name  of  App
Exceeded  ○○DLs!
××Ranking  #1!
The  feeling  that  
everyone  is  playing.  
©2015 Metaps Inc. All Rights Reserved.4
0
© 2014 Metaps Inc. All Rights Reserved. CONFIDENTIAL
About
©2015 Metaps Inc. All Rights Reserved.
会社概要
Company  Name:  Metaps,  Inc.
Established:  9/3/2007
Capital:  5063.68  million  yen  (includes  capital  reserves)
CEO:  Katsuaki  Sato
Tokyo  HQ:  Nishi-‐‑‒Shinjuku  6-‐‑‒8-‐‑‒1  Sumitomo  Fudosan  Shinjuku  Oak  Tower  30F  Shinjuku,  Tokyo
URL:  http://www.metaps.com/
TEL:  +81  03-‐‑‒5325-‐‑‒5617
FAX:  +81  03-‐‑‒5325-‐‑‒6281
Subsidiary  Companies:  Metaps  Pte,  Ltd.  and  Metaps  China
Offices:  Singapore,  San  Francisco,  London,  Korea  Hong  Kong,  Taiwan,  Shanghai
Number  of  employees:  100  people  (group  companies  included)  
Auditor:  KPMG
Company  Profile
©2015 Metaps Inc. All Rights Reserved.
経営陣紹介
CEO    Katsuaki  Sato CFO    Yuichiro  Yamazaki COO    Noriaki  Hisano
Born  in  1986,  Fukushima  Prefecture
Waseda  University,  Faculty  of  Law,  
Incomplete
Established  company  during  university  
in  2007  and  assumed  position  of  CEO.  
In  2011,  started  an  app  monetization  
platform  “metaps”  in  Singapore  and  
established  offices  in  8  countries.  In  
2013,  started  a  new  business  line,  
“Spike”.  
Born  in  1981,  Tokyo  Prefecture  
Graduate  of  University  of  California  
Berkeley
In  2002,  worked  as  a  government  
secretary.  Formulated  policies  for  the  
former  Japanese  cabinet  and  handled  
campaign  strategies.    In  2006,  
entered  Deutsche    Investment  Bank  
and  handled  M&A  and  fund  raising.  
After  resigning,  founded  a  IT  
company  in  Kyoto  and  assumed  
position  of  CEO.  Joined  Metaps  in  
2011  as  a  CFO.  
Born  in  1977,  San  Francisco
Graduate  of  Tokyo  Metropolitan  
University
Entered  Live  Door,  Inc.  (now  LINE)  
in  2004  and  handled  a  wide  scope  
of  development  projects  for  mobile  
services.  Assumed  role  of  head  of  
mobile  business  and  contributed  to  
the  profitability  of  the  business.  
Joined  Metaps  in  2012.  
Management
Born  in  Aichi  Prefecture
Graduate  of  Tokyo  University,  Faculty  
of  Law
Entered  Nomura  Securities  in  1984.  In  
2000,  entered  K.K.  Square.  In  2001,  
assumed  role  of  President  and  CEO  at  
Square.  In  2003,  became  CEO  of  
Square  Enix  Co.,  Ltd.  From  2008  –  
2013,  assumed  role  of  CEO  of  Square  
Enix  Holdings.  Currently  the  President  
of  numerous  organizations,  including  
Computer  Entertainment  Supplierʼ’s  
Association  and  Department  of  
Copyright  of  Economic  Organization.  
Became  a  board  member  in  2015.
Board  Member  
Yoichi  Wada
©2015 Metaps Inc. All Rights Reserved.
経営陣紹介
Advisor    Yoshiaki  Sakito
Born  in  Aichi  Prefecture
Graduate  of  Keio  University  Graduate  Studies,  
Faculty  of  Industrial  Engineering
In  2004,  entered  Apple  Computer,  Inc.  (now  Apple  
Inc.)  and  assumed  role  of  Vice-‐‑‒President  and  then  
Apple  Japanʼ’s  CEO.  Responsible  for  popularizing  the  
iPod  mini  in  Japan.  Prior  to  Apple,  worked  at  Sony,  
Walt  Disney  and  AOL.  In  1999,  founded  Live  Door,  
Inc.  that  developed  free  ISP.    In  2002,  transferred  
business  to  On  The  Edge.  
Became  an  advisor  in  2013.  
Advisor    Norio  Murakami
Born  in  Oita  Prefecture
Graduate  of  Kyoto  University,  Faculty  of  Engineering  
Science
In  April  2003,  entered  Google  Japan  as  a  Vice-‐‑‒President  
and  Representative  Director.  Was  responsible  for  all  
aspects  of  Google  Japan.  In  January  2009,  stepped  
down  from  role  of  President  and  became  Honorary  
President.  Stepped  down  from  the  role  of  Honorary  
President  in  December  2010.  Currently  is  the  President  
of  Murakami  Norio  Office.  Acts  as  a  visiting  lecturer  at  
Kyoto  University  Graduate  School,  GLOCOM  Senior  Chief  
Researcher/professor  at  International  University  and  
visiting  professor  at  Keio  University  Graduate  School.  
Became  an  advisor  in  2014.  
Advisor    Heizo  Takenaka
Born  in  Wakayama  Prefecture
Graduate  of  Hitotsubashi  University,  Faculty  of  
Economics
In  2001,  after  presiding  as  a  visiting  assistant  professor  
at  Harvard  University,  became  Prime  Minister  Junichiro  
Koizumi  cabinetʻ‘s  Minister  of  State  for  Economic  and  
Fiscal  Policy.  Following  his  tenure,  he  became  the  
Minister  of  State  for  Financial  Services,  Minister  of  State  
for  Privatization  of  the  Postal  Services  and  Minister  of  
Internal  Affairs  and  Communications  that  led  structural  
reforms.  Currently  a  professor  at  Keio  University,  head  
of  Global  Security  Research  Center,  Chairman  of  Pasona,  
Chairman  of  Academy  Hills  and  advisor  to  Japan  
Economic  Research  Center.  
Advisors
©2015 Metaps Inc. All Rights Reserved.
経営陣紹介
44
海外事業展開ü  Hires  regionally  for  office  in  order  to  take  advantage  of  local  expertise.
ü  With  offices  in  8  regions,  able  to  assist  developers  globally  with  their  monetization.
ü  Solid  track  record  of  1  billion  downloads  for  game  apps  and  others.  Currently  expanding  
Metaps  Analytics  globally.
Introduction  of  Global  Offices
©2015 Metaps Inc. All Rights Reserved.
Assisting  App  Developers  Monetize
メタップスの実績
*Only  a  portion  of  partners.  Listed  at  random.  
Major  Partners
©2015 Metaps Inc. All Rights Reserved.4
6
© 2014 Metaps Inc. All Rights Reserved. CONFIDENTIAL
Thank  You!
For  more  information,  
please  contact  Metaps  at:
inquiry@metaps.com  

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Strategic Guidelines to Create a Mega-Hit App with Monthly Sales of $10 Million - Data x TVCM x App -20150616

  • 1. Strategic  Guidelines   to  Create  a  Mega-‐‑‒Hit  App   with  Monthly  Sales  of  $10  Million -‐‑‒  Data  x  TVCM  x  App  -‐‑‒
  • 2. ©2015 Metaps Inc. All Rights Reserved. 1.  App  Market  Based  on  Data ※The  findings  are  based  on  Metapsʼ’  own  statistical  analysis  that  identifies  and  predicts  general  market  trends.  
  • 3. ©2015 Metaps Inc. All Rights Reserved. Revenue  Rankings   2012 2013 2014 2015 Top  1  ~∼  5 $500K  ~∼  $1M $2M  ~∼  $10M $10M  ~∼ $20M  ~∼ Top  6  ~∼  10 $300K  ~∼  $400K $1M  ~∼  $3M   $3M  ~∼  $5M   $6M  ~∼  $10M   Top  11  ~∼  20 $100K  ~∼  $200K $800K  ~∼  $1M   $1M  ~∼  $3M $4M  ~∼  $6M Top  21  ~∼  30 Less  than  $100K   $600K  ~∼  $800K $800K  ~∼  $1M   $3M  ~∼  $4M Shift  of  Top  Revenue  Sales  -‐‑‒  Japan Trend  of  Increasing  Revenue   $100,000  Revenue  will  only  get  you  in  the  Top  100. Data:
  • 4. ©2015 Metaps Inc. All Rights Reserved. Revenue  Rankings   Japan Korea Taiwan Top  1  ~∼  5 $20M~∼ $2.8M  ~∼  $10M+ $2M  ~∼  $10M+ Top  6  ~∼  10 $6M  ~∼  $10M $1.8M  ~∼  $2.8M $500K  ~∼  $2M Top  11  ~∼  20 $4M  ~∼  $6M $800K  ~∼  $1.8M $250K  ~∼  $500K App  Revenue  in  Japan   Takes  the  Leads  in  Asia Becoming  almost  impossible  to  reach  top  grossing  charts  by   relying  only  on  organic  installs. Data:
  • 5. ©2015 Metaps Inc. All Rights Reserved. Games  Take  the  Lead  in  Sales  in   Japanʼ’s  App  Market Of  the  top  grossing  apps,  games  consist  of  90%. Data: JP  App  Store   Aprilʼ’s  Top  100  Grossing  Chart JP  Google  Play   Aprilʼ’s  Top  100  Grossing  Chart Game  –  89% Non-‐‑‒game  –   11%   Game  –  94% Non-‐‑‒game  –   6%  
  • 6. ©2015 Metaps Inc. All Rights Reserved. Apps  With  Higher  Grossing  Rankings   On  Google  Play Some  apps  tend  to  do  better  in  certain  stores.   World  Soccer  Collection  S  does  better  on  Google  Play. Data:
  • 7. ©2015 Metaps Inc. All Rights Reserved. Apps  With  Higher  Grossing  Rankings   in  the  App  Store Some  apps  tend  to  do  better  in  certain  stores.   School  Girls  Striker  does  better  in  the  App  Store. Data:
  • 8. ©2015 Metaps Inc. All Rights Reserved. Game  Category:  Sales  Breakdown Share  of  Games  in  Grossing  Chart   Google  Play  94%  >  App  Store  89% JP  Google  Play Share  of  Grossing  Chart  by  Category April  2015 GAMES 94.0% Social 2.0% Tools 1.0% Entertainment 1.0% Communication 1.0% Comics 1.0% GAMES 89.0% Social  Networking 7.0% Food  &  Drink 1.0% Weather 1.0% Books 1.0% Utilities 1.0% JP  App  Store Share  of  Grossing  Chart  by  Category April  2015 Data:
  • 9. ©2015 Metaps Inc. All Rights Reserved. Game  Category:  DL  Shares Share  of  Games  on  Top  Free  Charts   App  Store  56%  >  Google  Play  54.5% GAMES 56.0% Social  Networking 8.0% Music 7.0% Entertainment 5.0% Books 4.0% Photo  &  Video 4.0% Utilities 3.0% Education 2.0% Food  &  Drink 2.0% Productivity 2.0% Lifestyle 2.0% Navigation 2.0% Health  &  Fitness 1.0% Finance 1.0% News 1.0% JP  Google  Play Share  of  Categories  on  Top  Free  Charts April  2015 JP  App  Store Share  of  Categories  on  Top  Free  Charts April  2015 GAMES 54.5% Lifestyle 5.1% Tools 4.0% Media  &  Video 4.0% Communication 4.0% Photography 4.0% Social 4.0% Shopping 3.0% Music  &  Audio 3.0% News  &   Magazines 2.0% Travel  &  Local 2.0% Transportation 2.0% Entertainment 2.0% Weather 1.0% Comics 1.0% Education 1.0% Personalization 1.0% Productivity 1.0% Business 1.0% Data:
  • 10. ©2015 Metaps Inc. All Rights Reserved. Overview  of  Top  Grossing  Apps   Platform IP Global  Hit  Titles Original  Titles Non-‐‑‒Gaming There  are  general  trends  as  to  why  certain  apps  become   hits.
  • 11. ©2015 Metaps Inc. All Rights Reserved. Relationship  between  Sales  Rankings  and   Average  DAU 1 11 21 31 41 51 61 71 81 91 101 1000 10000 100000 1000000 10000000 100000000 ランキング 平均DAU 売上  ~∼  ARPDAU×DAU DAU  ~∼  New  User(DL)+Returning  User Is  there  a  co-‐‑‒relation  between  revenue  and  DL?  à  Co-‐‑‒relation  between  gross  rankings  and  average  DAU.   Relationship  between  sales,  DL  and  DAU  is  visible. However,  evident  that  there  is  inconsistency  due  to  ARPDAUʼ’s  fluctuations.   Data:
  • 12. ©2015 Metaps Inc. All Rights Reserved. DAU  Changes  of  Top  Ranked  Apps Period After Release EstimatedDAU(Differencebetweenthegreatestvalue) Graph  of  DAU  90  days  after  release. Confirm  the  average  relative  value  and  standard  deviation  when    the  highest  DAU  of  the   period  is  calculated  as  “1”.       After  increasing  the  DAU  10  days  after  release,  will  investigate  each  category  in  the  next   few  slides  based  on  scenarios. Data:
  • 13. ©2015 Metaps Inc. All Rights Reserved. Hit  App  Category Platform  Development(General) The  app  acquires  approximately  500K  installs  in  the  first  10  days  and  increases  DAU  at   a  high  pace.   Rankings  shoot  up  immediately.  After  this  initial  burst  the  app  slowly  increases  DL/ DAU.  Steadily  improves  gross  rankings  and  maintains  high  rankings.   DL  and  DAU  are  steadily  increasing  for  3  –  6  months.   Data: Estimated  DAU
  • 14. ©2015 Metaps Inc. All Rights Reserved. Hit  App  Category Platform  Development  (App  A)   After  the  release,  the  appʼ’s  DAU  increases  as  predicted.  However, after  the  third  month,  the  developer  airs  a  TVCM  when  the  DAU  becomes  stagnant.   After  the  offline  campaign,  rankings  immediately  improves. 1 21 41 61 81 101 121 141 161 181 0 200000 400000 600000 800000 1000000 1200000 1400000 Ranking Data: Third   Month Estimated  DAU
  • 15. ©2015 Metaps Inc. All Rights Reserved. Hit  App  Category IP(General) The  app  acquires  approximately  20K  to  40K  installs  in  the  first  10  days,  achieves   high  DAU  and  shoots  to  the  top  of  the  top  grossing  charts.  The  DL  steadily   increase,  but  DAU  becomes  stagnant.  Gross  rankings  fluctuate  within  the  top   ranks.  DL  and  DAU  do  not  increase.   Data: Estimated  DAU
  • 16. ©2015 Metaps Inc. All Rights Reserved. Hit  App  Category IP  (App  B) After  release,  the  appʼ’s  DAU  increases  as  predicted.  However,   after  the  third  month,  the  developer  releases  a  TVCM  campaign  when  the  DAU   starts  to  decrease.  DAU  becomes  stagnant.   1 21 41 61 81 101 121 141 161 181 0 50000 100000 150000 200000 250000 300000 2015/2/1 2015/3/1 2015/4/1 2015/5/1 Ranking DAU After  Third   Month Data: Estimated  DAU
  • 17. ©2015 Metaps Inc. All Rights Reserved. Hit  App  Category Overseas(General) The  app  acquires  approximately  500K  DLs  in  the  first  10  days  and  achieves   high  DAUs,  but  not  able  to  immediately  obtain  high  rankings.  Subsequently,   DL  and  DAU  slowly  increase  and  achieves  high  rankings.  After  the  fourth   month,  the  rankings  become  stagnant  or  decrease. Data: Estimated  DAU
  • 18. ©2015 Metaps Inc. All Rights Reserved. Hit  App  Category Original(General) The  app  acquires  100K  DLs  in  the  first  10  days  and  although  DAU  is  at  similar   levels,  it  gets  into  the  top  grossing  charts.  DL  and  DAU  increase  and  the  app   sustains  rankings  on  top  grossing  charts.   Data: Estimated  DAU
  • 19. ©2015 Metaps Inc. All Rights Reserved. Hit  App  Category Original(App  C,  App  D) After  release,  the  appʼ’s  DAU  increases  as  expected.  However,   between  the  second  through  fourth  month,  DAU  becomes  stagnant.  During   this  period,  the  developer  runs  a  TVCM  campaign  and  they  dramatically   increase  DAU  and  revenue.   1 21 41 61 81 101 121 141 161 181 0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000 Ranking DAU 1 21 41 61 81 101 121 141 161 181 0 20000 40000 60000 80000 100000 120000 140000 Ranking DAU Data: Estimated  DAU Estimated  DAU
  • 20. ©2015 Metaps Inc. All Rights Reserved. 2.  Necessary  Pointers  for  Market   Changes  and  App  Strategy
  • 21. ©2015 Metaps Inc. All Rights Reserved. 1.アプリインストールの実態 Global Install  Ave Frequency 2,500,000+   Apps 40~∼50 Apps 10~∼20 Apps “Frequently  Used  Apps”  make  up   less  than  0.0008%  of  all  apps. Reality  of  the  App  Market  1
  • 22. ©2015 Metaps Inc. All Rights Reserved. 3.スマホアプリ利用業種(2014年) Reality  of  the  App  Market  2 Due  to  the  transition  towards  lifestyle/shopping  apps,   apps  have  evolved  to  be  “tools  necessary  for  day-‐‑‒to-‐‑‒day“.
  • 23. ©2015 Metaps Inc. All Rights Reserved. 4.スマホユーザーの滞在時間 6%   Increase Source:Flurry  Analytics  2014   Reality  of  App  Market  3 App  usage  makes  up  for  90%  of  time  spent  on  smartphones. App Browser
  • 24. ©2015 Metaps Inc. All Rights Reserved. 5.年年代別アプリ利利⽤用時間 18~∼24 25~∼34 35~∼44 45~∼54 Over  55 37  hours  6  minutes 35  hours  40  minutes 33  hours  57  minutes 25  hours  26  minutes 21  hours  21  minutes Source:Nielsen  2014   Reality  of  App  Market  4 There  is  a  trend  of  younger  generations   spending  more  time  on  apps.  
  • 25. ©2015 Metaps Inc. All Rights Reserved. Reality  of  App  Market  5 6.1% 12.8% 7.8% 9.4% 2.5% 2.1% 11.2% Smart  Phone   Games 25.2% Games  Played  in  Home 30.8% Portable  Games 32.1% 5.1% 6.2% 2.9% 9.6%4.6% 3.0% Smart  phone   games  have  the   most  users.   23.8% Games  Played  in  Home 25.5% Portable  Games 21.7% Smart  Phone   Games 41.1% 2012.9 2014.9 Smart  phone  market  and  users  who  support  it  are  always   changing. -‐‑‒  Necessary  for  data  analysis  and  suggesting  the  most  suitable   strategy.  -‐‑‒ Source:Smartphone  Users  Kaitai  Shinsho  2014
  • 26. ©2015 Metaps Inc. All Rights Reserved. 8.広告配信対象 Reality  of  App  Market  6  Minimalization   of  CPI Selection  of   Traffic  Channel   and  Ad  Slots Reliance  on   Intuition  and   Know-‐‑‒How Effectiveness  of   Advertising Audience Data Market Data Input-‐‑‒based  classification   and  management=   Category Understanding   competitors =  Positioning Artificial   Intelligence  (AI) Learning/pattern   recognition =  Prediction  model Individual  “Intuition”  →  Decision  making  based  on  ”Data” Automatically  learn  “Data”/Future  prediction  learning  based  on  pattern  recognition  =   Emergence  of  Artificial  Intelligence  (AI)
  • 27. ©2015 Metaps Inc. All Rights Reserved. アプリ事業のあるべき形 Transition  from  app-‐‑‒based  to  company-‐‑‒ based  capitalization =  Shift  to  business  model  with  lower  volatility App-‐‑‒ based Company -‐‑‒based As  Is To  Be Marketing  strategy  on   an  app  basis. Manage  users  as  a   company  basis  and   effectively  market  app. The  Future  of  the  App  Business
  • 28. ©2015 Metaps Inc. All Rights Reserved. メタップスの戦略略 Visualization  of  all  necessary  factors  for  to  manage  the  app. Heighten  accuracy  and  speed  of  decision  making  based  on   data. 1)  Product   KPI 4)  Online   Marketing 2)  Competitor   Analysis 3)  Market   Analysis 5)  Offline   Marketing Accuracy  of  Decision   Making Things  to  Know  for  the  Future  App  Business Speed  of  Decision   Making 0)  Pre-‐‑‒release   Prep
  • 29. ©2015 Metaps Inc. All Rights Reserved. Things  to  Know  for  the   Future  App  Business    1)  Concept:  What  is  your  positioning?(Competitive  advantages?) 2)  Target:  Who  will  play  the  game? 3)  UI/UX:  Intuitive  UI/UX? 4)  Dev  Structure:  Structure  in  place  that  enables  swift                                                                            adjustments?          5)  Monetization:  What  is  the  monetization  model? 6)  KPI:  ARPU?  ARPPU?  LTV? 7)  PL  Management:  Management  of  actual  versus  forecast                                                                                  (in  particular,  cost  management) 8)  Exit  plan:  At  what  point  is  it  necessary  to  exit?   0)  Pre-‐‑‒release  Prep Before  beginning  an  app  business,  it  is   necessary  to  decide  on  decide  on  the   following:
  • 30. ©2015 Metaps Inc. All Rights Reserved. Things  to  Know  for  the   Future  App  Business After  app  release,  KPIs  that  show  fixed  point  findings  (example) DAU APPU/ARPPU Retention FQ Transition  of   revenue  clusters Revenue 1)  Product  KPI ※表⽰示データはサンプルです
  • 31. ©2015 Metaps Inc. All Rights Reserved. Things  to  Know  for  the   Future  App  Business Audience  Management  is  crucial RECENCY:  When  did  the  user  last   visit  the  app? FREQUENCY:How  often? MONETARY:  What  was  the  spend? Spending  Users Active  Users Initial  Users Acquisition  Volume:  Low Cost/Acquisition:  High Acquisition  Volume:  Average Cost/Acquisition:  Somewhat   high Acquisition  Volume:  High Cost/Acquisition:  Low 1)  Product  KPI M R F Active Purchase Recent   Churn Organic Recent   purchase Churn
  • 32. ©2015 Metaps Inc. All Rights Reserved. Things  to  Know  for  the  Future  App  Business Understand  own  position  as  well  as   competitorʼ’s  position  on  the  app  stores.   Shift  of  own  app  rankings Shift  of  own  app  review  numbers Text  mining  of  own  appʼ’s  reviews Comparison  of   competitor  apps Comparison  of  competitor  app   rankings 2)  Competitor  Analysis 3)  Market  Analysis ※All  shown  data  is  sample
  • 33. ©2015 Metaps Inc. All Rights Reserved. Things  to  Know  for  the  Future  App  Business Growth Monetize Spread 13.5% 34% 16% Users Type MISSION Online Acquire  “core  fans”  by   maximizing  organic   downloads. Online(×Offline) Increase  target,  maximize  revenue,  measure  fix   point  KPIs,  maximize  promotions Online  ×  Offline Maximize  media  and  solidify   IP HOW? Innovator Early  Adapter Early  Majority Late    Majority Laggard 2.5% 34% Measure  fix  point  KPIs.  Formulate  most   effective  strategies  and  tactics  for  every   marketing  phase. 4)  Online  Marketing 5)  Offline  Marketing Chasm Spread Online  ×  Offline Crossing  Chasms
  • 34. ©2015 Metaps Inc. All Rights Reserved. Growth Acquire  “core  fan”  base  by  maximizing  organic   downloads. STEP1 STEP2 STEP3 Teaser  Phase Understand  the  core   fan  base  at  pre-‐‑‒launch   phase  and  keep  the   group  interested. Create  anticipation   and  establish  a  fan   base. Pre-‐‑‒registration  Phase Release  Phase Maximize  organic   downloads  through   rankings.   Paying  users  from  the  release  period  will  continue  to  be   paying  users  in  the  mid  to  long-‐‑‒term  period.  They  have  a   possibility  to  contribute  to  the  majority  of  sales. User Only  2~∼5% Paid Rate
  • 35. ©2015 Metaps Inc. All Rights Reserved. Monetize Maximize  revenue  by maximizing  user  acquisition. STEP1 STEP2 STEP3 Broad?  Categorize  users  based  on   RFM  analysis.   By  maximizing  user   acquisition,  secure  training   data  and  understand   patterns. Personalize Retention Retention  marketing  based   on  user  categories.   Acquiring  FQ5  users  is  the  key  to  revenue.   For  many  games,  paid  users  are: FQ5  users  make  up  80%  of  the  revenue   ※FQ  number  entails  the  number  of  consecutive  days  the  user  logged  into  the  app  after  install.  FQ5  is  a  general  term  for  users  who   have  logged  into  the  app  5  consecutive  days  after  install.   FQ5 OVER 80%   Revenue
  • 36. ©2015 Metaps Inc. All Rights Reserved. Spread Maximize  user  acquisition   by  utilizing  offline  ads  (TVCM). STEP1 STEP2 STEP3 Verify  the  plan Understand  correlation  of   TVCM×DAU  by  integrating   operations. Plan  the  PDCA  cycle  for  TVCM   ads. Integrate  Dashboard  OperationsPromote  Through  Other  Channels Mix  other  promotional  channels   (not  just  TVCM)  to  maximize  the   results.   ü  Deciding  to  run  a  CM  ad  requires  motivation,  resolution  and  long-‐‑‒term   investments.   ü   Increase  rankings  through  incentivized  ads  via  CM  investments,   maintain  top  rankings  and  aim  to  acquire  new  organic  users.  Leave   intervals  of  2  weeks  to  4  weeks.  Investing  heavily  in  a  short  time  is  most   effective.   ü  Ideal  timing  for  CM  investment  is  at  1-‐‑‒3M  DL  (Possible  to  cross  chasms) ü  Ideal  period:  Year  end/beginning,  Golden  Week  (late  April/early  May),   summer  holidays  (around  3rd  week  of  August) ü  CM  motivates  dormant  users  to  become  active  users.  
  • 37. ©2015 Metaps Inc. All Rights Reserved. Spread Integrate  management  of  TVCM  investment  GRP   and  product  KPIs. Understand  the  co-‐‑‒relation  increases  the  decision-‐‑‒making  speed. Input  GRP  data  during  your  TVCM  promotional  period  and  calculate  the  difference  between   product  KPI  before  and  during  the  period.  Visualize  whether  the  app  acquired  new  or  attracted   dormant  users. Verify  User  Trends (DAU,  DL,  Monetization   amount)Verify  Creatives DAU  (New/Existing/ Returning),  Monetization Verify  Media  Publishing (GRP,  Publishing  Budget,   Target  Geos) STEP1 STEP2 Verification  Cycle Integration   Management  of   Dashboard ※All  shown  data  is  sample
  • 38. ©2015 Metaps Inc. All Rights Reserved. Innovator Early  Adapter Early  Majority Late  Majority Laggard Spread Chasm Search  on  App  Store.   Search  and  DL. Become  interested  after  seeing   the  TVCM.  Search  and  DL. Friends  are  playing.   Search  and  DL. Everyone  is  playing.  Search  and   DL. Male Likes  games Male/Female Likes  the  content Business  People Housewives General  Users  (Male  and  Female) Heavy  RPG Light  RPG Emphasis  on  content Light  RPG Emphasis  on  content Action  RPG/Casual Spread Online  ×  Offline Maximize  mass  recognition,   Solidify  IP Spread Online  ×  Offline Cross  the  chasm At  every  phase,  user  type  and  motives  will   change.  As  more  and  more  DLs  increase,   female  non-‐‑‒gamers  base  will  expand. #  of  DLs Users Type 1M    -‐‑‒ 2m  DLs 5M  -‐‑‒ 6M  DLs 10M DLs Online Online  x  Offline  (TVCM) STEP3 Mix  Promotional  Channels
  • 39. ©2015 Metaps Inc. All Rights Reserved. Spread STEP3 プロモーションミックス DLs  will  gradually  decrease  with  continuous  GRP  investment. More  effective  to  follow  the  pulse  method   by  investing  in  2  –  4  week  intervals. -‐‑‒  Continuous  Type  -‐‑‒ -‐‑‒  Pulse  Type  -‐‑‒0" 10" 20" 30" 40" 50" 60" 1" 3" 5" 7" 9" 11"13"15"17"19"21"23"25"27"29"31"33"35"37"39"41"43"45"47"49"51"53"55"57"59" GRP" DL"GRP DL 0" 10" 20" 30" 40" 50" 60" 1" 3" 5" 7" 9" 11"13"15"17"19"21"23"25"27"29"31"33"35"37"39"41"43"45"47" GRP" DL"GRP DL Positioning   Statement Describe  the   game  using   only  one  word. Structure Attract  interest  with   memorable  characters  and   sustain  in  userʼ’s  memory.   Use  characters  as  hooks  to   encourage  users  to   understand  the  game     instigate  action.   TVCM  Ads Differentiate  own   TVCM  from  competitor   ads  by  having  a   distinct  overview  of   the  game.   Request   Details Name  of  App Exceeded  ○○DLs! ××Ranking  #1! The  feeling  that   everyone  is  playing.  
  • 40. ©2015 Metaps Inc. All Rights Reserved.4 0 © 2014 Metaps Inc. All Rights Reserved. CONFIDENTIAL About
  • 41. ©2015 Metaps Inc. All Rights Reserved. 会社概要 Company  Name:  Metaps,  Inc. Established:  9/3/2007 Capital:  5063.68  million  yen  (includes  capital  reserves) CEO:  Katsuaki  Sato Tokyo  HQ:  Nishi-‐‑‒Shinjuku  6-‐‑‒8-‐‑‒1  Sumitomo  Fudosan  Shinjuku  Oak  Tower  30F  Shinjuku,  Tokyo URL:  http://www.metaps.com/ TEL:  +81  03-‐‑‒5325-‐‑‒5617 FAX:  +81  03-‐‑‒5325-‐‑‒6281 Subsidiary  Companies:  Metaps  Pte,  Ltd.  and  Metaps  China Offices:  Singapore,  San  Francisco,  London,  Korea  Hong  Kong,  Taiwan,  Shanghai Number  of  employees:  100  people  (group  companies  included)   Auditor:  KPMG Company  Profile
  • 42. ©2015 Metaps Inc. All Rights Reserved. 経営陣紹介 CEO    Katsuaki  Sato CFO    Yuichiro  Yamazaki COO    Noriaki  Hisano Born  in  1986,  Fukushima  Prefecture Waseda  University,  Faculty  of  Law,   Incomplete Established  company  during  university   in  2007  and  assumed  position  of  CEO.   In  2011,  started  an  app  monetization   platform  “metaps”  in  Singapore  and   established  offices  in  8  countries.  In   2013,  started  a  new  business  line,   “Spike”.   Born  in  1981,  Tokyo  Prefecture   Graduate  of  University  of  California   Berkeley In  2002,  worked  as  a  government   secretary.  Formulated  policies  for  the   former  Japanese  cabinet  and  handled   campaign  strategies.    In  2006,   entered  Deutsche    Investment  Bank   and  handled  M&A  and  fund  raising.   After  resigning,  founded  a  IT   company  in  Kyoto  and  assumed   position  of  CEO.  Joined  Metaps  in   2011  as  a  CFO.   Born  in  1977,  San  Francisco Graduate  of  Tokyo  Metropolitan   University Entered  Live  Door,  Inc.  (now  LINE)   in  2004  and  handled  a  wide  scope   of  development  projects  for  mobile   services.  Assumed  role  of  head  of   mobile  business  and  contributed  to   the  profitability  of  the  business.   Joined  Metaps  in  2012.   Management Born  in  Aichi  Prefecture Graduate  of  Tokyo  University,  Faculty   of  Law Entered  Nomura  Securities  in  1984.  In   2000,  entered  K.K.  Square.  In  2001,   assumed  role  of  President  and  CEO  at   Square.  In  2003,  became  CEO  of   Square  Enix  Co.,  Ltd.  From  2008  –   2013,  assumed  role  of  CEO  of  Square   Enix  Holdings.  Currently  the  President   of  numerous  organizations,  including   Computer  Entertainment  Supplierʼ’s   Association  and  Department  of   Copyright  of  Economic  Organization.   Became  a  board  member  in  2015. Board  Member   Yoichi  Wada
  • 43. ©2015 Metaps Inc. All Rights Reserved. 経営陣紹介 Advisor    Yoshiaki  Sakito Born  in  Aichi  Prefecture Graduate  of  Keio  University  Graduate  Studies,   Faculty  of  Industrial  Engineering In  2004,  entered  Apple  Computer,  Inc.  (now  Apple   Inc.)  and  assumed  role  of  Vice-‐‑‒President  and  then   Apple  Japanʼ’s  CEO.  Responsible  for  popularizing  the   iPod  mini  in  Japan.  Prior  to  Apple,  worked  at  Sony,   Walt  Disney  and  AOL.  In  1999,  founded  Live  Door,   Inc.  that  developed  free  ISP.    In  2002,  transferred   business  to  On  The  Edge.   Became  an  advisor  in  2013.   Advisor    Norio  Murakami Born  in  Oita  Prefecture Graduate  of  Kyoto  University,  Faculty  of  Engineering   Science In  April  2003,  entered  Google  Japan  as  a  Vice-‐‑‒President   and  Representative  Director.  Was  responsible  for  all   aspects  of  Google  Japan.  In  January  2009,  stepped   down  from  role  of  President  and  became  Honorary   President.  Stepped  down  from  the  role  of  Honorary   President  in  December  2010.  Currently  is  the  President   of  Murakami  Norio  Office.  Acts  as  a  visiting  lecturer  at   Kyoto  University  Graduate  School,  GLOCOM  Senior  Chief   Researcher/professor  at  International  University  and   visiting  professor  at  Keio  University  Graduate  School.   Became  an  advisor  in  2014.   Advisor    Heizo  Takenaka Born  in  Wakayama  Prefecture Graduate  of  Hitotsubashi  University,  Faculty  of   Economics In  2001,  after  presiding  as  a  visiting  assistant  professor   at  Harvard  University,  became  Prime  Minister  Junichiro   Koizumi  cabinetʻ‘s  Minister  of  State  for  Economic  and   Fiscal  Policy.  Following  his  tenure,  he  became  the   Minister  of  State  for  Financial  Services,  Minister  of  State   for  Privatization  of  the  Postal  Services  and  Minister  of   Internal  Affairs  and  Communications  that  led  structural   reforms.  Currently  a  professor  at  Keio  University,  head   of  Global  Security  Research  Center,  Chairman  of  Pasona,   Chairman  of  Academy  Hills  and  advisor  to  Japan   Economic  Research  Center.   Advisors
  • 44. ©2015 Metaps Inc. All Rights Reserved. 経営陣紹介 44 海外事業展開ü  Hires  regionally  for  office  in  order  to  take  advantage  of  local  expertise. ü  With  offices  in  8  regions,  able  to  assist  developers  globally  with  their  monetization. ü  Solid  track  record  of  1  billion  downloads  for  game  apps  and  others.  Currently  expanding   Metaps  Analytics  globally. Introduction  of  Global  Offices
  • 45. ©2015 Metaps Inc. All Rights Reserved. Assisting  App  Developers  Monetize メタップスの実績 *Only  a  portion  of  partners.  Listed  at  random.   Major  Partners
  • 46. ©2015 Metaps Inc. All Rights Reserved.4 6 © 2014 Metaps Inc. All Rights Reserved. CONFIDENTIAL Thank  You! For  more  information,   please  contact  Metaps  at: inquiry@metaps.com