social gaming and game mechanics presentation - here's my chance

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A presentation on social gaming and game mechanics presented by David Gloss of Here's My Chance http://www.heresmychance.com http://twitter.com/hmctwit http://facebook.com/hmc2011

TRANSCRIPT

@hmctwit

FB:/hmc2011

Behavioral Data is Abundant

Watch these for a Baseline

Jane McGonigal

Jesse Schell

Seth Priebatsch

Get More People to do More Things

How Online Companies Get You to Share More and Spend More

By Dan Ariely | Wired July 2011

Amazon

Groupon

Zynga

Case Study• Started 2009 with $1.4M VC Series A• Charitable Social Game merged with real time

sweepstakes• Independent Study under advisement of

Professor Youngjin Yoo of Temple University– Urban Apps & Maps ($700,000 Grant)– A City as a Gaming Platform

Social Gaming Overview

Several Times a Day

Once a Day 2-3 Times a Week Once or Less a Week

0%

5%

10%

15%

20%

25%

30%

35%

40%

Frequency of Gameplay by Gender

MaleFemale

<18 18-21 22-29 30-39 40-49 50-59 60+0%

5%

10%

15%

20%

25%

Social Gamers by Age Group

Male45%Female

55%

Social Gamers by Gender

18-21 22-29 30-39 40-49 50-59 60+0%

5%

10%

15%

20%

25%

30%

35%

40%

45%

50%

Frequency of Game Play by Age

Several Times a DayOnce a Day2-3 Times a WeekOnce or Less a Week

18-21 22-29 30-39 40-49 50-59 60+0%

10%

20%

30%

40%

50%

60%

Where They Hear about the Game by Age

Ad on Facebook

Recommendation from Friend

Alert from Friend Playing the Games

Search Engine

Ad on other Site

Read on Blog

Personal

Frien

ds

Online F

riends

Other Str

ange

rs

Other Rela

tives

Form

er Clas

smate

s

Co-Worke

rs

Spouse

My Adult C

hildren

My Child

ren

Current C

lassm

ates

0%

10%

20%

30%

40%

50%

60%

70%

Social Gaming Relationships

Friendly Competition Interactive Gameplay Opportunities to Win Prizes

Cooperative Gameplay Regularly Scheduled Tournaments

0%

10%

20%

30%

40%

50%

60%

70%

What They Look for in a Game by Gender

MaleFemale

What we chose to do…

• Charity Tournaments• Iterative Development and Release Cycles• Cooperative leveling• Player Lifecycle Continuity (Charity Votes)• Virtual Goods

Shocking Insights

• Charity Players = $$– 19% of total Paying players– Spending an average of $15 per month

• Charity Players = Eyeballs– Average time in game 35 minutes– 20% longer than non charity players

• Charity Players = GROWTH– Viral Growth was higher– 3x more friends invited

A Table to Live By

Contact

David GlossCEO & Co-Founderwww.heresmychance.comdave@heresmycance.comSkype: glossdCell: 610-772-1270@hmctwitwww.facebook.com/hmc2011

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