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MOBILE GAME CENTER PLATFORM

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MOBILE GAME CENTER PLATFORM

MARKET RESEARCH

SERVICE INTRODUCTION

BUSINESS PLAN

MARKETING PLAN

PLAN

MARKET RESEARCH

A. Market research

• Mobile gaming, a very quick growth sector– From Snake to Clash of Clans

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

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.

A. Market research

• Popular Companies

SERVICE INTRODUCTION

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

Administrator features

Developer features

End user features

B. Service Introduction

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

Easy pay, various way to buy your

favorite game

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

B. Service Introduction

MGCP is so fun, so

interesting

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BUSINESS MODEL

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

MARKETING PLAN

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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

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THANK YOU