Nima Pourshasb Presentation

Post on 27-Jun-2015

545 views 0 download

Transcript of Nima Pourshasb Presentation

Digital Media PropertiesDigital Media PropertiesLessons from Social Games to Monetize their Fanbases

Nima PourshasbVP, Strategy & Corporate Developmentnpourshasb@livegamer.com December 1st, 2010

Live Gamer OverviewLive Gamer Overview

Micro‐transactions: Complete solution for virtual goods and digital content e‐commerce

Billing & payments, virtual currency & e‐wallet, storefront, merchandizing, analytics, player‐to‐player trading

Offices in NYC, Palo Alto and Seoul

90 publishers, 150 titles

l

2

Focus on online games. Now moving to other digital entertainment

Digital Entertainment MT opportunity is still nascentnascent

US Digital Media & Entertainment gwill be $134BN by 2014 (PWC)

Music Sports TV/Cable PrintMusic, Sports, TV/Cable, Print

Any IP with fan base community

Now at inflection point with respect to microtransactions and virtual goodsvirtual goods

8 lessons digital media properties 

3

have learned from observing social gaming

1. They like what they see…1. They like what they see…

Economics

‐ Revenue run rate

‐ COGS of virtual goods

f $‐ Upfront investment: $120K to develop Farmville

‐ Derisking a content business

Accretive revenue stream

Existing revenue streams are struggling

Source: Barclays Capital 2010

…and they know they need to move in that direction direction

Digital transition continuesg

2. Don’t need to make the “next Farmville”2. Don t need to make the next Farmville

Initial wave of M&A activity targeted at purchasing game developers

‐ Disney buys Playdom ($763MM)

‐ Warner Brother buys Turbine

‐ MTV buys Social Express

Light game mechanics and dynamics

“Gamify it and they will come…and they will stay…and life will be better”

Source: BunchBall

6

better  

3. Their fan communities already display behaviors that drive virtual goods commerce behaviors that drive virtual goods commerce…

‐ Competition:  Who is the biggest fan?

‐ Gifting / enhanced communicationg /

‐ Self‐expression

‐ Insatiable demand for content

7

… and the social gaming framework fits directly into the online fan community experienceinto the online fan community experience

EASY TO PAY COMMUNITY COMPETITION

CLEAR GOAL

INSTANTGRATIFICATION

S SSUPER USER

THE 1% THAT PAYS

SOCIALIZE SELF-EXPRESSION

8

4. They already have the whales & the super usersusersAlready invested in: user acquisition, user retention, engagement, transition from passive to active to paying

Whale: Bonjovi VIP package: $1,750j p g $ ,

Conversion to paying users > 1‐5%

9

5. They have high quality content

Archive libraries, cut scenes, behind‐the‐scenes, interviews

Content is dynamic: e.g. sports y g presults, tours, new albums, new editions, new season

10

6. They get e-commerce

Merchandizing & sales optimization

Importance of payment methods

Familiar with reporting challenges (e.g. artist royalties)

11

7. They really like earned virtual currencies

Strong incentive rewards for fans

Long list of desired behaviors

12

8. They know that fans will follow them to the experienceexperienceMarketing channels: Email groups, fan websites, PR, events

Interaction with the IP is significant gpart of the experience

13

New wave in MTX: Monetization of fanbases

Just starting

Opportunity for entire social gaming ecosystem: gamification, microtransactions, virtual goods, game design and development, , g , g g p ,advertising

Important implications on market size and definition of social gamingImportant implications on market size and definition of social gaming

14

Thank you!

Nima PourshasbVP Strategy & Corporate Development

15

VP, Strategy & Corporate Developmentnpourshasb@livegamer.com