Mobile Publisher: The Good, The Bad, The Ugly
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Transcript of Mobile Publisher: The Good, The Bad, The Ugly
Mobile Publisher: The Good, The Bad, The Ugly
February 2013
About GAMEVIL
주요 게임주요 게임Top-Tier Mobile Games
Founded in 2000
200 employees
200M installs on iOS & Android
Offices in Los Angeles, Seoul, Tokyo
10
GAMEVIL Partner Fund
201011 Ti-tles
201122 Ti-tles
201246 Ti-tles
Wider User Base
In-house Games
3rd Party Games
10 9 11
1 13 35
Internal R&D 3rd Party Sources
Developers 137 400+ developers (40 third-party companies)
Genre Core Gaming Various Genres
Strategy Long Term Time to Market
3
$10M (2011) + $10M (2012) GAMEVIL Partner Fund
Financials
2005 2006 2007 2008 2009 2010 2011
8,890 10,182 10,362
15,378
24,403
30,615
42,753
1,793 944
1,498
6,239
13,609
15,634
17,489
1,653 1,185
953
5,280
11,827
14,794
16,101
Sales OP NI
CAGR: 29.9%
•Notes - 2005~2009 : Based on K-GAAP Standards ; Parent company based accounting - 2010~2011 : Based on K-IFRS ; Consolidated based accounting
Sales: 70,242M KRW, Operating Profit: 24,133M KRW, Net Profit: 22,442M KRW in 2012
Transformer GAMEVIL
Premium Games
$0.99 Games
Multiplatform
Distribution
Free to Play
3rd Party Publishing
Social Gaming
Games as a Service
Transformer GAMEVIL
2011 1H 2012 1H0
5,000
10,000
15,000
20,000
25,000
30,000
35,000
5,040
13,133
11,145
18,650
69%
31%
59%
41%
Over-
seas
16,185
31,783
(Unit: M KRW)
부분유료화
2011 1H 2012 1H
55%
93%
45%
7% In-AppPurchase
2011 1H 2012 1H
56%
91%
44%
9%Smart-phone
Successful Publishing Relationship
Publisher Roles = Developer Needs
Publisher Roles = Developer Needs
Funding
Monetization
User Acquisition
Distribution
Different Forms of Funding
Minimum Guarantees Equity Investment IP Investment
Marketing Fees Project Funding
Common Interests for GaaS
Different Interests for GaaS
F2P Games
Paid Games
Tips on Internal & External User Ac-quisition
Targeting similar user demographics? Social network integration? Control over external UA campaigns? Asking for publisher’s attention?
Platform Featuring& Press Coverage
Paid User Acquisi-tion
CampaignsSocial & Publisher Network Promotion
GAMEVIL Circle
200M+ Downloads
GAMEVIL Marketing
Tips on Monetization
Freemium revenues passed paid in 2011.
Tips on Monetization
Cartoon Wars & Air Penguin
Cartoon Wars, Cartoon Wars 2, Cartoon Wars: Gunner, Cartoon Wars: Blade, LINE Cartoon Wars
Air Penguin
PAID -> FREEMIUM
Games as a Service (Social Network Games)
Update Plans? Server Costs? QA? CS?
Distribution Channels: iOS & Android
Distribution: What’s Next?
Asia
World Population
Distribution: Japan, Korea & Other Countries
You Know These Companies…
But Are You Aware Of These Compa-nies?
5 from Korea, 5 from Japan
GAMEVIL Inc.
GAMEVIL JAPAN Inc.GAMEVIL USA Inc.
HQ in Seoul, KoreaSince January, 2000Mobile Games Development and Publishing
Branch office in Tokyo, JapanSince December, 2011Mobile Games Publishing
Branch office in LA, USASince February, 2006Mobile Games Publishing
GAMEVIL CHINA, Inc.Branch office in Beijing, ChinaPlanned in 2013Mobile Games Publishing
GAMEVIL in Key Smartphone Markets
Distribution: Monster Warlord Downloads
Distribution: Punch Hero Downloads
These Aren’t The Only Stores…
Distribution: Social Networks
70M+ Users
100M+ Users
300M+ Users
Social Networks: They Recommend Games…
Social Networks: You Can Use Their Social Graphs…
Developer Needs Attention
Funding
Monetiza-tion
User Acquisition
Distribution
Attention
+
Exhibitions
Experience working with Developer Partners
1st Party vs 3rd Party Revenue
Hobby Project?
44% of Salesfrom 3rd Party Titles
Finding the Right Partner
Get the right funding option
Utilize all user acquisition channels
Maximize the revenue with freemium
Attack all distribution channels available
Confirm dedicated attention
Thank You