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Mobile Publisher: The Good, The Bad, The Ugly

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  1. Mobile Publisher: The Good, The Bad, The Ugly February 2013

  2. About GAMEVIL • Founded in 2000 • 200 employees • 200M installs on iOS & Android • Offices in Los Angeles, Seoul, Tokyo Top-Tier Mobile Games 주요 게임 주요 게임

  3. GAMEVIL Partner Fund $10M (2011) + $10M (2012) GAMEVIL Partner Fund In-house Games 10 10 9 11 2010 11 Titles 2011 22 Titles 2012 46 Titles Wider User Base 1 13 35 3rd Party Games 3

  4. Financials 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

  5. Transformer GAMEVIL Premium Games $0.99 Games Multiplatform Distribution Free to Play 3rd Party Publishing Social Gaming Games as a Service

  6. Transformer GAMEVIL (Unit: M KRW) Over-seas 31,783 59% 41% 16,185 69% 31% Smart- phone 부분 유료화 In-App Purchase

  7. Successful Publishing Relationship Publisher Roles = Developer Needs

  8. Publisher Roles = Developer Needs Funding User Acquisition Monetization Distribution

  9. Different Forms of Funding Common Interests for GaaS • Minimum Guarantees • Equity Investment • IP Investment • Marketing Fees • Project Funding F2P Games Different Interests for GaaS Paid Games

  10. Tips on Internal & External User Acquisition Platform Featuring & Press Coverage Paid User Acquisition Campaigns Social & Publisher Network Promotion • Targeting similar user demographics? • Social network integration? • Control over external UA campaigns? • Asking for publisher’s attention?

  11. GAMEVIL Circle 200M+ Downloads

  12. GAMEVIL Marketing

  13. Tips on Monetization Freemium revenues passed paid in 2011.

  14. Tips on Monetization

  15. Cartoon Wars & Air Penguin PAID -> FREEMIUM Cartoon Wars, Cartoon Wars 2, Cartoon Wars: Gunner, Cartoon Wars: Blade, LINE Cartoon Wars Air Penguin

  16. Games as a Service (Social Network Games) • Update Plans? • Server Costs? • QA? • CS?

  17. Distribution Channels: iOS & Android

  18. Distribution: What’s Next? Asia

  19. World Population

  20. Distribution: Japan, Korea & Other Countries

  21. You Know These Companies…

  22. But Are You Aware Of These Companies? 5from Korea, 5 from Japan

  23. GAMEVIL in Key Smartphone Markets GAMEVIL CHINA, Inc. Branch office in Beijing, China Planned in 2013 Mobile Games Publishing GAMEVIL Inc. HQ in Seoul, Korea Since January, 2000 Mobile Games Development and Publishing GAMEVIL USA Inc. GAMEVIL JAPAN Inc. Branch office in LA, USA Since February, 2006 Mobile Games Publishing Branch office in Tokyo, Japan Since December, 2011 Mobile Games Publishing

  24. Distribution: Monster Warlord Downloads

  25. Distribution: Punch Hero Downloads

  26. These Aren’t The Only Stores…

  27. Distribution: Social Networks 70M+ Users 100M+ Users 300M+ Users

  28. Social Networks: They Recommend Games…

  29. Social Networks: You Can Use Their Social Graphs…

  30. Developer Needs Attention Funding User Acquisition Monetization Distribution + Attention

  31. Exhibitions

  32. Experience working with Developer Partners

  33. 1st Party vs 3rd Party Revenue Hobby Project? 44% of Sales from 3rd Party Titles

  34. 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

  35. Thank You biz@gamevilusa.com