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The Good, The Bad, The Ugly

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Presentation on theme: "The Good, The Bad, The Ugly"— Presentation transcript:

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

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

3 (40 third-party companies)
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 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

4 Financials CAGR: 29.9% Notes ~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 Over-seas Smart- In-App phone Purchase 부분 유료화
(Unit: M KRW) Over-seas 31,783 59% 41% 16,185 69% 31% Smart- phone 부분 유료화 In-App Purchase

7 Publisher Roles = Developer Needs
Successful Publishing Relationship Publisher Roles = Developer Needs

8 Publisher Roles = Developer Needs
Funding User Acquisition Monetization Distribution

9 Minimum Guarantees Equity Investment IP Investment Marketing Fees
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 Targeting similar user demographics? Social network integration?
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 PAID -> FREEMIUM Cartoon Wars & Air Penguin
Cartoon Wars, Cartoon Wars 2, Cartoon Wars: Gunner, Cartoon Wars: Blade, LINE Cartoon Wars Air Penguin

16 Update Plans? Server Costs? QA? CS?
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?
5 from 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 Monetization User Acquisition
Distribution + Attention

31 Exhibitions

32 Experience working with Developer Partners

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

34 Get the right funding option Utilize all user acquisition channels
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


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