Virtual Goods for Core Gamers: Lessons from what works on Kongregate Emily Greer 2/8/12.

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Presentation transcript:

Virtual Goods for Core Gamers: Lessons from what works on Kongregate Emily Greer 2/8/12

What is Kongregate?  Open platform for games  50,000+ games, 1,300 uploaded monthly  15M monthly uniques, male core gamers  Rev share with developers  Mix of ads & virtual goods  Acquired by GameStop July 2010

A Short History of Kreds  Launched late 2008  Took off in 2009 with MMOs & male- oriented social games  Currently ~100 kreds games, majority of revenue

Brief Sales Pitch/Context ARPUs generally % higher than on Facebook for games on both platforms  Everyone is a core gamer  Can pump a critical mass of socially-connected gamers into a game quickly  Achievements incent players to get far enough into the game to get addicted  We promote the games, no marketing costs for the developer

Successful Game Genres Mostly multiplayer, some single-player  RPGs  Collectible Card Games  Strategy / Empire Building  Tower Defense  Deathmatch / Live PvP  Sim / Management

What makes a game succesful? The advantage of having a platform is that we have comparative stats Common themes emerge with the most successful games

Background  All stats are lifetime  ARPU = average revenue per user  ARPPU = average rev per paying user  Player is a registered user who loaded the game at least once  “Reg” = player with 10+ plays  “Addict” = player with 50+ plays

ARPPU  ARPU

 Most games cluster around a 0.5% purchase rate  For those games ARPU & Revenue mostly a function of ARPPU  High % Buyer reflects a broadly passionate audience  Revenue always good (especially for multiplayer games) but size still a function of ARPPU

A Tale of Two ARPPUs  Closer look at two games with similar ARPUs, # of players, and revenue but radically different ARPPUs  High ARPPU game:  Average spend is $119, median $16  Low ARPPU game  Average spend is $24, median $5

Whale of an ARPPU High ARPPU game: 40% of revenue comes from 2% of players who spend >$1,000 90% of revenue from players spending $100+ Top whale has spent $6.7k

Still about the Whales Low ARPPU game 54% of revenue from 5% of players spending $100+ (but just 13% from players $500+) Only 9% of revenue from the 65% of buyers who spent <$10 Top whale has spent $1.3k Whale spend is smaller, but revenue is still dominated by a few high-paying players

First Lessons #1 Make sure players can spend $1,000+  If you make a fun game someone will want to spend an infinite amount. Don’t create a situation in which spending is capped by availability or utility. #2 Don’t underprice  There is very little price elasticity below $5 (at least in western markets). It’s an emotional decision to spend for progress and status, focus on that.  Use intro paid currency to get people into the habit of purchase  Higher prices allow for sales & special events later

How We Look at Retention  % Repeat  What % of players ever return  Shows initial impressions/interest in the game  Repeat  Reg  What % of players who repeat become regulars?  How strongly is the player hooked in the early-middle parts of the game?  Reg  Addict  What % of regulars become addicts?  Engagement of end-game content

% Repeat Does Not Correlate

The Most Important Lesson Lesson #3 – Look to the end-game first  Every high ARPU and high revenue game on Kongregate has a strongly social and competitive end-game.  Common features (mix and match)  Guilds/leagues  Guild warfare or leaderboards  PvP (either synchronous and asynchronous)  Visible status & character progression  Guilds/leagues (it bears repeating)

Clever Title About Guilds  Guilds allow in-game communities to form and apply pressure both to return and to spend  Dream World  13% of non-buyers are in guilds  80% of buyers are in guilds  Guilds  3x retention  War Metal: Tyrant  6% of users are in factions  41% of paying users are in factions  ARPU for non-faction members is $0.19, vs $3.87 for faction members

Stats can be beaten Lesson #4 – Keep feeding your players  Regular updates, new features, and events yield greater engagement and reduced fatigue.  Sales and specials can offer significant jumps in revenue.

The Value of Developer Activity

Fin To learn more visit dev.kongregate.com Contact us at