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The Business of Social Games and Casino

How to succeed in the mobile game space by Lloyd Melnick

Category: General Tech Business

Yes, Coin Master is Disruptive

Yes, Coin Master is Disruptive

There has been much debate lately, including on my Facebook page, whether Coin Master from Moon Active is truly disrupting the social casino genre or whether it should be classified in a different category. Much of the debate shows how challenging it is to disrupt a segment or an industry. Coin Master is classic disruption, and understanding the debate helps conceive of additional ways to disrupt.

For those not familiar with Coin Master, it is a mobile game currently generating over $250,000/day currently or an annualized run rate based on Q4 2018 of over $280 million (source: Eilers & Krejcik Gaming, LLC). This would make it the second largest social casino game, behind Slotomania but ahead of well known titles like Doubledown, Heart of Vegas, Big Fish Casino, Hit It Rich!, etc.

Given the success of Coin Master, there are many excellent articles about the gameplay mechanics, monetization, etc., and I will not repeat what others have written better than I could. For those who have not played Coin Master, there is a single, (simple) slot machine and not only do you win coins, you also can attack and raid other villages. You then use your coins to build your village.

Coin master

Coin Master uses a slot mechanic as part of the core game loop, hence why it may be categorized as a social casino product. As a social casino product, many think it has successfully disrupted a highly profitable but stagnant space. Conversely, as there are RPG and Invest-Express elements, it is also argued that it should not be considered social casino, thus it is not disruptive. The latter argument, however, misses the point of disruption.

Disruption, the Blue Ocean Way

One way to approach disrupting an industry is to take a Blue Ocean methodology. I have written frequently about Blue Ocean strategy and am a strong advocate of this technique. In Blue Ocean strategy, you create a new market space by serving the non-customers of an industry, making the competition irrelevant. You do this by adding-reducing-eliminating-increasing features.

This approach is exactly what Moon Active did with Coin Master. They built a game that served people who were not currently engaged in social casino. They also did not try to compete directly with Playtika or Aristocrat, with the eight figure marketing budgets those companies have, they disrupted the industry by finding untapped demand.

Moon Active’s strategy perfectly followed the Blue Ocean framework of adding-reducing-eliminating-increasing features

  • Add.  Key elements that Moon Active added include raiding and attacking friends and city-building (invest express).
  • Reduce.  Among the elements that Moon Active reduced were number of slot machines, quality (graphics and depth) of slots and purchase options.
  • Eliminate.  Moon Active also eliminated several features that are seen in virtually all other social casino products. These include locked machines, pay-tables, jackpots, tournaments and a reward system.
  • Increase.  Finally, Moon Active increased certain elements. Among the features increased were the value of progression, interaction with your friends and the importance of card collection.

There are many examples of companies in other industries that disrupted their industry with a Blue Ocean approach. Cirque de Soleil is one of the most popular examples, as the circus business was stagnant until Cirque de Soleil reinvented the industry by creating a new type of product that appealed to different customers. Ringling Brothers did not consider Cirque a competitor and most argued that it was a different, not disrupting the circus industry. Amazon did the same to retail when it started selling books online. Barnes & Noble and Borders did not consider it disruptive, and retailers in other industries certainly did not, as their customers were not looking to buy books (or shoes or electronics) online. When Wikipedia launched, Encyclopedia Britannica did not consider it a competitor. Now you probably would use Wikipedia to remember what Britannica was.

In all of these Blue Ocean cases, many argued the disruptive competitor was not a competitor or in the same category because it was so disruptive. That is the case with Coin Master and those who are arguing it is not disrupting the social casino space are largely proving that it is true disruption.

Coin Master is also an example of Classic Disruption theory

If you prefer red oceans and have not succumbed to Blue Ocean strategy, Coin Master is also a textbook example of classic disruption theory. Clay Christensen is considered the father of understanding innovation and disruption, with his book The Innovator’s Dilemma required reading at every tech (and most non-tech) company. In The Innovator’s Dilemma, incumbent businesses focus on improving their product to better meet customers’ needs but eventually lose their market to disruptors who appeal to less sophisticated customers initially but end up providing a more appealing, broader solution.

The incumbent understands its customers and is continually improving its product to suit better these customers. Christensen stresses, however, that it leaves the incumbent open to disruption. By focusing on existing customers, new entrants can create a product, often inexpensively, that appeals to a different set of customers (there are parallels with Blue Ocean). Institutionally, the incumbents are forced to resist appealing to these customers out of concern of alienating existing players.

An example would be the growth of the personal computer business. The PC initially did not compete with mainframes and mini-computers. Incumbents did not want to build these machines because they knew their customers needed a powerful machine and would not be interested in the “silly” PC. That arrogance allowed small companies (like Dell and Compaq) to build their business. Incumbents did not consider PC companies’ competitors because it did not fit the framework of what a computer does. Eventually their products became so good that the customer of the incumbents shifted and thus the PC disrupted the computer business.

In the Coin Master case, existing social casino companies know players well and are constantly building better slots and apps to meet these customers’ expectations. That is why you are seeing average revenue per user increase linearly, the companies are getting better at delivering value to existing social casino customers. Moon Active, however, created a slot machine with relatively low production value that does not compete for the player who wants an authentic casino slots experience. Coin Master appeals to a broad market while still leveraging a slot mechanic.

Just as with the Blue Ocean analysis, most of the industries Christensen studies that were disrupted in this manner did not consider the product or company creating the disruption a competitor, at least initially. Blackberry did not consider the iPhone a competitor, Blockbuster did not consider Netflix a competitor, GM did not consider Honda a competitor and server hardware companies never thought AWS would impact their business.

Why disruption matters

Rather than being an academic argument, it is important to realize that Moon Active is actually disrupting the social casino space. First, while disruptive products initially do not impact incumbents, in times they do shift the industry and create new winners and losers. While Digital Equipment, Data General, Olivetti, et. al., thrived for years they are now afterthoughts. Second, the disruptor is blazing a path for other companies. Coin Master will go from a Blue Ocean to a Red Ocean product, and there will be other successes in the new Red Ocean. Most importantly, Coin Master shows how to disrupt the social casino space. It is not about changing the type of jackpots or the orientation of the screen, it is about creating a social casino product that makes the competition irrelevant.

Key takeaways

  1. Coin Master has taken the social casino space by storm, generating more than $250,000/day, by disrupting the space and deviating from how other social casino products compete.
  2. Coin Master exemplifies how to disrupt an industry, appealing to non-customers of the industry by adding new features, increasing others while eliminating some elements and reducing the emphasis on other features.
  3. Coin Master is a textbook example of how to disrupt and succeed in the social casino space, by creating a product that makes the competition irrelevant.

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Unknown's avatarAuthor Lloyd MelnickPosted on March 19, 2019March 2, 2021Categories blue ocean strategy, General Social Games Business, General Tech Business, Social CasinoTags blue ocean, blue ocean strategy, Clayton Christensen, Coin Master, disruption, Innovator's Dilemma, social casino3 Comments on Yes, Coin Master is Disruptive

Optimal tools to measure the impact from sales and promotions

Optimal tools to measure the impact from sales and promotions

One of the biggest challenges game and iGaming companies face is measuring the impact of sales but a presentation by Google’s Adam Carpenter shows effective analytic tools for optimizing your promotional strategy. Most social game companies regularly run offers, from 20 percent off to double your chips to free tournament tickets with purchases; and these offers increase revenue immediately.

The problem is that it is very challenging to measure the overall and long-term impact of the sales. While it may have tripled revenue the three days the sale ran, how much did it depress revenue the following days or weeks (or preceding days/week if people waited for the sale). Many very smart analysts and product managers believe that sales and promotions create zero additional revenue, it only shifts revenue between periods (which is great if you are trying to hit a quarterly goal, not as good if you are trying to grow a product). Analysis of before and after the promotion or estimates of hangover are somewhat arbitrary and self-serving (when do you start, when do you end, what baseline do you take, etc.).

It is also important to understand what sales frequency is most beneficial Every game is different and some games generate the most absolute revenue from running frequent sales while others do best running a few large sales. It depends on your target customer, their expectations, competitive products, the game mechanics, frequency of content releases, etc. Just looking at revenue generated from the sales, however, makes it very challenging to understand how the type of sales are driving performance. The graph below, comparing regular sales to running big sale events, is difficult to interpret and could easily be misinterpreted:

slide7

The lack of a good technique for measuring the impact of sales has far-reaching implications. Companies do not know if they should run sales, how frequently to run them and the best offers to make. Getting it wrong not only could shift revenue but it may significantly depress it if players are waiting for sales and do not monetize. A mistake can also lead to a misallocation of resources, are the two product managers planning sales more valuable creating events or new features?

Monetization Tree

Prior to being able to analyze promotions, Carpenter suggests you understand how your game generates revenue. He does this with the revenue tree, which shows how daily revenue is driven by DAU (daily average users) and average revenue per daily unique (ARPDAU):
slide1

When Carpenter breaks down the drivers of ARPDAU, he points out that focusing on buyer percentage creates a healthier product than those that generate most of their revenue from big purchases (a high ARPPU) from a few players. He also points out it is much easier to increase ARPPU because those players have already chosen to pay but long-term your game will be safer and grow better by impacting buyer percentage.

Revenue heartbeat

After initially watching Carpenter’s presentation, we implemented the revenue heartbeat and I found it provides great insights into the effectiveness of your sale calendar. It allows you to visualize how sales are working over time.

To create a revenue heartbeat, for any given month, calculate the minimum revenue day, the maximum revenue day and the average revenue for the month. Below is a sample revenue heartbeat from Carpenter’s deck:

slide2

Your game has a healthy heartbeat if there is a tight band around the average daily revenue. You do not want to see wild variations on a monthly basis, instead you want to see that min and max form a tight band around the average. No wild variations on a month to month basis and that average revenue is growing, showing the game is growing healthily and players are engaged. The image below shows a healthy revenue heartbeat, despite the boost due to a Black Friday sale:
slide3

Conversely, if average revenue is regularly decreasing and you see multiple months with big gaps between average revenue and min/max, then you should be concerned. Products rarely grow when there is a negative heartbeat, below is an example from Carpenter:

slide4

When using the revenue heartbeat, do not focus on the average revenue but instead the spread between average and min/max and how it changes over time. Average revenue is also dependent on DAU (see revenue tree) and steady growth in average revenue could be due to marketing spend while masking a sick product.

Coefficient of Variation (CoV)

The coefficient of variation (CoV) complements the monetization heartbeat in helping understand if your promotional and sale behavior is optimal. Carpenter points out that CoV correlates highly with revenue growth, a low CoV means your game is much more likely to see strong growth. Games with the lowest CoV have highest month over month growth, games with high volatility experience much less growth.

slide5

It is a great KPI to understand the effectiveness of your sales and whether you are running them too frequently. To calculate the CoV, you take the monthly standard deviation of daily revenue and divide it by the mean revenue.

The chart below shows you want to have a CoV between 10-39 percent, as that is where the majority of fast growing games fall:

Slide6.png

If you are experiencing a high CoV, you should work on finding alternatives to large sales. Some options you can try include:

  • Increasing the frequency but lowering the value of the promotion, many small sales.
  • Tie sales to the release of new content, so there is a drain on resources
  • Become predictably unpredictable, have players expect something good every time they play but not know what to expect
  • Run demand events targeted to increase player engagement
  • Release time limited content
  • Use elite gatcha crates/offers

Understanding sales performance allows for optimization

By tracking your revenue heartbeat and Coefficient of Variation, you can understand how sales are impacting your performance. Given that growth is tied to low volatility, it helps you identify whether you should adjust your sales and promotion strategy. These tools also allow you to track your game over time; so even if the strategy does not change you will see if players start adapting their behavior, thus requiring a change in your strategy. While these metrics were built for mobile games, they actually can apply to any product or business, even retail.

Key Takeaways

  1. Understanding how sales and promotions are impacting your game is critical to growing revenue.
  2. The revenue heartbeat visually shows how well revenue is tracking with your big sales, you want to see a small gap between the three lines. To create a revenue heartbeat, for any given month, calculate the minimum revenue day, the maximum revenue day and the average revenue for the month.
  3. The coefficient of variation (CoV) shows how volatile your revenue is and a low CoV is correlated with growth. To calculate the CoV take the monthly standard deviation of daily revenue and divide it by the mean revenue.

Adam Carpenter’s full presentation:

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Unknown's avatarAuthor Lloyd MelnickPosted on March 12, 2019January 9, 2019Categories Analytics, General Social Games Business, General Tech Business, Lloyd's favorite posts, Social CasinoTags Coefficient of variation, promotions, revenue, Revenue Heartbeat, SalesLeave a comment on Optimal tools to measure the impact from sales and promotions

Blitzscaling or how to lightning scale your business

Blitzscaling or how to lightning scale your business

Reid Hoffman’s and Chris Yeh’s recent book (Hoffman was the founder of LinkedIn), Blitzscaling, provides great analysis on how companies like Google, Uber, Amazon have scaled so massively. As Hoffman wrote, “when you scale at speed, you can capture the market quickly and also outmaneuver potentially global competition. Given the parallels with military and sports strategies, we can call this blitzscaling. Literally: lightning scaling.”

Hoffman explains the key principles, which he refers to as Blitzscaling, in companies going from scrappy start up to corporate giants. These principles are critical if you are building a business that you plan to grow significantly or if you are an investor. It is also valuable to understand the concept of blitzscaling to understand the tech ecosystem.

The key difference between blitzscaling and traditionally business building is how quickly and large it becomes: blitz from the German WW2 phrase Blitzkrieg (lightning warfare) and scaling, which means growth. The principles below show how the Amazons and Googles grew into the biggest companies in the world (keep in mind not everyone is going to enjoy success and it is a very risky course). The principles, however, are important to understand not only if you are trying to blitzscale but also if you are in a market where a competitor is taking this approach.

Proportional growth

The first key to blitzscaling is proportional growth. Not only is blitzscaling focused on very rapid growth but also proportional, and therefore sustainable. By proportional, Hoffman means that you are expanding across your business, not just one element. For example, a lemonade stand that increases the quantity of lemonade it has available to sell 100X is not blitzscaling but if it gets more cups as well as lemonade and sets up 100 locations across the city it is. Amazon blitzscaled when it went from $5.1MM in rev and 151 people in 1996 to revenue of $1.64 BN and 7,600 people in 1999.

Be Aggressive and Fast

The second key is that you need to be aggressive and fast. Blitzscaling involves throwing caution to the wind; embracing risk is a defining component. While a traditional company would grow, secure its position, then grow further, consolidate again, then commit to growing again, etc., blitzscaling companies act differently. Growth is the only priority, logistics and securing the growth they have achieved are not important. Profitability is not critical or even relevant.

Blitzscaling companies focus on speed over efficiency. Blitzscaling is why taxi companies tremble when a peer to peer ridesharing company like Uber rolls into town. The blitzscaling company does not care about short term profitability, it is focused entirely on growth. The logic is that first scaler advantage goes to the company that is first to scale up and dominate its business ecosystem. Once a company scales, it is much more difficult for competitors to then enter the space or raise money to compete. Traditional competitors might refer to this tactic as dumb money, since the blitzscaler is not focusing on growth, it is a logical strategy for building a dominant, huge player.

Focus on growth factors

The next key to blitzscaling is focusing on four growth factors, all blitzscaling companies seek to maximize: network effects, market size, distribution and high gross margins. Network effects make first mover advantage much more important. If you look at Facebook or Uber, the network effect creates huge barriers to entry once an entrant has grown very large. In Facebook’s case, no consumer would want to be part of a different social network that did not have their friends and family. In Uber’s case, the number of riders generates many drivers (because of the revenue opportunity for drivers), which generates more riders because of the availability of Uber rides. A late entrant cannot come into a space with high network effects because they will not have enough liquidity to compete.

The second growth factor critical to blitzscaling is market size. A company’s market needs to be sizable, otherwise there just will not be enough investment money to fuel growth. Nobody will fund a blitzscaling company in a market where they cannot scale (eg. toys for pet lions).

The third growth factor is distribution. You may have a great product and large well-defined market but getting it to customers on a massive scale is not trivial. Distributing a product on such a scale can happen in two ways. First, you can use a distribution network that already exists, from UPS to Apple’s AppStore. The second way is viral distribution. You infect one customer, they infect more customers, and so forth and so on.

Gross margins are the final key growth factor. Gross margins are the money you take in once costs are covered, revenue minus the costs of the actual goods (COGs). The find the percentage, Gross margin/COGS=%, and a high percentage makes it easier to attract the investment needed to scale. Investors want to put money into opportunities where they can enjoy huge returns, and if the margins are high then potential returns are huge at scale. The importance of gross margin is why tech companies, who enjoy a very high gross margin since the marginal cost of a digital product is often negligible, dominate the list of firms who have blitzscaled.

Product/market fit and operational scalability

The greater the product fits with the market need, the higher opportunity for blitzscaling. Immediately achieving perfect product/market fit is not likely. To improve the fit and allow for blitzscaling, most companies must adjust their product to make it better suit the market’s needs. This is another area that benefits tech companies. It is easier for a tech company to be nimble regarding product/market fit; fiddling by bringing out a new version of software or testing out a new app feature requires less infrastructure than redoing a physical commodity. You need to edit code, you do not need to buy new machinery.

Operational scalability, or lack thereof, can facilitate or halt scaling. As you grow, you need to deliver more of your product. If you cannot, you are missing out on potential sales and allowing a competitor to fulfil this demand. While less of an issue for tech and mobile companies, going from having 100,000 daily unique users to 10,000,000 still has crashed many a product. Sometimes it is impossible to recover from those crashes, as customers have already abandoned your company.

Manage the growth

The challenges of scaling are complex – and they become increasingly complex as a company grows. You need a plan, operational control and a business plan for long term growth. Growing a business also increases its complexity, which can create issues with management philosophy, organizational hierarchy and company culture. These questions are especially challenging for a blitzscaling company, since it has to answer them continually (and re-evaluate) in the midst of rapid, massive growth.

Leverage existing Blitzscaling patterns

Companies are much likely to blitzscale successfully if they follow the patterns set by other companies that have already blitzscaled. Hoffman identifies seven such patterns:

  1. Sell a product that is purely digital. For example, consider an extra, purchasable outfit, or skin, for a character in a video game. Since it only exists virtually, a skin costs practically nothing to make and sell. This means gross margins of nearly 100 percent. Purely digital are a very lucrative line of business for many tech companies, especially in the mobile game industry.
  2. Go digital even with a physical product. Amazon invested in physical products but created a powerful digital-management system.
  3. The SaaS (software as a service) model, selling software using a subscription model.
  4. Leveraging the power of platforms. If you can establish your product or service as the standard platform for buying and selling products, you stand to capture a large share of total revenue (for example, Amazon makes more revenue from commissions and fees on its marketplace than the physical goods it sells as a retailer).
  5. Take advantage of online marketplaces. These are a specific type of platform – platforms that not only bring buyers and sellers together, but also let them set their own prices through the market forces of supply and demand, ie. AirBnb and eBay.
  6. The sixth pattern involves tapping into the eyeball capturing power of online content-sharing feeds, like Twitter or Facebooks’ timelines. As feeds are effective at captivating people’s attention, they are thus very attractive to advertisers, who will pay premium prices to insert their ads and sponsored content into addictive streams of information and entertainment.
  7. Advertising is the final pattern, which is to offer your product or service for free and try to make money in some other way.

These seven patterns represent how the most successful blitzscaling companies built their empires.

Becoming the next blitzscaling company

To become the next Amazon and Google, you need an outsized ambition and tolerance for taking big risks in the hope of a big payoff. The patterns above can help you achieve this ambitious goal.. Embracing uncertainty and risk while prioritizing speed over efficiency, taking advantage of four growth factors and navigating growth limiters can all set a company up for rapid and massive expansion that will be sustainable in the future. With a clear vision, blitzscaling can help a business dominate an ecosystem.

Key takeaways

  • Blitzscaling is how companies like Google, Amazon and Uber have grown massive incredibly fast. When you scale at speed, you can capture the market quickly and outmaneuver potentially global competition. Given the parallels with military and sports strategies, this process is called blitzscaling: lightning scaling.”
  • Blitzscaling involves throwing caution to the wind; blitzscaling companies focus on speed over efficiency.
  • Blitzscaling companies focus on optimizing four growth factors: network effects, market size, distribution and high gross margins.

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Unknown's avatarAuthor Lloyd MelnickPosted on March 5, 2019January 10, 2019Categories General Social Games Business, General Tech Business, GrowthTags Blitzscaling, Growth, Reid Hoffman1 Comment on Blitzscaling or how to lightning scale your business

Think of Non-Customers First If You Want to Grow

Think of Non-Customers First If You Want to Grow

I have been a consistent advocate of Blue Ocean strategy for years and a blog post by the Blue Ocean Team shows how you can grow your business by focusing on non-customers. Rather than fighting with your competitors to split up the existing pie, by thinking about non-customers you have greater growth potential. The blog post shows three types of non-customers and by understanding them you can tailor your product, new products or marketing to meet their needs. Below are the three groups of non-customers and my thoughts on their relevance to the social casino industry.

Non-customers who occasionally purchase or play

The first group of non-customers who represent a potential market are those who sit on the edge of the market, they purchase minimally your industry’s offerings but are always looking and quick to move to an alternative. The Blue Ocean Team uses the Pret A Manger chainas an example, as they appealed to people who reluctantly bought fast food but were looking for an alternative.

The social casino ecosystem includes many of these non-customers. These include gamers who are ready to skip to another genre (hypercasual, match-3, etc) if they see an appealing ad or the 90 plus percent of players who will play but not monetize. There are first-tier noncustomers waiting to be swayed in every industry.

Non-customers who refuse to become customers

The second group of non-customers is people who know an industry exists but have rejected it. As the Blue Ocean Team writes, “they have consciously thought about and considered your offering and then rejected it. It might be because another offering meets their needs better, or it could be that they simply can’t afford your offering. A second-tier noncustomer will compare your offering with another offering, weighing the pros and cons of each….The fact that second-tier noncustomers considered your industry means that you are far closer to possibly capturing them than you realize. So you need to find out why second-tier noncustomers refuse to use the products or services of your industry.”

In the social casino space, there are three types of these non-customers. The first is real money casino players (either land based or online) who have decided to not to play a free to play offering. They could have passed because they are only playing for economic reasons or the games offered are not what they prefer. The second is male casino players who may have rejected social casino because they consider them too “pink.” The third group is people who have tried social slot games but did not like the slot mechanic.

Non-customers who have not considered your industry

This category of non-customers has never considered your industry as an option. These non-customers have not been targeted ever by any company in your industry. This group is important to consider as it represents the largest potential market to penetrate (by definition it is everyone else). Existing companies in your industry assume these peoples needs are satisfied better by other industries.

In the social casino space, these are people who do not know or care that social slots games exist. It can be gamblers, gamers (other genres) or even people who have not played a mobile game.

What non-customers mean for social casino

Non-customers are particularly important to social casino as the ecosystem has been growing consistently but through better monetization rather than an increase in customers. If the industry is going to continue growing or if you want to gain market share, appealing to non-customers is the best option. First, you can tailor a product appeal to people who play but do not monetize or play rarely. Second, you can build a product for people who have churned, tried social casino games but left. Finally, you can build a social casino product for people who the industry has never targeted.

While the successful companies will come up with concepts internally and not rely on this blog to provide the answers, the key will be creating social casino products that do not simply replicate the existing games. That means looking at mechanics other than slots. Is also means creating an environment that is not targeting 40+ women. To successfully turn non-customers into customers, the parameters of the products also must shift.

Key takeaways

  1. While many companies look at their competitors and try to grow by building a better product for existing customers, the biggest opportunity exists in appealing to non-customers.
  2. There are three types of non-customers: those who occasionally purchase or play, those who have rejected the current offerings and those who have not considered your industry.
  3. If social casino is going to continue growing or if you want to gain market share, appealing to non-customers is the best option. First, you can tailor a product appeal to people who play but do not monetize or play rarely. Second, you can build a product for people who have churned, tried social casino games but left. Finally, you can build a social casino product for people who the industry has never targeted.

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Unknown's avatarAuthor Lloyd MelnickPosted on February 19, 2019April 11, 2020Categories blue ocean strategy, General Social Games Business, General Tech Business, GrowthTags blue ocean strategy, customers, Growth, Strategy1 Comment on Think of Non-Customers First If You Want to Grow

Creating growth loops to scale your game

Creating growth loops to scale your game

While apps and games have traditionally grown by having the acquisition team focus on the funnel, a recent blog post, Growth Loops are the New Funnels by growth guru Brian Balfour, shows a better strategy is to build growth loops. Rather than asking your marketing or user acquisition team to optimize user acquisition channels, growth loops has product and acquisition working holistically to build a product that will scale.

The traditional thinking

The strategy most game and app developers is create a great product, then optimize the acquisition funnel. After creating the product, they focus on optimizing the funnel below (testing different channels and strategies) to scale. This is a very KPI driven exercise, with each level of the funnel optimized through experiments and testing. The funnel consists of five categories, in this order:

  1. Acquisition. Helping as many users as possible discover the game. This can be discovered by visitors in the app store, downloads, app install, etc.
  2. Activation. Once acquiring a user, how many start playing the game (or using the app). This category can be measured by first spin (in a casino game), players who Facebook Connect, new accounts, completed tutorial, etc.
  3. Retention. Retention is the next, and arguably most important, category in the funnel. In games, this is often measured by how many players come by the next day (D1), return in a week (D7) or are active a month after installing (D30). Other good retention metrics are CURR (current rate of returning users) or engagement metrics (how much time spent in app).
  4. Referral. How many of your active players are helping bring new players. This category can be measured by actual referrals or K-score (number between 0-100 that indicates the strength of engagement between your product and your contacts, accounts, opportunities and leads).
  5. Revenue. The final layer of the funnel is revenue, how well you monetize the players. This metric is measured by ARPDAU (average revenue per daily active user), conversion rate (how many players spend), frequency of purchases, total lifetime spend, etc.

Successful companies would optimize the above funnel, testing different channels, creative, etc., at each step of the funnel, then optimizing spend to improve these KPIs.

The new approach

Rather than focusing on the five categories in the growth funnel, Balfour suggests a holistic approach to growth. As Balfour points out, while the growth funnel has helped many companies scale, it is over eleven years old and the industry has since evolved. Funnels lead to silos, where the product team has its own domain, growth has its empire while monetization owns its business. This strategy can lead to failure as the product is not built to optimize the channels where it will be distributed (e.g. the AppStores).

The key is building a product or game where growth is part of the core product loop, not a separate task done by a growth or acquisition or marketing team. As Balfour writes, “The fastest growing products are better represented as a system of loops, not funnels. Loops are closed systems where the inputs through some process generates more of an output that can be reinvested in the input. There are growth loops that serve different value creation including new users, returning users, defensibility, or efficiency.”

The key to a successful growth loop is the customer or player reinvesting the value of the loop to drive the initial elements of the loop Pinterest does this by investing in creating content that shows up high in search engines, users then find the content and either return to Pinterest or sign up for it, Pinterest then serves related content with the user saves, thus creating more searchable content (the beginning of the loop). SurveyMonkey has a growth loop where a user signs up, creates a survey, sends the survey out, when the recipients finish the survey the are served an opportunity to sign up with SurveyMonkey, and those sign-ups restart the loop.

Just as with your financial investments, a critical element of the power of growth loops is that they compound growth. Rather than the linear approach of the growth funnel, a growth loop continuously adds to create more output and revenue. The more output that is reinvested by the user or player, the larger the output created from the next cycle. This compounding is critical as rather than creating a multitude of growth loops, you want to measure and focus on the ones that have the greatest impact.

As growth loops are holistic systems, they are also more defensible than growth funnel. In a funnel, any element of the funnel can be attacked. Growth loops, however, integrate product, channel and monetization model specific to your game and thus harder for other companies to copy.

Why loops are better

Balfour explains that growth loops change your entire business, largely for the better. The key benefits include:

  • You get away from siloes (product, marketing, etc) and work together. Growth loops force companies to build a system.
  • You invest resources in systems that are more sustainable long-term, that continue to grow on their own.
  • You organize your personnel and teams towards a common goal, aligning and optimizing the growth loops.

Next steps

When building your company and designing your games or products, think holistically. Understand how you will create growth loops that will feed themselves and build a long-term dominant product. With games, ensure that there are loops in the game that drive the acquisition phase.

Key takeaways

  • Growth loops represent the evolution from a traditional acquisition funnel to a loop that continually creates value. Loops are closed systems where the inputs through some process generates more of an output that can be reinvested in the input.
  • Rather than creating siloes, growth loops help marketing, product, monetization, analytics work holistically.
  • A key value derived from growth loops is they have a compounding effect, they continually add value to the initial investment and thus perpetually grow the underlying product.
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Unknown's avatarAuthor Lloyd MelnickPosted on February 12, 2019January 4, 2019Categories General Social Games Business, General Tech Business, Growth, Social Games MarketingTags funnel, Growth3 Comments on Creating growth loops to scale your game

Lifetime Value Part 26: My most valuable retention KPIs

Lifetime Value Part 26:  My most valuable retention KPIs

I have written many times about customer lifetime value (LTV)and how it is the critical determinant of a company’s success (any company, from mobile games to retailers). A user’s lifetime value has to exceed the cost of acquiring the customer, otherwise companies cannot grow and will eventually die.

Last year, I discussed that out of the three key components of LTV – monetization, virality and retention – retention was the one most critical for success. While people sometimes focus on monetization, its impact on the long-term value of a customer is limited. Think of a retail store. Would they rather have a customer who comes in, makes a $100 purchase but never returns or somebody who comes in every week and makes a purchase ranging from $10 to $25? Obviously, they would prefer the latter. Successful businesses, games, apps, have great retention, thus creating high LTVs and allowing for more marketing spend.

While the mathematical case for focusing on retention is incontrovertible, many companies have not perfected how to measure retention effectively. Most social game companies, among the most sophisticated users of analytics, rely on measuring retention by D1/D7/D30 retention (how many players who installed on Day 0 are play after one day, seven days and thirty days, respectively). While this method is an acceptable (and sometimes powerful) way of tracking how new users are performing, even D30 retention only reflects behavior of customers acquired in the last month. It does not show how well the game or company is retaining its existing customer base.

When I was at Zynga, I came across a metric that perfectly captures how well you are performing with your existing customers, CURR (current user return rate). CURR is complemented by NURR (new user return rate) and RURR (returning user return rate). Since leaving Zynga, not only have I taken these KPIs with me, I have used them as a key focus for optimizing products. A post by Nathan Williams, SaaS Retention Metrics: Lessons from Free-to-Play Games, reminded me how important these KPIs are and how to best use them.

urr retention chart

CURR

CURR (current user return rate) is the most important KPI to track (or at least a tie with NPS). It shows how loyal your existing customers are; you should consider CURR the inverse of churn. If your CURR increases, it means you have improved your product’s appeal to existing players or customers, if CURR declines you have made your game worse. CURR is also an excellent way of looking at how your game is performing among different segments, VIPs versus payers versus never-spenders.

To calculate CURR, you start with all the users who played the game between t-14 (14 days before today, today minus 14) and t-20 and who used the product between t-7 and t-13, what percentage returned to play between t-0 and t-6. The benchmark for a good, but not great, game is 80 percent.

NURR

NURR (new user return rate) is a great metric for understanding how appealing your game is to players you have just acquired. A low NURR shows you have a bad initial experience (or a bad traffic source), turning off many users. It is virtually impossible to acquire players profitably with a low NURR.

To calculate NURR, take all the players who used the game for the first time between t-7 and t-13 and look at what percentage returned to the game between t-0 and t-6. You can benchmark NURR at about 30 percent, though it is dependent on the type of game and platform. There is much higher variance in NURR than CURR among successful games (a game on desktop could succeed with a much lower NURR than a game on Google Play).

RURR

RURR (return user return rate) shows how many people who had churned and returned to your game stay active. It is a great way of measuring how well your game can capitalize on CRM and paid reactivation campaigns. If the number is low, you are doing a great job of bringing players back but the product is still not compelling to these players.

You can calculate RURR by taking all the players who were active at some point but did not use the product between t-14 and t-20, and did use the product between t-7 and t-13, what percentage returned to play the game between t-0 and t-6. There is also significant variance in this benchmark but I usually target 40 percent for social casino games.

slide1

Use *URR to track product performance

Once you start monitoring CURR/RURR/NURR, you should use them to understand what is working and where there are issues. If you see a significant change in CURR, it is almost certainly caused by recent product changes. Low NURR indicates either you have broken your FTUE or you have added weak sources of traffic. A low RURR indicates your CRM or reactivation team is doing a good job but you need to add product features to keep the players you are brining back.

Key takeaways

  1. Retention is the key driver of customer lifetime value (LTV), and CURR/NURR/RURR are the most accurate metrics to track retention.
  2. CURR (current user return rate) is your most valuable metric, the percent of your current players who are staying active. It shows whether changes in your product are appealing to or deterring your player base.
  3. NURR (new user return rate) shows if your initial user experience is strong while RURR (return user return rate) shows if your game is appealing to players who have churned but decide to try it again.

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Unknown's avatarAuthor Lloyd MelnickPosted on February 5, 2019January 4, 2019Categories Analytics, General Social Games Business, General Tech Business, Growth, Lloyd's favorite posts, LTV, Social CasinoTags analytics, curr, LTV, retention4 Comments on Lifetime Value Part 26: My most valuable retention KPIs

Social Casino Outlook for 2019

Social Casino Outlook for 2019

As I write virtually every year at this time, I cannot predict the future, nor do I think ANYONE else can. While the Mary Meekers, Elon Musks, Bill Gateses, etc., will often come up with insights of how the economy and world will evolve, if you review their predictions you will find they are wrong as often as they are correct.

December, however, is a useful time to reflect on the key trends from 2018 that are likely to extend into 2019, impacting opportunities for those in the mobile and gaming space.

Slide1

Two emerging revenue models will become much more important

While in-app purchases (IAP)will continue to drive revenue for social casino and social games, two other revenue sources will grow in importance.

  1. Advertising revenue.While advertising revenue already been the primary revenue source for many social games, it still represents only a small percentage of total social game revenue and many applications. In 2019, I expect advertising to become more important for all apps, particularly social casino. If done correctly, watch to earn videos do not cannibalize IAP revenue from spenders and creates revenue from the 95+ percent who do not monetize. Not only do ads not cannibalize IAP revenue, it often increases it by improving engagement and retention.

    Additionally, as customer growth in many social gaming verticals stagnates, particularly social casino, it will be increasingly important to generate additional revenue from existing players. Advertising will provide incremental revenue that complements the other product initiatives and allows companies to cast a wider net in their user acquisition activities.

  2. Subscriptions become another revenue option. While advertising will grow as a revenue source for social casino and social games, subscriptions will make an even greater impact. The subscription model has worked very well in Asia, it is a large part Tencent is valued at over $350 billion, but has not made a big difference in the mobile gaming space in the west (US and Europe). It is also the key to Netflix’s success and arguably Amazon’s (see Amazon Prime). Mobile game companies are finally understanding how to incorporate subscriptions in their business models, rather than just throwing them out there as an additional in-app purchase. The strength of subscriptions throughout the economy suggest it can become as important or even more important than IAPs eventually for social games.

Hypercasual will prove it is not a fad

The biggest development in social gaming in 2018 was the rise of hypercasual games, which now make up more than 50 percent of all mobile downloads. They have also dominated the M&A scene, with Zynga buying Gram Games for $250 million, Goldman Sachs investing $200 million in Voodoo as well as multiple smaller deals. Hypercasual games typically have a single mechanic and a single goal, yet reaching a high score can be very difficult. Effectively the core game loop is very straightforward, do one thing, get rewarded (so you can try again) and keep repeating to get a higher score.

In 2019, I expect the hypercasual segment to mature. By mature, I do not see lower growth but a more professional approach. Companies will no longer succeed by throwing a lot of products at the market. Instead, the industry will fragment, with different companies focusing on specific demographics or gameplay mechanics. I also expect you will see higher product values, while a $25k hypercasual game can be a huge success now, competition will raise the bar. UIUX will improve as will technical stability (today’s hypercasual games remind me of Facebook games from 2012, while games crashing are part of the experience). The increase in quality will eventually drive out the small and independent developers (except for the best and the brightest) but will result in better consumer experiences.

Convergence of Real Money Gaming and Social Casino will accelerate

With both Real Money gaming and social casino becoming increasingly competitive, they will lean more heavily on each other to capture best practices and improve their businesses. Social casinos are great at progression and social mechanics and these features will increasingly find their way into real money gaming, where just adding games no longer will be enough for success. On the social side, with the ability to grow the social slots market seemingly coming to an end, social casinos will take more gaming mechanics (sports betting, live dealer, virtual sports) from real money and adapt them to the social space.

Also, real money online gaming companies will get over their phobia that social gaming is cannibalistic and realize what their land based brethren discovered years ago, the two businesses are complimentary and increase the size of the pie. Social gaming provides the trigger for players to want to play roulette or slots and can also prove a great brand building opportunity. Partnerships similar to MGM’s relationship with Play Studios (where MyVegas and Play Studio’s other games share MGM’s rewards program) will extend into the real money space. As the US real money market emerges, real money operators will be increasingly anxious to partner with social casino companies to access their players.

Social casino consolidation

With user growth slowing in the social casino space, the top companies have to look elsewhere to grow their businesses. They have proven quite adept at increasing revenue from existing users, leading to unbroken annual growth for the past ten years that is likely to continue for at least another few years. But growing revenue per user has its limits, and the owners of the top social casino companies are demanding even more growth. While companies have had mixed (i.e. disappointing) results purchasing small players, the major casinos are driving growth by acquiring the other big boys. Late 2017, Aristocrat purchased Big Fish for about $1 billion. DoubleU also acquired DoubleDown Casino for over $800 million. These two deals have created the number 2 and number 3 social casino companies and I expect this trend to accelerate in 2019 as there will be limited other options for rapid growth.

Return to blogging

One prediction I can be 100 percent confident in is that I will be blogging more in 2019. While the real world got in the way of my blogging in 2018, there are many topics I plan to cover in 2019. I also look forward to any ideas from my friends and followers on topics you would like to see me discuss.

Retrospective

It would be intellectually dishonest if I wrote about my expectations for 2019 without reviewing how my picks for 2018 did. So how did I do last year:

  • The convergence of micro-segmentation, AI and machine learning to create extreme personalization. In 2018, the social casino industry continued to experience strong growth despite flat user numbers. The key driver for this growth has been better personalization and segmentation, the successful companies are tailoring promotions and sales for individual users. If anything, I expect this trend to accelerate in 2019 as companies actually understand what they are doing with machine learning and AI.
  • Voice recognition. While it has not had a big impact on the social casino space, voice driven devices continue to gain ground with Google and Apple joining Amazon promoting voice heavily. I expect in 2019 game companies will figure out how to combine the growth of voice with gaming products.
  • Big change in social casino. I will call this one a slight miss as the space has not evolved dramatically. Stars Group did release the first social casino games, PokerStars Play and Jackpot Poker, with Live Dealer but overall the industry did not change much from 2017. I still expect an innovative company will change the market in 2019.
  • Devices and platforms will become less important. I will admit to a miss here, the ecosystem still revolves around Apple and Google.
  • Dual devices. Another slight miss here. Dual devices have become a reality but they have not significantly impacted the game space.
  • Big players will enter free to play, and fail. This was a big miss and indicative of a sea change but one I am very happy about. After years of social casino and mobile gaming overall being the shiny thing and companies make stupid investments to get into the space, the business has rationalized. Companies are now looking at the competitive situation and financials before moving into the space, leading to a much more rational environment.
  • Privacy. BOOM, did I get this one correct. As someone who personally does not worry too much about my online privacy, privacy became the story of 2018. While privacy concerns will not go away in 2019, I think the concerns will ebb as people understand how to control what they share. The days of aggressively compiling and sharing user data, however, are gone and those companies that still act in a rogue way put their whole business at risk.

See you in 2019, have a great year.

Key takeaways

  1. 2019 should see the emergence of two additional revenue streams for social casino and social games, subscriptions and advertising.
  2. Hypercasual will prove to have legs, remaining a dominant genre in gaming
  3. Real money gaming will borrow more from social casino in 2019 while social casino operators will try game mechanics popular in real money.

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Unknown's avatarAuthor Lloyd MelnickPosted on December 31, 2018December 29, 2018Categories General Social Games Business, General Tech Business, Social CasinoTags advertising, hypercasual, Live Dealer, Mergers and Acquisition, Subscription, Virtual Sports1 Comment on Social Casino Outlook for 2019

How to build a Leaderboard that actually works and drives KPIs

Leaderboards are a common feature in games but developers are often surprised because they are ineffectual or quickly lose impact. The problem is not in the underlying value of leaderboards but in how they are often designed. A recent blog post by Omar Ganai and Steven Ledbetter, How to Motivate with Leaderboards, does a great job of presenting the underlying psychology driving leaderboards and best practices.

What makes leaderboards work

The key principle behind leaderboards is that people want to win and winning improves status. What is often neglected, however, is that some players do not want to win, they want to avoid losing. The latter is important as players who want to avoid losing perform worse when competing. Competition is good for motivation and achievement only when it helps users feel competent. You need to design your leaderboards so it does not make your players feel incompetent.

Ganai and Ledbetter point out that self-determination theory shows people seek and engage in undertakings that fulfill three basic needs. Thus, a well designed leaderboard is consistent with these three needs:

  1. Competence. The emotion a player feels when they successfully complete a challenging goal. The opposite feeling is ineffective or helpless.
  2. Relatedness. The feeling a player has when they are understood and liked by other players. The opposite feeling is rejection and disconnection.
  3. Autonomy. The satisfaction a player gets resulting from a personal commitment and choice. The opposite here is coercion and manipulation.

An effective leaderboard will combine competence, relatedness and autonomy while not making the player feel helpless, disconnected or manipulated.

Best practices in designing leaderboards

To design a leaderboard that drives behavior and incorporates the three needs above, the authors point to four “ingredients”:

Slide1

  • Goal-setting.Goal-setting involves giving or guiding a user toward a goal, and has become recommended as an effective building block for behavior change. The goal of most leaderboards implicitly is to be number one. You need to go beyond this implicit goal and guide your player toward a goal. Effective goals include having fun, learning and showing autonomy. They also recommend nesting intrinsic goals with the extrinsic goals, like making yourself a better poker player by competing on the leaderboard. Finally, an effective technique nests individual goals inside team goals, so the leaderboard is more about playing with others than being number one.

    There are also some goals you should avoid as they will prove demotivating. These goals include meaningless rewards (get more worthless points by finishing number one), emphasizing outcomes players cannot control and focusing on pride (i.e. you should win because only the smartest win).

  • Feedback. A strong feedback mechanic can promote feelings of mastery and competence. You should provide feedback for players on how they are progressing tied to the above goals they have set. The authors also suggest proving juicy feedback, “juicy feedback is varied, unexpectedly excessive sensual positive feedback on small user actions and achievements.”
  • Social comparison. Social comparison helps players understand how they are doing compared to others. Rankings are inherently a form of social comparison. The trick is doing it right because social comparison can make people feel ineffective and unrelated. People tend to compare themselves with people above them so it is easy for them to then feel incompetent.

    There are some techniques to mitigate the risks in social comparison. First, you can tell players they have achieved a standard, even if they did not finish first. Second, explain why players got the score they did and explain how they can do better. Third, give players a choice of playing more or stopping (putting them in control). Finally, acknowledge losing is not fun. If you keep players focused on improving and playing well, they are likely to stay engaged. Also, if they lose as part of a team, the impact of the loss will not be as great, thus it is critical to emphasize connections and relationships.

  • Social rewards. Just as Facebook uses the Like button, let other players reward a player for their activity. You can achieve this impact by letting them follow the player or just sending a virtual high-five. It also helps to make the rewards surprising, as predictable rewards undermine intrinsic motivation.

What to do

Rather than avoiding leaderboards, build them but build them correctly. If you employ a lazy approach and just rank players 1 to one million, the leaderboard will not work well and impact will diminish over time. If you take the time, however, to set up effective goal setting, provide good feedback, employ social comparison and have strong social rewards, you will have a winning feature and move up the AppStore leaderboard.

Key takeaways

  1. While leaderboards are a central feature in many games, for them to be effective you must build them properly or else they will be ineffective.
  2. A key to good design is keeping players from feeling incompetent or inferior.
  3. The other critical components of powerful leaderboards are clear goals, a strong feedback loop, social comparison and rewards that are social.

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Unknown's avatarAuthor Lloyd MelnickPosted on June 19, 2018June 18, 2018Categories General Social Games Business, General Tech Business, Social CasinoTags Feedback, game design, goals, leaderboards3 Comments on How to build a Leaderboard that actually works and drives KPIs

Key takeaways for game companies from Mary Meeker’s 2018 Internet Trends

Key takeaways for game companies from Mary Meeker’s 2018 Internet Trends

Mary Meeker recently released her 2018 Internet Trends (entire presentation below) and several of these trends are particularly important for gaming companies (both real money and social). For those of you not familiar with Meeker, she was formerly one of the top tech analysts on Wall Street and is now a leading VC (Venture Capitalist) with Kleiner Perkins. Her annual Internet Trends report has become required reading and although I hate predictions (they are about as accurate as your local weather man) she does a good job of identifying underlying developments that change the way business operates.

The trends that are most important to companies are:

  • Smartphone shipments are flat, the base is not growing, while growth in the number of Internet users has fallen to less than 5%. This fact means for game companies growth will come from increasing the amount of time existing people spend in games and, in particular, your games. It also means you need to monetize these existing users better.
  • Easy to use products are becoming pervasive, and Meeker points to Messaging (Telegram), Commerce (Square Cash) and Media (Spotify). This development is consistent with the growth of hypercasual in the game space.
  • Messaging (WhatsApp, WeChat, FB Messenger, etc.) is growing at an incredible rate. This trend suggests CRM, acquisition, support and games on messaging platforms will become incredibly important.
  • Voice technology is lifting off, suggesting voice will be an increasingly important element of games.
  • Personalization plus collective data is creating better consumer experiences. Game companies need to continue making experiences more personal for players without crossing over concerns about privacy. This can be done by keeping data cumulative, rather than personal.
  • Social media discovery is driving purchases. Discovery of products is expanding from Google and Amazon to Facebook and Instagram, which should reinforce their importance for game marketing.
  • In performance based marketing channels, competition for top placement has reduced ROIs and increased the importance of improving LTV.
  • Shopping and entertainment is converging, with one example people using YouTube before making a purchase. Game companies need to leverage this by making their games purchase ready on entertainment shopping destinations.
  • New retail, a phrase pioneered by Jack Ma, puts the right product in front of the right customers at the right time. This translates to how we should present in-app purchases in games, right package to the right player at the right time.
  • Data is an increasingly important driver of customer satisfaction. You should look to leverage this data so the player experience is tied to their interests.

All of these trends should be considered as your green light and grow your games. Rather than building for today, you should build for when you launch the product and years in the future when players will still be playing. I am sure there are other trends you may find useful and recommend you review the full presentation.

The Complete Mary Meeker Internet Trends 2018 presentation:

INTERNET-TRENDS-REPORT-2018

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Unknown's avatarAuthor Lloyd MelnickPosted on June 12, 2018June 5, 2018Categories General Social Games Business, General Tech BusinessTags Internet trends, Mary Meeker, messaging, personalization, Voice recognitionLeave a comment on Key takeaways for game companies from Mary Meeker’s 2018 Internet Trends

How to use nano-marketing to grow your game or app

One of the constant challenges developers face is user acquisition, as costs seem to increase much faster than revenue per user. This issue is not limited to game developers as more companies see digital and performance marketing as their premium-marketing channel, the competition for eyeballs drives up costs. It is a constant challenge for everyone in growth or marketing to understand the newest techniques for finding the best and most effective channels. No longer can any executive run television ads and then hide behind ambiguous results. The issue is magnified when trying to reach millennials, who spend most of their time (free time or not) in the digital world.

A recent article in the MIT Sloan Management Review, The Right Way to Market to Millennials by Jay Sinha and Thomas Fung, does a great job of presenting the idea of nano-marketing, one of the most promising new growth mechanics. Nano-marketing is using micro-influencers to market your product or build your brand. This approach is evolving into one of the most effective forms of advertising.

Who and what are micro-influencers

While we are all familiar with the personalities who have huge social media followings, the Kim Kardashians or Gwyneth Paltrows, the people with smaller followings are proving most effective. Micro-influencers have between 1,000 and 100,000 followers. Although their following is relatively small (Kim Kardashian has over 100 million followers), they have a category specific following and much more engaged audience. Micro-influencers also build more personal relationships with their fans, as they can engage with them one-on-one. They are also frequently considered experts in their fields (something you may not say about a Kardashian).

People also often consider micro-influencers more credible. When LeBron James tweets his support of a shoe, most people assume he is getting paid for that tweet. Conversely, a micro-influencer who promotes your game will believe he is a fan and give him the benefit of the doubt. Even if people assume the micro-influencer was paid, they also assume that the personality has a true affinity for the product.

Not only can micro-influencers drive sales, but they can contribute to your brand building. Sinha and Fung discuss how Coca-Cola leverages micro-influencers to develop compelling brand narratives. They also discuss how start-ups, such as sock retailer Stance Inc., have used micro-influencers to grow into major brands.

How to leverage micro-influencers

Working with micro-influencers is different than working with celebrities or other marketing channels, it also requires a personal approach. There are several keys to building a successful micro-influencer program, with may of them highlighted by Sinha and Fung as well as a VentureBeat post on how micro-influencers are essential. The elements of a successful program include:

Slide1

  1. Use micro-influencers to target highly segmented audiences. This channel is not the right option to reach millions at once. Instead, micro-influencers are a great way to amplify a feature that largely appeals to a niche or helps you recruit a specialized segment.
  2. Understand who you want to reach. There are millions of micro-influencers, you need to understand exactly who you want to target and the goal(s) of your campaign. Once you have a clear understanding of your target, you can then find the micro-influencers who reach that audience.
  3. Look at micro-influencer work as a long-term investment. Build a long-term relationship with the most appropriate micro-influencers, so they can continuously weave your brand into their stories.
  4. Effective micro-influencers integrate their personal narratives with the brands they endorse. Rather than trying to foist a message on the micro-influencers, use their story-telling ability to create a compelling message.
  5. Avoid heavy-handed or aggressive push-marketing and instead have the micro-influencer give their audience a gentle nudge.
  6. Before approaching micro-influencers, follow and engage with them. As VentureBeat writes, “this helps you better understand their personality and interests so you can determine their fit with your brand. It also helps you approach them with a more personal request, which is more likely to get a positive response.”
  7. Allow the micro-influencer to create compelling content rather than directing them. As Sinha and Fung write, “young, creative micro-influencers are good at producing innovative content that features the brands in an interesting way. They know their audience would want to be educated about new offerings, while being entertained at the same time.”

By following these steps, you can build an effective micro-influencer program that will support your marketing initiatives.

Key takeaways

  • Marketing continues to evolve quickly, with it increasingly difficult and important to find effective advertising channels. Nano marketing is one of the most promising of these channels.
  • Nano marketing entails working with micro-influencers, people with between 1,000 and 100,000 followers, to promote your brand or products.
  • Micro-influencers are particularly effective because consumers consider them more genuine and they have much greater focus than celebrities who have huge followings.

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Unknown's avatarAuthor Lloyd MelnickPosted on May 22, 2018May 14, 2018Categories General Social Games Business, General Tech Business, Growth, Social Games MarketingTags influencers, Millenials, Nano Marketing, You TubeLeave a comment on How to use nano-marketing to grow your game or app

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This is Lloyd Melnick’s personal blog.  All views and opinions expressed on this website are mine alone and do not represent those of people, institutions or organizations that I may or may not be associated with in professional or personal capacity.

I am a serial builder of businesses (senior leadership on three exits worth over $700 million), successful in big (Disney, Stars Group/PokerStars, Zynga) and small companies (Merscom, Spooky Cool Labs) with over 20 years experience in the gaming and casino space.  Currently, I am the GM of VGW’s Chumba Casino and on the Board of Directors of Murka Games and Luckbox.

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by Lloyd Melnick

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