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The Business of Social Games and Casino

How to succeed in the mobile game space by Lloyd Melnick

Category: Lloyd’s favorite posts

My favorite posts

Trust as the foundation of leadership

Slide1Although there are many tricks and buzz words thrown around to help people become great leaders, the single most important attribute is trust. A recent article on the Psychology Today website, Why Trust is Foundational to Sound Management, provided the evidence to support my claim. It also provides evidence that although trust is incorporated into many (if not all) companies’ mission statements, it is not showing up in practice. A recent
Gallup workforce survey
asserted approximately 70 percent of employees are disengaged. For those who do not think this is an important statistic, Gallup points out that work units in the top 25 percent of engagement have significantly higher productivity, profitability, and customer ratings while suffering lower turnover and absenteeism.

Achieving trust with your team is one of many things easier said than done. When things are going well for your group or company, it is much easier to act trustworthy. Last year I wrote about how someone reacts to difficult times is the true measure of that person
and the same principle applies to leadership, your team will judge you by how trustworthy you are in trying situations. Continue reading “Trust as the foundation of leadership”

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Unknown's avatarAuthor Lloyd MelnickPosted on November 6, 2013November 15, 2013Categories General Social Games Business, Lloyd's favorite postsTags communication, leadership, trustLeave a comment on Trust as the foundation of leadership

The thrill of the deal

A few weeks ago I gave some suggestions on how to build a company for exit, but today I wanted to write a more personal entry about the emotions tied to being part of an exit. My post today is not meant to apply to everyone; as I wrote previously some will find creating a long-term profitable business very satisfying. But for me—and many of you that I know—there is no better feeling in business than the day you are part of big M&A transaction.

Image from SBNation

It is like winning the World Cup or Super Bowl or NCAA Championship (though obviously I have never been part of any of these): A combination of pure joy, relief, camaraderie and satisfaction. Continue reading “The thrill of the deal”

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Unknown's avatarAuthor Lloyd MelnickPosted on August 20, 2013September 4, 2013Categories General Social Games Business, Lloyd's favorite postsTags Deals, M&A, Victory2 Comments on The thrill of the deal

How to build a company you can sell

After being part of three big exits (total value over $600 million) in three years, I am frequently asked, “What must an entrepreneur do to successfully build and sell a company?” I have one piece of advice I give—not necessarily what you would hear from an uber-VC—that I think is the key to creating and selling a business. It comes down to building a company another company needs.

Victory

Think about your customer

Just as it is crucial to understand the consumer need when creating a product, you must also understand why your company would be attractive as an acquisition target. In a competitive marketplace, you need unique selling points to gain market share. As I have previously written, your best chance of success is pursuing a blue ocean strategy;  rather than competing with everyone else (in a red ocean) you create a unique offering. In other words, rather than create another hamburger store, sell fast food hot dogs and sausages. The same can be said for building a business that will have an exit. Continue reading “How to build a company you can sell”

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Unknown's avatarAuthor Lloyd MelnickPosted on August 6, 2013August 19, 2013Categories General Social Games Business, Lloyd's favorite postsTags Acquisition, customer, Exit, M&A2 Comments on How to build a company you can sell

What leaders actually do

A paper I read recently (“What Leaders Really Do” by John Kotter) made a great case that a leader’s value is not solving problems or organizing people but leading your company through change. I have been in senior executive positions for a while now and am sometimes left speechless when someone asks me what I actually do. The paper helped crystalize where I, and you, make the biggest impact on the company. Given all the changes game companies go through (I remember the days before cell phones and when MySpace was the primary social network), the ability to understand and adapt your company to these changes is the most valuable skill you can provide; just look at all the game companies that have failed to adapt to a changing environment, from THQ to 38 Studios to Midway to Oberon to Atari.

Leadership is not management

Leadership One important issue to keep in mind with leadership is that it is not management. They are two distinctive and complementary systems of action. Both are necessary for success in the game industry (and woefully lacking at many companies). In the article, Kotter points out that many companies are overly managed and underled. The real challenge is to combine strong leadership and strong management (not necessarily with the same person or people) and use each to balance each other. Continue reading “What leaders actually do”

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Unknown's avatarAuthor Lloyd MelnickPosted on May 21, 2013May 24, 2013Categories General Social Games Business, Lloyd's favorite postsTags John Kotter, leadership, management, vision6 Comments on What leaders actually do

Lifetime Value Part 9: Uncertainty and LTV

The key to using customer lifetime value (LTV) effectively is the understanding that it is a prediction, not a value. In my previous eight posts on LTV, I stressed the importance of LTV to the success of your game and company and the key components in determining LTV. After reading Nate Silver’s The Signal and the Noise, I realized that it is crucial to understand that LTV is a prediction and suffers the same risk as other predictions (e.g., elections, weather, sports scores).

The Uncertainty Principle

Many people mistakenly believe (and I may have inadvertently implied this in a previous post), that LTV is an exact function of virality, monetization and retention. It implies you put those variables into a formula and get out a number that shows precisely how much a player is worth. That would be the case if you did it with historical information after five years and then calculated how much that player had been worth to you. However, you are calculating how much the player will be worth, which is inherently different because you are predicting their future value.

The uncertainty principle, a key tenet of quantum mechanics (as popularized by Stephen Hawking), postulates that perfect predictions are impossible if the universe itself is random. Since you cannot have a perfect prediction, your LTV cannot be a distinctly quantified value. You are predicting future events (how much the player will monetize, how viral they will be and how long they will stay in your game) based on the available data. Your LTV model is a simplification of the world the player is in; you are looking at several variables but you cannot look at everything (e.g., chance of war, plague, everyone switching to Blackberry devices). In effect, your LTV calculation is very similar to a sportscaster’s estimate of how many home runs Albert Pujols will hit or a weatherman’s prediction on the likelihood of a hurricane to hit Cape Hatteras. Continue reading “Lifetime Value Part 9: Uncertainty and LTV”

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Unknown's avatarAuthor Lloyd MelnickPosted on April 23, 2013June 4, 2014Categories Analytics, General Social Games Business, Lloyd's favorite posts, LTVTags analytics, Chaos Theory, lifetime value, LTV, mobile games, Nate Silver, Qualitative Information, Quantum Mechanics, social games, Uncertainty Principle11 Comments on Lifetime Value Part 9: Uncertainty and LTV

Why would anyone buy a virtual good?

Many do not understand, or even accept, the motivation for people to spend real money for virtual goods. Some are even more amazed at the success of virtual casinos, where players gamble but can never collect their winnings. They discount it as manipulation or irrational thinking by the consumer. In fact, purchasing virtual goods is a very rational behavior consistent with how people conduct other aspects of their life. Understanding this motivation will help you develop a game that better satisfies your customers’ needs.

Why people shop

Although some people shop because they need something (food, clothing, steak), yet there are many other reasons people shop. In a seminal piece from the Journal of Marketing entitled “Why People Shop?“, Edward Tauber wrote that the obvious answer (“to purchase something”) “can be a most deceptive one and reflects a marketing myopia.” Below are several reasons that Tauber hypothesizes drive shopping behavior, which do not reflect ending up with a physical good. These reasons can also drive monetization in a game: Continue reading “Why would anyone buy a virtual good?”

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Unknown's avatarAuthor Lloyd MelnickPosted on March 20, 2013April 9, 2013Categories General Social Games Business, Lloyd's favorite postsTags gambling, monetization, shopping, virtual goods7 Comments on Why would anyone buy a virtual good?

Don’t charge for your app, PLEASE (at least if you want to make money)

One of the greatest mistake game companies make is building or launching products that are paid apps, not free-to-play (F2P), which then monetize through micro-transactions. Despite the fact that survey after survey shows F2P games generate more revenue than paid apps, virtually all the investment money goes to F2P products (and VCs are pretty intelligent) and most companies that abandon paid apps for F2P never go back, there are a surprisingly high number of companies still focusing on the paid app model. In particular, many mobile studios whose roots are in the traditional (console) gaming world still prefer the paid app model. As I am often asked to help game companies, it is very frustrating when they forgo my advice and build a paid app. The usual refrain is “But look at Angry Birds.”

F2P vs Paid download

A recent analysis by Forbes (“Rovio’s Revenue Crisis and the App Market Evolution”) shows beyond a shadow of a doubt it is just foolish to still be building paid apps, even if you are Rovio. To summarize the key analysis and findings from the Forbes data: Continue reading “Don’t charge for your app, PLEASE (at least if you want to make money)”

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Unknown's avatarAuthor Lloyd MelnickPosted on March 11, 2013April 11, 2013Categories General Social Games Business, Lloyd's favorite postsTags F2P, monetization, paid app, rovioLeave a comment on Don’t charge for your app, PLEASE (at least if you want to make money)

Using probability to build a game portfolio likely to succeed

One of the biggest challenges for a social or mobile game company is managing the challenges of an industry that is hit-driven. Understanding the laws of probability is a good step in overcoming this hurdle. Since the beginning of time, game companies have been struggling with the hit-driven nature of our industry. Although new markets and technologies (e.g., casual, social, and mobile games) held out the promise of not being as hit-driven, they all ended up having a few titles drive the majority of revenue. The number I use is that 25 percent of games will break even or make a profit after launch (without accounting for development expense); this means that there’s a 75 percent failure rate. (I have heard estimates that as many as 90 percent of game projects fail and I would not argue strongly against that number, but for the sake of analysis I will use a success rate of 25 percent.)

Chance of dice rolls

The argument for taking a portfolio approach

Basic probability theory shows the importance of having multiple independent game projects to improve your company’s chance of success (more on independence later). By using probability, the benefits of taking a portfolio approach become clear. Continue reading “Using probability to build a game portfolio likely to succeed”

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Unknown's avatarAuthor Lloyd MelnickPosted on January 31, 2013February 19, 2013Categories General Social Games Business, Lloyd's favorite postsTags portfolio strategy, probability, social games12 Comments on Using probability to build a game portfolio likely to succeed

Lifetime Value Part 4: The role of retention in LTV and how to impact it

Retention is one of three components that you use to determine LTV (lifetime value of a customer) and in many ways most important to the success of a product (and the most difficult to improve significantly after launch). Three weeks ago, I wrote about the central importance of lifetime value (LTV) to the success of your game and your company. This week I want to discuss retention, its importance and how you can improve it.

LTV Venn Diagram

How to define retention

Retention is how often players play your game and thus, also, how long they remain active players. As with all the LTV metrics, different companies use different measures of retention to determine lifetime value.

There are several components of retention for you to track and roll into your LTV formula. Continue reading “Lifetime Value Part 4: The role of retention in LTV and how to impact it”

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Unknown's avatarAuthor Lloyd MelnickPosted on January 29, 2013February 4, 2013Categories Analytics, General Social Games Business, Lloyd's favorite posts, LTVTags lifetime value, LTV, retention, social games6 Comments on Lifetime Value Part 4: The role of retention in LTV and how to impact it

Physical virtual goods

The use of virtual goods in a physical form is one of the most interesting (and profitable) monetization techniques that I have seen. By “physical virtual goods” (my term), I mean taking a virtual good that is normally sold through an in-app purchase and making it into a physical retail item that is used to unlock the virtual good inside the game (with no functionality for the physical product).

The Skylanders example

Activision’s Skylanders are the perfect example of this monetization strategy. Activison has two video games, Skylanders Giants and Skylanders Spyro’s Adventure, that sell at retail, just as you would purchase Call of Duty or Super Mario Bros. However, instead of selling downloadable content or offering upgrades through in-app purchases (depending on the platform), players must purchase Skylanders characters at retail, place them on a game-specific portal (a device that plugs into the game console) or enter a code that comes with the character (again, depending on the platform) to unlock the character in the game. Continue reading “Physical virtual goods”

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Unknown's avatarAuthor Lloyd MelnickPosted on January 10, 2013January 22, 2013Categories General Social Games Business, Lloyd's favorite postsTags Activision, monetization, physical virtual goods, Skylanders3 Comments on Physical virtual goods

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Get my book on LTV

The definitive book on customer lifetime value, Understanding the Predictable, is now available in both print and Kindle formats on Amazon.

Understanding the Predictable delves into the world of Customer Lifetime Value (LTV), a metric that shows how much each customer is worth to your business. By understanding this metric, you can predict how changes to your product will impact the value of each customer. You will also learn how to apply this simple yet powerful method of predictive analytics to optimize your marketing and user acquisition.

For more information, click here

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Lloyd Melnick

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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