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Showing posts with label monetizing games. Show all posts
Showing posts with label monetizing games. Show all posts

Thursday, September 8, 2011

Making Money With Online Games

It is no secret that online games of all kinds are generating a tremendous amount of revenue for businesses. Although hard to confirm, it could be that games are the second highest source of revenue(Facebook credits) behind advertising within the Facebook environment and the highest source of revenue for individual application providers within Facebook. Online gambling has consistently posted  3 to 4 billion dollar revenue numbers per year with the numbers continuing to increase. We also see a big push to "gamify" traditional e-commerce applications to increase e-commerce revenues.

So what is this all about and why are games such an attractive way to make money on the web and in social networks?

There are a number of reasons for this phenomena with no single reason being the most important. A number of game elements come together to create an optimal environment for game revenue generation. It is also a myth that once you launch a social game or a gambling style game the money flows in. This is far from the truth with many social and gambling games missing the mark and being taken off of the market. Also, one size does not fit all. Some game elements work better then others in specific environments. A game launched in a social network has to have a social component to really make it work well. Conversely, I have seen single online slot games with no manufactured social elements generating great revenue while other slots generated very little revenue.

With this said, there are game elements that are common to most successful high revenue generating games. 

Engagement  - Games are differentiated from other Internet applications because they frequently engage the player  in an engagement that lasts more then a few minutes.  Essentially,  the consumer of the experience stays within the application longer then they normally would in other applications.  This engagement is achieved by exposing the player to a number of game mechanics.  The exact mix of game mechanics differs from game to game. However, the mechanics always have to add up to longer engagement within the game.

Community - Even in solitary play style games like slots and casino games a sense of belonging to a community is required to encourage a player to frequently return to a gaming property and to feel comfortable with contributing time and money to an online gaming operation.  This sense of community instills "trust" in the gaming operation, a common activity that can stimulate conversation among like minded players and a competitive element that encourages players to achieve recognizable milestones. Even in social games community must be cultivated to encourage players to connect with  other players in the gaming community thus growing the overall community. In many ways customer support operations play a big role in maintaining and growing communities. Addressing system problems, billing issues and game play disputes quickly and effectively is essential to maintain trust in the game platform and an indirect way to attract other players to the community.

Multiple Monetization Methods - Really profitable games have more then one source of revenue. In social networks the two primary sources of revenue are virtual currency and advertising.  In some cases games have small games included within them or on a side bar that generate revenue. When the player of the primary game becomes fatigued they have the option to play a short easy to play game.  Some game operators use a referral system to refer or up sell their players into other gaming venues. This multiple choice of revenue generating opportunities helps to increase revenue per play, decrease the risk of receiving no revenue per player and helps the game publisher understand which revenue methods work best for classes of players.  This later reason also helps game companies profile players into categories of less to most likely to contribute revenue for certain types of revenue generation offerings

Placement Of Monetization In Game - Where a monetization element is placed in game, when it appears to the player and the method of taking the transactions are critical considerations when designing a game. The opportunity for a player to contribute funds in a game should not distract the player from the game play itself. On the other hand the financial transaction should be presented in places where it is obvious that more fund contribution will enhance game play, allow a player to move to a higher levels in a game  or avoid the termination of the game. Monetization encouragement should be presented at critical places in  a game where more contribution to a game will increase the likelihood for an improved prospect of winning or winning larger prizes.

The Value Of Free Play And Ad Revenue - Many online game companies do not fully understand the value of free play in the context of game monetization. The ultimate goal of a free play option is to upgrade a player to a pay for play level,  to allow players that have pay for play fatigue an option to stay in the game community even if they are out of funds. Free play is used to keep players within the game community and defecting to another game site. Ultimately, this strategy should lead to more players transacting because the overall player pool is always increasing. 

Advertising can and should be a monetization method in free play. However, it needs to be  presented in such a way that the player does not find the advertising annoying. In this case the player will not be monetized to the full extent.  Unfortunately many gaming sites bombard free players with excessive advertising resulting in high drop out rates.  In some cases games sites do this to make the free play option so unpleasant that the player either leaves or upgrades to an advertising free pay to play level. This strategy is flawed because there is a high likelihood that the business will lose the player entirely. 

Reasons to Return To The Game - Inevitably gamers have to leave a game for a number of reasons. A good game will always have a reason for the player to return. The reasons to return to a game are varied and depend on the type of game. In a role playing game(RPG) a player always has the opportunity to reach another level. Games like Cityville or Farmville use this technique to continually draw players back to a game. Essentially  the game becomes addictive. In a gambling game the reason to return is the hope that there may be a big payout or increased play will increase the likelihood of winning. In many cases the game creates a community of players. Many players return to a game to rejoin the game community.

Measuring Progress - Players enjoy comparing (competing) themselves to others and having a means of sharing  a status with others. This is just human nature and needs to be an essential part of any successful game. A game should have leader boards, notification of players achievements, point accumulations, levels of play achieved, etc. visible to all players of the game.

Monetizing Across Multiple Games - In an ideal world a game operator will have multiple game offerings. Many of the big game publishers in Facebook run multiple games. They constantly cross sell players to other games in their portfolio. The added games will help monetization in a number of ways. The obvious one is that once a player is acquired you can generate revenue from a number of games. The less obvious reason is that a player can become bored with a game and needs to be constantly stimulate by new games. If additional games are not added then the player will leave and perhaps not return.

Games Advertising/Branding - I can not think of a better place to advertise or obtain brand awareness for your product or company then in online games. The simple reason is that the players spend so much time in a game environments. Brands will pay a tremendous amount of money  for this exposure. I am surprised that gambling operators do not take more advantage of this form of revenue generation in their games. Some of the larger social game publishers are heavily sought after by big brands because the brands understand that some games give them sustained exposure to large number of players.

Hierarchical Pricing Structures - Having different pricing packages based on a game, type of game, access to games, etc, is a good way to extract a higher revenue per player. You see this often with an entry level fee and a premium offering. Game publishers could easily increase the number of levels in games beyond 2 and increase their revenue because players frequently do not have binary coin in decision points.  

Player Profiling - Player profiling has become a critical part of many gaming operations. Sophisticated business intelligence systems are being used to determine when players are likely  to transact, how often they will transact and how much they will contribute to a gaming operation. Essentially, knowing the customers has been raised to a new level because players are inadvertently giving game platform providers information about their game play behavior and themselves. Combining this information with player profile information volunteered by the player and the players social networking connections results in targeted acquisition  and up-sell programs that increase the spend per player.

Clearly, online games have become a good  source of revenue for game publishers. However, not all game publishers are fully optimizing their games sites to take advantage of the revenue opportunities. E-Commerce sites will continue to be intrigued by the value of game mechanics in their applications for good reasons.  The continued popularity of games will drive companies wishing to brand themselves and their products to spend money on games as a way to get there products and services recognized resulting in additional revenue sources for game publishers. Given the creative nature of games there are still many opportunities to launch successful games. We may see the addition of more ways to monetize games given their popularity opening the door to new game development, new venues and higher revenue.  

Interplay of games on mobile devices, on the web and within social networks still has a long way to go offering creative opportunities  for new entrants in the space and even more opportunity to generate revenue. 

Just having a game in Facebook does not guarantee high revenues.  Games have to be interesting enough to support all of the mentioned features and they have to be engaging enough to attract high numbers of players. In the Facebook environment we are talking about millions of concurrent players if only single monetization methods are employed. If more monetization methods are used fewer players are required.. In gambling style games the total amount of players can be smaller becomes of higher transaction amounts. However, retention features are critical to maintain adequate income to support a game.

In all game environments a steady flow of new games should and will be introduced as businesses and governments realize the value proposition of games.  This means that competition will intensify and player expectations will be higher resulting in the demand for more interesting games, more variety and better ways to entice players to part with funds to play games.

 Kevin Flood is the CEO of Gameinlane, Inc. Kevin writes extensively about online games and their impact and integration into iGaming and E-commerce environments. Kevin is a frequent speaker at online game events and conferences in Asia, Europe and the US. Kevin and his Gameinlane team are currently working with online gambling, social gaming and e-commerce companies integrating social gaming with online gaming operations and integrate game mechanics into e-commerce applications.   





  

Monday, December 7, 2009

Are Credit Card Processors Shutting Down Online Virtual Currency And Subscription Gaming Models Illegally?

I work with a number of online game companies and startups and have been informed that the credit card processing companies are now denying them access to credit card processing facilities for legal gaming transactions.

This trend started several months ago coincident with Zynga and Pureplay leveraging virtual currency to generate revenue from casual online game play. It is also coincident with an increase in the number of "sweepstakes" gaming sites emerging as a result of the successful purchase of WPT.com by PartyGaming. This purchase has drawn attention to the fact that a number of gaming sites (EA Club Pogo, SpadeClub, etc.) have been operating successfully under this model and it is a very attractive way to legally generate revenue from online game play.

Their are two aspects of this new new credit card processing policy that are disturbing.

1.) Are legal authorities in the US putting pressure on the credit card processors to not accept perfectly legal gaming transactions?
If this is the case is that directive legal? Can a federal or state institution strong arm a business to do or not to do something when there is no legal justification for that directive?

2.) Existing online gaming sites that have been processing credit card transactions under this model continue to do so.
This situation is the most disturbing because it leads to monopolization in the US online gaming sector by companies that have grandfather clauses allowing them to take transactions. All of the new companies seeking to enter the market are frozen out.

This entire situation highlights the very confusing and contradictory nature of US gaming law. It also points out the frightening power of credit card processors and credit card companies to arbitrarily decide who they like and do not like.

The irony of all this is that the collusion of government authorities and credit card processors is leading to an undeniable un-American activity on the part of government and credit card processors.

The solution is simple. Is it legal or is it not? If it is not all businesses should be denied credit card processing of these gaming transactions. If it is legal then let them all have their transactions processed.

Monday, April 6, 2009

What Everyone Should Know About Subscription Gaming

World of Warcraft and EA's Club Pogo are two of the well known game sites that use subscription as a means of generating revenue from online game play. Over the past several weeks I have received a number of inquires concerning online subscription gaming. My discussions with the interested parties reveal some preconceptions and misconceptions about subscription gaming. Subscription gaming is not for everyone and has some unique characteristics that should be taken into consideration before committing to using subscriptions to monetize game play.

I spent 5 years operating online subscription gaming sites on two continents with very different regulatory regimes targeting different gaming audiences. That experience taught me that subscription gaming has fundamental characteristics that transcend geography and game type.

Legal Status - Many of the questions I receive on subscription gaming involve its legal status. This is the one area that business owners are the most confused about. First and foremost the subscription model in and of itself does not make a gaming site legal or illegal!! Taking a fee of any kind for game play is consideration. In most regulatory regimes the combination of consideration, chance and prize are all taken into account to determine the classification of the business, game and transaction.

Laws addressing online gaming are complex, confusing, ever changing and in some cases poorly defined. My suggestion to anyone contemplating monetizing game play through subscription or any other monetary consideration should consult an attorney that specializes in this field. My recommended attorney's for US operators are Tony Cabot and I. Nelson Rose. For the UK and for Eurozone operators I recommend Harris and Hagan in London. They will have good advice on UK operations and will refer you to qualified attorneys for the rest of Europe. Asia is a different challenge with legal advice hard to come by. My suggestion for operators considering Asia as a target is to isolate the country(s) of interest and then research businesses that are engaged in monetizing gamers. Reach out to them to determine how they decided to move forward with their transaction model.

Life Time Value of a Player (LTVP) - The LTVP is a number used by many gaming sites to develop business models, measure progress and to project future revenues. In a subscription model this is not as easy to do as you might think.

In my last company I took random samples of subscribers to determine their subscription durations, drop off and resubscribe rates. My sampling consistently indicated that subscribers were subscribing and resubscribing on a regular basis. I can not reveal the actual rate for this company but it was a surprise to me to see so many players treating the subscription model as a "micro transaction" model.

This behavior makes it hard to determine what the lifetime value of a player. It requires some sophisticated math involving statics and probability to sort out what is happening at any moment in time. A better and more simpler way to determine the health of the business is to calculate the total subscription revenue for each month and determine the percentage increase or decrease from the previous month. Going forward you should see a trend that will help you predict future revenue.

Subscription or Micro Transaction? -In analyzing gamer behavior watch out for high percentages of churn and then re-subscriptions. If players are coming and going at relatively high rates this means your property may be a better candidate for a micro transactions and or a lower subscription fee. This phenomena is what I call a a micro transaction in disguise. The content or characteristics of your property are not attracting a long term commitment by players. This does not mean that you do not have a business but it does mean that you should reconsider your content to attract longer term players or change the model to take advantage of the short visitation of your clientele.

Churn - Churn is the fall off of subscribers on a month to month basis. In both of my subscription gaming experiences churn stayed constant. This may not be the case in your proposed operation but for this example let's presume yours is constant. The challenge for subscription sites is the back filling of the lost subscribers as the overall pool of players increases. For instance, when you first start out with your business you may have 1000 players subscribing. If you have a 20% churn rate you will need to replace 200 players to keep you revenue numbers the same as the prior month. When you have 10000 subscribers you will have to replace 2000 player before you can grow your revenue.

This phenomena creates interesting marketing and operational challenges. In the early days of a subscription business you may see excellent growth because your churn pool is relatively small. When your overall pool increases it becomes more difficult to maintain the status quo and to grow. This may require a constant addition of new content to keep pace with churn or ever increasing marketing expenditure to keep the business growing.

Source of Payment - Subscription monetization requires a relatively reliable single transaction source to bill on a regular basis. Credit cards are the most popular source of obtaining funds for recurring transaction. If you are in an environment such as China where credit cards are not commonly used you may have to reconsider using a subscription model.

Churn And Credit Card Transactions - Involuntary subscription cancellations related to credit card expiration and insufficient funds are significant contributors to churn. Special programs, reporting and notifications are required to address these issues. Build these programs into your operation early.

Recapture Programs - There are a number of clever methods to recapture subscribers that have involuntarily and voluntarily stopped subscribing. These programs impact your decision on CRM and payment processing selections. Be sensitive to these issues early and modify your procedures and systems to quickly recapture lost subscribers.

Recurring Payment Providers - Some of the credit card payment services offer a recurring billing option. In most cases these will not be sufficient to run your business. Players will have to be rebilled when they fall out of their normal subscription run. Special for free subscription periods may be required to keep a player as part of your service. Special promotional discounts that have initial periods and revert to another payment amount will be required. Do not think of subscription gaming as an effortless way to generate revenue. Flexibility in payment processing is essential for success. You may have to build your own recurring billing system.

Community/Social Networking Features - I mentioned in a previous blog (The Power Of Your Existing Players) about the importance of existing players in an online gaming business. Do not start your subscription gaming business without community or social networking features. The best way for you to decrease your churn rate and to cost effectively increase your subscribers is through voluntary player invitations and the camaraderie of the community itself.

Free Play Is Essential - I also addressed this in a previous blog (The Importance Of Free Play). Never under any circumstance force a new player to transact without having experienced game play for free. The fall off for this mistake could be terminal for your business. Those first players are so important for building community and volume. Transition (Optimizing Pay For Play Transitions) them into the subscription transaction model and let them fall back into free play if they can not transact. They may return and become subscribers at a later date.

Players That Pay But Do Not Play - There is a cadre of players that will play for a bit but stop playing and still pay for the service. This is great but your ability to maintain this revenue source is heavily dependent on how you deal with credit card expiration. Do not take these people for granted. If they do fall off reach out to them again.

Gaming Platform Requirements - If your subscription model is working you are going to experience high volumes of players playing at the same time over long periods of time. This translates into technical game platform challenges. In my previous position we flattened two game platforms that had been designed for a game transaction model. Your average off the shelf systems are not going to make it. Build a business plans that includes the development and maintenance of your own gaming platform. This is expensive but you will need the expertise and flexibility to react to volume spikes and the addition of more games and content.

In conclusion, the subscription model is a creative way to offer a comfortable initial price range for players and still get a higher overall transaction amount if you can successfully retain players. However, operating a subscription gaming business is not a trivial undertaken and requires special operational planning and procedures to make it work effectively.

For more details on operating a subscription based gaming model please contact me at kflood6@gmail.com.