Showing posts with label android. Show all posts
Showing posts with label android. Show all posts

Monday, September 3, 2012

Social and Mobile Engagement Mechanism - engage-reward-shop


A new mechanism illustration through an idea for a freemium mobile and social game.. 

Nothing begins without a name, so let's call it Go-Woo (based on Gòuwù 购物 translated from “shopping”). The corresponding app  for Advertising is titled Wo-Goo which works in tandem with the game.

The Target Segment -  Chinese young and mid aged women


Target Market: Singapore, Hong Kong, China & other techno-commercial places

Alternate Markets: A re-branded game for other markets, like US, Europe, India employing the same concept but targeting different sentiments, culture etc..

Background Philosophy:
  • Chinese like to shop. They are especially drawn to shops offering special discounts or offers. They generally wait to buy something until a seasonal sale starts.
  • Chinese are drawn to simple, colorful, cute games on iPhone/iPad.
  • Urban dwellers are having less access to play with pets and it’s getting more and more expensive to own a pet.
  • Current Groupon style offers are less popular in the region, or the people are too busy playing the free games to notice the offers.

Friday, August 31, 2012

Acquiring New Users & Monetization in a Mobile & Social Game

There sure is no one-solution fit all strategy for user acquisition. A strategy needs to be in-place after identifying who the users of the app are? What is the genre of the game and what is its novelty? How many users do you want to acquire in a day, a week, 10 days etc? What is the true purpose of this game – earn money, brand awareness, marketing a product, a teaser for a something big etc? The most important question would be: What is the budget for user acquisition?



User Retention in Freemium Games and Apps for Mobile and Social



I remember reading this blog some time ago from Flurry: “Mobile Apps: Models, Money and Loyalty” See: http://blog.flurry.com/bid/26376/Mobile-Apps-Models-Money-and-Loyalty

From the blog, one thing immediately noticeable is that “Games” retention has the biggest fall (after lifestyle) during the 30-60 day period as seen in the “Loyalty by Application category list”. (Though this list also includes paid games, but I can safely assume that the pattern would be similar or even amplified if we separate out free to play games)


 Courtesy: http://blog.flurry.com -  “Mobile Apps: Models, Money and Loyalty”


Thursday, July 5, 2012

Global Mobile & Social Game Advertising Market


Social & Mobile Game Advertising 

This recent article published has received some interesting comments from people in the advertising world.

I decided to give it a face life in terms of the companies that I am targeting this whitepaper to.

Permanent Publish Link : https://docs.google.com/open?id=0B4c3ZJ3uRj1OTTFXYjl2M0h6YWM 



Thursday, May 31, 2012

Social & Mobile Game Advertising


It has been ages since I wrote, and now that I have more time on hands, I really though of writing some thing about the things I am currently researching on and what I am aspiring to do.

Advertising!!

I have compiled all my thoughts and ideas through this self-published white paper. This compilation is a result of my experience, and exposure in this field and would agree if someone disagrees with one or more of these thoughts. hence, I have published this under Creative Commons Attribution-Non Commercial-ShareAlike 3.0 Unported License. Please request for the editable copy for your comments or changes. If you have a commercial interest, the whitepaper has my contact details or just leave me a comment below.


SOCIAL & MOBILE GAME ADVERTISING

EXECUTIVE SUMMARY

This report provides a high level overview on the current status of the “use of advertisements in social and mobile games”. While games are one of the fastest-growing advertising platforms in digital media today, there are still some components that need standardization. This report identifies these challenges and further discusses the need to address the growing challenge related to effective audience engagement during the heightened level of interaction that the game platform offers.