Social Gaming Market Entry and Success Strategy Analysis 2013

Social Gaming Market Entry and Success Strategy Analysis 2013

The significant rise of social networks has created a springboard for the social gaming segment of the entertainment industry. Gaming is becoming increasingly compelling thanks to various enhancements such as the addition of socially playable and sharable features within games, which have gradually become common characteristics.

While generally a lucrative segment, the industry has its own challenges including short-term focus, low user retention, high CPA & OPEX, low ARPPU, and fragmented platforms.

This research evaluates the strategy of both successful and unsuccessful social gaming companies. Through this analysis, we have developed Success Guidelines for social gaming companies (start-up and established companies).

Companies in Report:

  • 6waves
  • Bitcoin
  • Bitfold Games
  • Booyah
  • Facebook
  • Kontagent
  • Playdom
  • Playspan
  • Pretty Simple
  • Sojo Studios
  • Superewards
  • Trialpay
  • Ubisoft
  • Zynga
Report Benefits:
  • Recognize how a strong value chain can mitigate social gaming risks to minimum
  • Understand features and strategic steps that are crucial for social gaming success
  • Identify how to create and introduce new compelling games vs. existing social games
  • Identify factors that drive success of social gaming companies and how others can learn from them
  • Identify the structure of a social gaming costs and how to keep marketing and acquisition budget low
Target Audience:
  • Social network companies
  • Mobile application developers
  • Wireless infrastructure suppliers
  • OTT application and service providers
  • Social entertainment application developers
  • Wireless carriers and other service providers
  • Online, mobile, casual, and console game companies

General Methodology

Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.

We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.

In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.

We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.

We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.

Forecasting Methodology

Step 1 - Forecasts Input: The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.

Step 2 - Forecasting of Future Years: Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.

Step 3 - Validation of Data: The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.

1.0 Executive Summary
2.0 Fetaures That Need To Incorporate With Social Game
3.0 Core Choices Or Steps To Follow
4.0 Popular Vs. New Gaming Ip: What To Follow?
5.0 Costs Calcluation For 4 Games Series Vs. 25-50% Success Case
6.0 Risks Associated With Social Gaming Success
7.0 How To Create Successful Gaming Ip Line?
8.0 How To Minimize Marketing & User Acquisition Cost?
9.0 How To Use Monetization Strategies?
10.0 How To Build Strong Development Chain?
11.0 Pretty Simple’s Criminal Case Lesson
11.1 Lesson For The Game Criminal Case
11.2 Strategic Lesson From Company Practices
11.3 What The Industry Can Learn For Their Long Term Strategy?
12.0 Sojo Studio’s Wetopia And Joy Kingdom Lesson
12.1 Lesson From Wetopia: Charities For Children
12.2 Lesson From Joy Kingdom: Charities For Animal
13.0 King.Com Lesson
14.0 Zynga Lesson
14.1 Initial Success Strategy
14.2 Reasons Of Recent Downfall And Lesson For Industry
List of Graphs
Figure 1: Nightclub City vs. Party Central Case
Figure 2: Cost vs. Revenue for Successful Single vs. Series of Social Games
Figure 3: Retention Funnels to Monitor Game Performance
Figure 4: Due Diligence Checklist for Social Game Developers
Figure 5: Objects in Criminal Case
Figure 6: Contribution for Children Education in WeTopia
Figure 7: Contribution for Animals in Joy Kingdom

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