Презентация на тему Korean Mobile Game Marketing Trend & Strategy

Презентация на тему Korean Mobile Game Marketing Trend & Strategy, предмет презентации: Разное. Этот материал содержит 15 слайдов. Красочные слайды и илюстрации помогут Вам заинтересовать свою аудиторию. Для просмотра воспользуйтесь проигрывателем, если материал оказался полезным для Вас - поделитесь им с друзьями с помощью социальных кнопок и добавьте наш сайт презентаций ThePresentation.ru в закладки!

Слайды и текст этой презентации

Слайд 1
Текст слайда:

Korean Mobile Game Marketing Trend & Strategy

MediaR, Kyunga Park


Слайд 2
Текст слайда:

Opportunity

Korea is one of the largest markets by revenue that every publisher wants to make success.

* Based on the app annie numbers released on Jan, 2014
http://www.slideshare.net/PGBiz/jundeyuappannieby-the-numbers-the-japanese-market

Google Play Revenue Top 3

Korea, Japan and US now generate 75% of Google Play revenue


Слайд 3
Текст слайда:

Reality is…

(A) few global titles are making success in Korean market.
Tens of new titles are released everyday through Kakao platform or not.
Korean developers know their market well and making the market-oriented game
Some of them are big, others were startups but now growing preparing IPO


Слайд 4
Текст слайда:

Hard to Break

Clash of Clan and Candy Crush are a few example of success. But most games which are successful in US or own country are hard to succeed.


Слайд 5
Текст слайда:

Candy Crush

Candy Crush keeps within top grossing 20 over a year without much visible marketing in Korea.


Candy Crush Saga in PSY ‘Gentleman’ MV by King headquarters
http://youtu.be/ASO_zypdnsQ

http://www.youtube.com/watch?v=LFxEhBRrQfM

Candy Crush Saga CableTV CF in Korea


Слайд 6
Текст слайда:

Clash of Clan

http://www.youtube.com/watch?v=NMDaffsHgI0

In contrast, clash of clan did omni directional marketing including mobile/online/offline and TV CF, estimated to spend over $10M.


Слайд 7
Текст слайда:

Clash of Clan

It turns out success as it maintains top grossing 1-3 for over 5 months and revenue seems positive than doing passive or no marketing.


Слайд 8
Текст слайда:

Product First

But, this is unusual case combined with high product quality+ capital
It’s a high risk, high return strategy supported by product confidence and global hit
They started a big advertising budget with korean localization
Without high quality product and localization, offensive marketing budget would just end with ‘Branding’ or ‘Spending’…..

Branding~~~ T_T


Слайд 9
Текст слайда:

Gradual Approach

In case of most titles, you need gradual approach. Otherwise it’s better to do nothing.
Test your product KPI with localized version or a small of marketing budget
Boost your product to test market response
Go commercial to broaden user base


Слайд 10
Текст слайда:

Reward is to test & fuel market response

Reward is most efficient tool to get exposure and users in Korea.
Budget range $30,000-$60,000 to rank in top free 25 or 10 (Google Play)
But many games ended with just more downloads and some ranking numbers... not leading to lasting(?) rank boost effect or visible sales impact
You can check market possibility and plan additional marketing spend if you see positive marketing and product KPI


Слайд 11
Текст слайда:


Download & Grossing ranking trend

Usual case after boost

Amazing case after boost


Reach top free ranking within 7~10 days and out of rank 100 in a month


[Boost]

Top free ranking go slowly down and maintain top grossing over month


[Boost]


Слайд 12
Текст слайда:

Non-incent CPI needs more strict approach

Non-incent traffic in Korea is not enough to lift ranking or expect ROI positive.
It’s usually over $3 whether Casual or RPG game in case of Korean ad networks
Recommend to spend when it’s high lucrative or LTV title
Test and scale the right media according to your marketing goal


Слайд 13
Текст слайда:

Typical Marketing Lifecycle

You can change your marketing tool according to your product status, marketing goal & strategy.


Слайд 14
Текст слайда:

Highlights

Product first
- Check your product KPI and localization

Be strategic
- Have clear goals and objectives on your marketing plan

Buy on a CPI basis
- As non-incent does not guarantee ROI, it’s best to buy/calculate on a CPI basis

Test and scale the right media according to your app, mktg goal & performance


Слайд 15
Текст слайда:

Thank you!

(*Visit us at www.mediar.co.kr)


Обратная связь

Если не удалось найти и скачать презентацию, Вы можете заказать его на нашем сайте. Мы постараемся найти нужный Вам материал и отправим по электронной почте. Не стесняйтесь обращаться к нам, если у вас возникли вопросы или пожелания:

Email: Нажмите что бы посмотреть 

Что такое ThePresentation.ru?

Это сайт презентаций, докладов, проектов, шаблонов в формате PowerPoint. Мы помогаем школьникам, студентам, учителям, преподавателям хранить и обмениваться учебными материалами с другими пользователями.


Для правообладателей

Яндекс.Метрика