Amy Entin
Building Entertainment and Media Industry Digital Strategy
Midterm Assignment
August 2, 2020
1. Based on the case, the mobile gaming industry is attractive but full of pitfalls. While the
potential for the market is huge ($36.9 billion for mobile phone and tablet games in 2016 and
growing), there is a general attitude against paying for games in some places - in India, for
example, “people assigned a very low value to software and felt that games needed to be free”
(p.4). This, combined with a global trend towards the free-to-play model, makes it very difficult
to monetize mobile games. While the overall market is huge, with 1.97 billion players globally,
the rate of monetization varies widely by market. For example, India has the second largest
market in terms of number of players at 201.1 million gamers, but the average revenue per user
is only $2.32, for a total revenue of $466.3 million. In comparison, Japan has only 68.5 million
gamers, but clearly a higher willingness to pay, with an impressive $89.99 average revenue per
user; this brings them to a higher total revenue than India, at $6153.9 million despite only about
a quarter of the gamers (Exhibit 5). This means that the target country of the game makes a
significant difference in the attractiveness of the market. In addition, there is vast competition
due to the global nature of the business - in the fourth quarter of 2017, there were 647,488
games on the Google Play Store, with continuous growth over all the quarters shown (Exhibit
2). The barriers to entry are low, particularly for basic games, but differentiation and
monetization are very difficult and games require major investment in marketing and
advertising (p.7). In the free-to-play model, the power is with the customers, who have a wealth
of free games to switch to if they don’t feel that a given games is worth paying for. This sets up
an additional challenge for gaming companies in building loyalty and customer engagement,
critical to profits. Moreover, with competition rising, the investment needed to acquire quality
human resources rises as well. On the flip side, the wide audience and potential of the market
means that the investment/VC companies are aware of quality games and interested in potential
new ones if they can show a path to success. The potential makes the industry an attractive one,
though would-be entrants must be aware of the differences between sub-markets.
2. The first major strategic decision that Rolecule made was to enter the mobile gaming market
created by the App Store with a sports game, Touch Squash. Despite Rohit’s mistaken1
assumption that sports games were the most popular (p4), the decision to choose an easy sport
that could be single or multi-player was a good choice for a starter game given his lack of
experience, and choosing a unique sport to avoid competition with major players in the market
was a good strategic move, which bore fruit with 12,000 downloads when it hit the market and a
sponsorship from a recognized company in the squash industry, lending them legitimacy as well
as additional revenue. The next decision, Super Badminton, was a good one for similar reasons
(recognizable sport, multiplayer potential, unique), following the same route to success as
Touch Squash while building more experience in animation and sophisticated graphics. The
next logical step was to use their experience to enter a more popular sport, which is what
Rolocule did. Flick Tennis is also the first time Rolocule develop a game meant to be easy to
pick up for non-gamers (casual instead of mid-core); the theory that an easier game would be
more widely adopted by a broader potential market proved correct and brought them their
biggest success yet. At that point, their roadmap was disrupted by the market shift towards free
games (until that point, all their games had cost money to download). Rolocule tried to create a
free version of their most popular game - tennis - but lacked the knowledge to monetize it.
Despite the right intention (staying on-trend), they made a mistake in adding to the number of
developers (trying to put the game out quickly) without doing anything to acquire knowledge on
monetization schemes (perhaps by hiring someone with some experience in the model). Rohit
1
https://mobilefreetoplay.com/the-top-mobile-game-genres-of-2018-top-grossing-charts/
eventually realized that this move was the wrong one, and shut down the project without
releasing the game. Rolecule’s next attempt at a hit came through motion games via AppleTV.
Sticking with the theme that had worked for them to that point, they developed Motion Tennis.
The decision to reach out to Apple and market together was an excellent strategic decision; the
brand of Apple helped them get media attention they wouldn’t have gotten on their own, and the
buzz raised consumer anticipation (p9). As a result, the game was a success, with around 10,000
downloads. The hype and investments led Rolocule to continue their motion-based games, but
their next attempt was too ambitious. They stepped out of their genre and into music,
developing Dance Party. They failed to take into account how expensive royalties would be, and
as a result could only offer a limited playlist, which was disappointing to consumers. Rolocule
should have explored more before branching out into a genre they were unfamiliar with,
particularly for their first time releasing a free-to-play game. In addition, Apple TV did not take
off as expected, severely limiting Dance Party’s potential audience. While the lackluster
performance of Apple TV would have been had for Rolocule to predict, they learned from
Dance Party, making their next motion games playable on tablet and smartphones too. Despite
complex animation and media attention, however, these games failed to capture consumer
attention the way regular mobile games did, perhaps because many people play while watching
TV, in bed, while commuting, or other places2 where a game requiring physical motion would
be inconvenient.
2
https://medium.com/tapjoy/tapjoy-research-when-do-people-play-mobile-games-8c622c7429f
3.
Pros Cons
Acquisition Financial stability Less creative freedom/ownership
Creative and technical of the product
Offer support from a team Offered less than half the last
Economies of scale in valuation
marketing and development Feels like “giving up”
costs Likely won’t be able to purse the
Consolidating means less goal of making a game
competition especially for India
B2B A market that is very likely Less creative freedom - making
to grow in the coming years a product to spec
(Gamification) Project-based revenue is Learning curve - gamification of
more reliable/involves less content that might not be easily
luck than releasing a game to suited to it is not in Rolocule’s
consumers - less challenge expertise
in monetization
Rohit retains ownership of
his company
Leverages Rolocule’s core
competency (sophisticated
graphics) to reach an
alternative revenue stream -
diversification
Potential to fund the B2C
projects if Rolocule chooses
to continue them
B2C Creative freedom The revenue stream has dried up
Rohit retains control of his and new investments have not
(Current Track) company been forthcoming
Increasing competition and
expectations of free content
make it difficult to monetize
consumer games; Rolocule still
has not made a successful
mobile game in the free-to-play
model
4. WeChat is disrupting the current model of the mobile application (“app constellations” where
individual apps each fulfill a niche function) by becoming a platform with many mini-apps
(“official accounts”), functionally its own mobile operating system complete with an app store.
WeChat has each of the main four main tenants of moat building working in its favor. The first
is government advocacy/regulation. Operating in China, many of the traditional social media
and other platforms that make up the app constellations in the west are unavailable, and it is
difficult for foreign players to enter the market; this lowers some of the pressures of competition
that exist in other parts of the globe.
The next tenant is proprietary technology. Tencent understood the need to create a messaging
platform that was truly intended for mobile rather than adapting existing desktop functions.
Instead of adapting QQ, Tencent’s existing messaging app, they created a separate team aiming
to create something completely new from scratch. They created a platform that was more than a
messaging app, with seamless payment options, technology for businesses to target the ideal
customer, and new ways for the customer to interact with various parts of their lives, from
favorite celebrities to preschools.
The technology then lent itself to the creation of a network effect. On the part of Tencent, they
encouraged the building of the network of users by offering discounts on new services and
convincing businesses to accept their payment options; the more businesses were active on the
app, the more users began to use it, and with more users, more businesses were eager to get on
board. In addition, WeChat made itself friendly to those wanting to open official accounts, with
a simple process and a short waiting period; in addition, it offered its CRM and marketing
automation tools for free to those accounts. This user-friendliness and enormous potential for
personalization and targeting was unique to WeChat and highly attractive for businesses, and its
effectiveness again in turn brought in more users.
Finally, the enormous network effect that they have generated has brought them a strong
customer captivity. As far as the customer is concerned, everything that they need or want is
already integrated in this single app. With seamless payment options, personalization, and a
high degree of interaction with the offline world, all the potential needs of the consumer are
being anticipated and addressed. With so many businesses, celebrities and friends using the app,
a user wishing to switch to a different platform (or set of platforms, an app constellation) is
likely to find that they can’t use it to pay in every single place like they could with WeChat, that
their favorite celebrity doesn’t have an account on that new social media, or that the app for
hailing a taxi isn’t integrated with their preferred payment method. In each instance, the user
turns back to WeChat. The early and aggressive creation of the network effect creates a
captivity that is next to impossible for new entrants to work against without a significant
industry disruption.