Case
Case
0:
The International Gameplay
- A D e t a i l e d P r o p o s a l
S i d d h a n t h B a g a r i a
I I M B a n g a l o r e
Understanding the Global & Indian Mobile Gaming Market: Key
Trends, Success Factors and Value Chain
Worldwide Consumer Spending on Games by Major Device Group 4 Key Emerging Trends 3D consideration for guaranteed Success
$136B Familiar content along with Genre
140 Spend visual and voice features
23% CAGR Device Group
$ Billions
2022 (F)
100 Influencer driven user Higher multiplayer In-App Purchases more
Mobile Gaming $136B generated content, interaction in action & viable in complicated
60 livestream driving adoption strategy type games action/strategy type games
Global Mobile gaming spend Home Consoles $42B
20
PC / Mac Gaming $40B One stop shop gaming
platforms emerging
Handheld consoles $4B Engagement Monetization
Investors showing active
interest (1/3 of all gaming 2x – 3x more spending
Indian Mobile Gaming: $5 Bn Market by 2025 funding in India in Q1 2021) on multiplayer games
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz
Next Phase of Growth for Game Co.: International Expansion in
Emerging Economies with Similar Customer Behaviour
Game Co. 2.0: exploring opportunities Factors affecting market entry decision:
Market Growth
Sri Lanka
Canada Chile ~14 hrs per week Relaxed regulations ~14 hrs per week ~500+M smartphone
States Brazil
playing games comparatively playing games users by 2025
UAE
Germany Mexico
France United HIGH MEDIUM LOW LOW
Kingdom Argentina Language & social Regulated, neutral Small market size Gaming penetration
Colombia similarities stance with ~10M youth ~21% by 2022
Nepal
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz
Game Co.’s International Stint: Bangladesh, Sri Lanka and
Pakistan emerge as top choices
Regulations Competitive Landscape (Direct) Market Nuances
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz; https://timesofindia.indiatimes.com/gadgets-news; https://tracxn.com; www.thedailystar.net; Colombotelegraph.com; Statista.com
Market Entry in Identified Markets – Evaluating Feasibility and
Assessing Potential Challenges
Feasibility Assessment Benefits vs Effort Map Priority Order for entry - RICE
Product Market Reach Impact Confidence Effort Score
5
4
Business Impact
3 Pakistan 6.5 3
Customer 2 Market
1
0 Bangladesh 9 1
GTM Strategy (next 2-3 years outlook) Risks & Challenges going International:
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz
Identifying the Different Customer Personas, their Respective
Needs and Potential to Serve
Customer Segmentation of Active Mobile Gamers (behavioural basis)
HARD CORE GAMER
Hoc
Ad
OCCASSIONAL VISITOR
❑ NEED: Competitive spirit, Feel energized ❑ % of Total Spend: 14%
Occasion
FREE TIME PLAYER LONE ENGAGER ❑ GAME: Action, Adventure, Sports, Strategy ❑ % of Paid Users: 47%
Proactive
❑ % of Total Spend: 5% ❑ GAME: Casino, Fantasy, Sports, Casual ❑ % of Paid Users: 68%
❑ NEED: Self indulgence, Quick break
❑ % of Paid Users: 31% ❑ Avg. Hrs / Week: 19 ❑ Avg. Spend/ User: $10-11
❑ GAME: Action, Adventure, Casual
❑ Avg. Hrs / Week: 14 ❑ Avg. Spend/ User: $1.5-2
LOYALTY: WILLINGNESS TO PAY:
Low High
LOYALTY WILLINGNESS TO PAY:
Low High
SOCIAL GAMER
FREE TIME PLAYER OCCASSIONAL VISITOR
❑ NEED: Bond & connect with groups ❑ % of Total Spend: 16%
❑ NEED: Passing time ❑ NEED: Avoid boredom
❑ GAME: Action, Board, Strategy ❑ % of Paid Users: 44%
❑ GAME: Adventure, Casual ❑ GAME: Board, Casual
❑ Avg. Hrs / Week: 17 ❑ Avg. Spend/ User: $3-3.5
❑ Avg. Hrs / Week: 16 ❑ Avg. Hrs / Week: 12
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz
Introducing New Features to the Product: Country Level
Tournaments and Game Co. Olympics
Country Level Games / Tournaments to establish deeper connect using Patriotism
❑ HEART metrics P4
❑ Avg. games ❑ Fixed duration events for game genres (similar games in 1 event)
P5
played / user ❑ Knock-out based format for one grand winner
P6
❑ Fixed entry fee for all final prize high value item like Car
❑ Entry closes as the first match starts to maintain exclusivity
Note: HEART metrics refer to Happiness, Engagement, Adoption, Retention and Task Success
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz
Visualizing the Feature, Chalking out Customer Journey and
Determining an Evaluation methodology
Customer journey – Olympics feature Success evaluation of new feature
User lands on app – goes to Option of registering for / Rolling out feature to select
Olympics section resume playing Olympics user pool
Dropped
Selecting comparable
Olympics events listed by How to Play, Leader board,
samples
game genres & duration Offers section visible on top
Dropped
Assessing impact on core
feature set and usage
User starts playing game – Play button open at a point
advances rounds of time / for 24 hrs duration
Dropped
Calculating the delta
ZO coins get accumulated; Ultimate Winner announced:
event ends on fixed date Grand Prize awarded
Taking feedback &
User exits app or goes to incorporate modifications
other Olympics event /game
Decision
points
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz
Broader Focus Going Forward: New Games, and Other content
Catering to Next Generation of Users
Modifications to the Platform Potential Additions to Game Portfolio Newer Content and Way Forward
Next Gen
India Launch Pioneer hosting tech
DERIVATIVES
Minimize app crashes & bugs to deliver
Additions & International seamless experience
Enhancements Expansion STRATEGY
Source: Gaming Spotlight 2022; data.ai; IDC; Mobile Gaming Report, BCG & Sequoia 2021; Gamesindustry.biz