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Shanti Bergel is a social gaming entrepreneur based in San Francisco.

To discuss potential business development or speaking opportunities, please get in touch by email at sbergel at gee mail dot com.

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10/26/2009

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Designing For Monetization: How To Apply THE Key Metric In Social Gaming

The last several quarters have brought amazing new dynamics to the social gaming scene.  Companies are reportedly making more money and hit games are growing faster than even the most bullish pundits could have predicted a year ago.  Exciting times.  As part of my ongoing exploration of social gaming success factors, I took a crack at exploring how metrics are being applied to shape social game design.  Comments, feedback, razzing, and tweets to @sbergel are welcome.  Onward -

Social games are now almost universally based on the virtual goods model which was pioneered by free-to-play (F2P) game operators in Asia.  While all F2P profitability metrics discussions have traditionally boiled down to revenue measurements revolving around Average Revenue Per User (ARPU) per n grouping (cohort/entry vector/day/week/month/year/lifetime), almost never will companies actually release these figures.  As a proxy therefore, various usage metrics - peak concurrent users and total registrations being the most common - are often employed from the outside to gain insight into the fortunes of a given game.  Even these proxy numbers can be a bit murky however as they are self reported and usually released for PR/IR reasons.  In other words, you typically only hear the good stuff and are left to read tea leaves based on fragmented and/or incomplete data.

In the case of social games however, the social networks themselves publish usage metrics resulting in greater transparency across the ecosystem.  While the the actual metrics from each of the major networks are different, Myspace’s lifetime installs figures can be converted to Facebook’s Daily Active Users (DAU) and Monthly Active Users (MAU) with some elbow grease and educated guesswork.  DAU is the one to watch.  It has emerged as the key metric in determining the popularity and potential of a social game.  The most primary reason for this is that active players drive all downstream value in a F2P game be it on a social network or off.  Active players are the ones who invite friends (read: drive virality), consume content (read: drive in-game metrics), socialize the game (read: create community), and buy things in-game (read: drive monetization).  Additionally, by looking at DAU versus MAU over time, one can quickly get a sense of how well a game retains its users.  This is a heuristic hack but, it is useful in getting a rough benchmark of engagement rates.  More on that in a sec.

Given its importance, it should come as no surprise that social game developers are constantly and rapidly experimenting with new ways to increase DAU counts.  These range from unabashed operant conditioning hooks like daily point awards to viral gift invites and ever more creative feed story variants.  The hands-down new hotness in DAU stimulation however are core game mechanics built on endless feedback loops aimed at getting the player to recursively schedule follow-on play sessions.  MC Escher eat your heart out.

Getting back to the money however, it bears remembering that usage metrics are proxies.  A high DAU/MAU ratio is simply an indicator of potential.  It demonstrates that the game is compelling and can successfully drive engagement but it does not speak directly to sales or earnings.  Monetizing engagement is very much a function of game design and the perception of value that it creates among players.  There are no silver bullets or cookie-cutter solutions here - monetization is unique snowflake land.  While best practices are constantly being honed, they are not universally applicable across all game designs.  For example, functional items are sometimes said to drive higher conversion rates than cosmetic ones.  But, that dynamic is highly dependent on the game, its audience, and the social motivations it generates.  PvP game?  The best sales are indeed likely to be status-oriented and come from items that give players an advantage in beating the snot out of each other…and bragging about it afterward.  Virtual world?  The hot items could very well be more cosmetic in nature and yet serve the very real purpose of signaling identity to others.  Other factors potentially driving conversion to pay include the demographics of the audience, the depth of their commitment to the game, game economy balance, item merchandising, payment methods, and how well the game leverages social artifacts to activate key emotions like joy, guilt, nurturing, revenge, gratitude, pride, etc.

Moreover, allowing players to buy social or functional advantage can be tricky business.  This is particularly true in high DAU communities which are by definition extremely active and engaged - these players are invested in the game and therefore highly opinionated and emotional.  Introducing or tweaking the item sales structure in a well-balanced game and/or large community can result in anger and frustration in the player community if it upends their expectations or invalidates the investment they have made in the game.  Here be dragons.

While social games are indeed operated as a service and able to be constantly optimized and updated, there is a delicate balance to be struck between speed to initial launch, audience development, optimization, and monetization.  I would argue that games should contain at  least the seeds of a robust monetization scheme at launch which is capable of maturing as the game grows.  Ideally, the core thesis of which would have been validated with actual data from a series of A/B tests which enable insight into at least a notional Life Time Value and arbitrage point per player.  Only then does it really make sense to go for scale.  Otherwise, one risks being saddled with a rapidly growing cost structure, an untested revenue stream, and potential audience development time bomb.

Ahem. Let me rephrase that last bit.  Only then does it make sense to go for scale if the priority is maximizing near-term revenue and retaining the player base.  There is of course a case to be made for building a traffic empire as fast as possible.  This is riskier but, with enough runway cash on hand, there are scenarios where designing for monetization might reasonably take a back seat to aggressively redlining a game’s DAU.  For, in the right hands, the traffic itself can have sizeable cross-promotional value.  To the degree it can be done successfully, shifting players from game to game is potentially cheaper than acquiring them from scratch on a per title basis.  At some point the eyeballs have to be converted to cash but, with a large enough portfolio of games, you do get more times at bat.  Still, this is a high wire act to be performed only by those with the financial resources for big bet trial and error.  Your mileage may vary.

-Shanti

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Posted at 9:03 AM (4 months ago) | Permalink

10/05/2009

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Getting Right With Facebook: Social Graph Value Chain Alignment

An article in the Wall St. Journal on ‘how Facebook ruins friendships’ and the recent spate of photo spam on Facebook got me thinking about social network fatigue again and the specific role of social games therein.  Protecting the efficacy of the social graph is a key Facebook imperative as it underpins the bulk of the value they are creating.  At a very high level therefore it seems reasonable to expect that applications that align themselves with Facebook’s agenda of cultivating the graph will have access to a growing opportunity space over time and those that do not will experience the opposite.  In short, it is in developers’ long-term self interest to orient themselves correctly in the social graph value chain.

As noted in an earlier post, message value and social tie strength are key ingredients in maintaining balance in relationships on social networks:

“My ability to aggressively message a given tie in my social graph is directly proportional to the strength of that tie.  Weak ties will quickly collapse when overused whereas stronger ties can endure quite a bit more abuse.  Message value plays a strong role of course. Even if someone in my social graph is sending out a high frequency of material, if it is of correspondingly high value, I’m unlikely to filter them.  But, when the signal to noise ratio inverts, friend becomes spammer and badness ensues.  Information becomes information pollution.

Aggressive use of viral channels (Join My Mafia! Which Star Trek Character Are You? Send A Sloppy Kiss!) can get noisy and spammy pretty quickly.  But, as the WSJ author points out, sometimes it is the friend that is annoying and not the application.  Therein lies the greater sustainability point I think.  It isn’t enough to simply tread lightly on the spam question and not engage in misleading ad techniques.  A truly social application adds value to the social graph by improving message value without fatiguing the underlying social ties.  It helps us discover in our friends that which is interesting, meaningful, and useful.  We are unlikely to be boring, annoying, or spammy when we use it.

Impossibly idealistic?  The Facebook photo app does just this very thing.  So does their Events app to a lesser degree.  This is the gold standard by which third party developers should measure themselves in my opinion.  Admittedly, the internally-developed Facebook utilities are teed up against a different goal set and business model than social games are.  But, I think the comparison does effectively underline the point that applications which add value to the social graph are in better alignment with the platform agenda than those that leech from it.  Which, if you’re in it for the long haul, is definitely where you want to be.

-Shanti

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Posted at 2:32 PM (5 months ago) | Permalink

07/24/2009

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Social Artifacts: The Powerful Building Blocks Of Social Gaming

I’ve been using the term “social artifact” for awhile now and it is probably time to publicly debate it a bit, as I think it is an important concept in social gaming.  Please leave comments here on this blog or on Twitter if you’re interested in exploring the topic.  Here’s the thesis -

Social networks have always revolved around the expression and sharing of personal information.  In the early days of Ryze and Friendster, personal expression occurred through simple text comments and perhaps a profile photo or two.  Myspace brought us an explosion of Flash-based widgets and other look-at-me vanity bling.  Facebook dialed back the broadcast-oriented vanity content (bye Flash widgets) in favor of streamlining and personalizing distribution (hello feed) of passively generated metadata (hello social artifacts).

In the majority of cases along this evolutionary track, people were actively creating content and posting it to be consumed by as wide an audience as possible.  This was true both on and off social networks - 1:many broadcast.  The content on our Myspace pages was intentionally placed there by us in much the same way we actively created Flickr pictures, blog posts, Amazon comments, and YouTube videos.  Facebook introduced a radically new dynamic with its feed and stream feature sets.  This system is purposefully designed to custom wrap and distribute information abstracted from our online activity.  This activity metadata is not intentionally created.  It is a passive by-product of our Facebook activity - an artifact if you will.  Perhaps just as importantly, these social artifacts are only delivered to what an algorithm perceives to be our closest friends.  In one stroke Facebook not only applied massive leverage to the volume of “content” that its users were creating but also smart-targeted its distribution to only those who who might actually care.  Microcasting for micro-content.

This finely targeted info-mist is made up of social artifacts and it is typically these bits that we interact with when we play games on social networks and not our friends directly.  The vast majority of successful games on Facebook are asynchronous.  Our friends are not present when we play these games and, with a small handful of notable exceptions that involve direct head to head play, the game designs are not reliant on specific friends’ availability or even active participation in order to progress.  Instead, friends and metadata extracted from their activity are converted into content in your game as you are in theirs.

This leveraging of social artifacts as game objects turns 100% of players into game content creators.  Horowitz's LawThat is a gargantuan increase over the 0.1 - 1% rate most game and Web properties have historically seen.  While it is arguably problematic to equate unintentional metadata with intentionally crafted content with vastly higher production fidelity, my sense is that the use case doesn’t care.  In fact, the emotional impact of lo-fi games that incorporate social artifacts can rival that of much higher fidelity productions.  Social emotions can be a potent active ingredient if activated correctly.  The irony of course is that something so inherently interpersonal can be activated in such a lonely fashion with no synchronous play or direct 1:1 interaction.  It feels a bit like calling to get the answering machine except, in this case, our service called and left the message…for everyone it thought would like to hear it.  This solo play in social clothing dynamic has been much lamented in the MMO space.

Still, philosophical debates on solo vs. group play aside, I welcome your feedback on the social artifact concept.  Please comment here on this blog or on Twitter with the hashtag #socialartifact.

-Shanti

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Posted at 10:25 AM (7 months ago) | Permalink

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