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Introduction We have been developing gambling and social games for - PowerPoint PPT Presentation

Introduction We have been developing gambling and social games for 12 years, developed and launched over 60 game products for our partners (outsource work); In March 2018, they launched our own new product - online social* casino


  1. Introduction • We have been developing gambling and social games for 12 years, developed and launched over 60 game products for our partners (outsource work); • In March 2018, they launched our own new product - online social* casino ClashSlots - which showed good reviews of experts and test players; • In order for the ClashSlots project to fully realize its potential and reach the income level of $2- 8 million per year, it is necessary to focus and expand the team on this product - for this purpose we are looking for financing. *Social Casino is a legal gamble-styled games for fun. Allowed by all platforms like Facebook, App Store, Play Market etc.

  2. The volume of the social casino market According to research by Playtika, we can observe the growth of the social casino market as a whole, which by 2018 will reach $4.17 billion. Also we see that mobile platforms are gradually replacing the social platforms. Therefore, one of the main directions for development that we have chosen is a mobile on HTML5 gaming social platforms.

  3. Social Casino on Facebook Among the most profitable games on Facebook social gambling, as you can see from the screenshot, takes up most of it. Of the 10 most paying games - 8 social casinos. S o u r c e : https://www.facebook.com/games/query/ top-grossing/

  4. Market rates for casino payments ● $ 39.87 per month is spent by player in social casinos on the mobile; ● Average length of gaming session – 57 minutes; ● Average ARPU (Average Revenue Per User) – $0.9, max – $2,53 (DoubleDown Casino) ● LTV (Life Time Value) of player in social casinos on the mobile is $324, however, it lags far behind LTV players of this genre in social networks - $628; ● 64% of players return again and again for the mechanics of progress. Source: App2Top , Statista.com

  5. ClashSlots ClashSlots - the first online pvp slots with the ability to influence the slot machine symbols field using boosters. Audience: male/female (60% / 40%), basically 35+*; Platform: Facebook, MailRu, VK (consistent porting to other mobile and social platforms); Territory: world; Localisation: EN, RU Clash Slots Facebook App Youtube gameplay video *on preliminary analysis and testing

  6. Business Model Free to Play. Free access to the game with in-app purchases. Marketing. - Attracting new users through major publishers using the shared revenue model. - Buying traffic. Monetization. In-app purchases. ARPU* plan to bring to the $0.7** in the first year with a target of growth to $1.6*** Planned reach of the audience: 3-7M of players. *ARPU (Average Revenue Per User) – average revenue per attracted user. ** The data is provided on the basis of the analysis of the market and competitors taking into account all the game platforms which the game is planned to be launched on. *** ARPU - $1,6 – the value of one of the market leaders Playtika. We use it as a benchmark.

  7. What is ready ● The project is soft-launched on social platforms Facebook, Mail.RU independently at this stage; ● Own HTML5 game engine, which is easily integrated into social game platforms including mobile devices; ● 3 slot machines based on our own PvP engine; ● A full game cycle has been launched: game lobby, player's progress, invitation of friends, a game with a player or a bot, in-app purchases, boosters as an additional influence on player's progress and monetization opportunity, bonuses and prizes, buying game currency.

  8. Tasks The plan for the year is concentrated on the main points: ● To finish the project, fixing bugs; ● Development of the project, creation of high-quality content, work with the player; ● Increase player recurrence - virality; ● Increase the game session; ● Increase in the paying audience; ● Increase the average check of the player; ● Cover new markets and increase the audience; ● Launch of new projects in the genre of social casino.

  9. Development plan ● Adapt the current version for mobile HTML5 gaming platforms; ● Adaptation and localization of the game to the global and Asian markets; ● Develop a mobile version of the project for iOS, Android; ● Increase the range of slots to 30 games per year; ● Increase the number of internal game mechanics; ● Adding the mechanics of the passage and progress of the game; ● Expansion of types and quantities of in-game purchases; ● Creation of cool animation and high-quality art, taking into account the analysis of the player's preferences; ● Create unique music tracks for the game; Running A / B tests to improve the game and adapt it to the audience.

  10. Publishers (Asia) Also our game was interested in 2 Asian partner publishers, each of which is ready to provide 2 million installations of our game (total 4 million). Partners are ready to provide assistance in localizing and adapting the game to the nuances of the Asian market.

  11. Visualization of PvP mode for Facebook messenger

  12. WE OFFER 1. Full implementation of the game to your requirements. 2. We have our own promotion traffic in Asia. We connect it to the game and promote the application to the market. Our company already launched on the market a few successful game building projects. which works for Asian market. * Detailed commercial offer is available on request.

  13. WE ARE OPEN TO CONVERSATION ALEXANDER GOGUA MARIA OSINOVATIKOVA +7 (921) 912 – 95 – 75 +7 (909) 592 – 39 – 62 Telegram @Geomen3 Telegram @maryyyooo agogua@flydigital.online mo@flydigital.online

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