2. We
Mission
want
to
help
the
world's
leading
mobile
game
developers
engage
their
players
in
en9rely
new
ways.
help
our
partners
offer
smarter
redemp9on.
We
pair
innova9ve
online
experiences
with
offerings
that
have
high
perceived
value
for
their
players.
3. It‘s
not
an
all
unicorn
industry.
User
genera6on
and
Keeping
players
engaged
is
a
challenge
for
mobile
game
publishers.
Mone6za6on
is
an
industry
challenge.
Problem
5. It‘s
easy
guys.
We
give
players
real
rewards
for
virtual
achievements
Solu6on
6. giip.
A
mobile
ad
reward-‐network
where
ENGAGE
USERS
Publishers
Solu6on
7. giip.
A
mobile
ad
reward-‐network
where
ENGAGE
USERS
GET
REAL
REWARDS
Publishers
Players
Solu6on
8. giip.
A
mobile
ad
reward-‐network
where
ENGAGE
USERS
GET
REAL
REWARDS
ENGAGE
CUSTOMERS
Publishers
Players
Consumer
Brands
*We
will
integrate
games
via
a
free
and
simple
SDK.
Solu6on
9. Everybody
plays.
80.000.000
Mobile
Gamers
in
Europe
+
15%
YoY
100.000.000
Mobile
Gamers
in
Europe*
in
2015
in
2012
Market
10. It‘s
a
billion
dollar
market.
80
Million+
32
%
MOBILE
GAMERS
(EUROPE)
European
Available
Reach
1.4
Billion+
MOBILE
AD
REV
(EUROPE)
European
Available
Market
Market
ANNUAL
GROWTH
(EUROPE)
European
Available
Market
22. Mobile
gaming
in
Germany
*Umsatz
mit
Mobile
Games
in
Deutschland
|
Mücke,
Sturm
&
Company
(06,
2012)
96,6
116,8
145,3
170,2
22,4
29,2
38,6
48,6
0
50
100
150
200
250
300
2012
2013
2014
2015
Revenue
in
Mio.
€
Freemium
App
Purchases
Adver9sement
Market
23. giip
Cost
structure
Revenue
streams
Key
resources
Channels
Key
ac6vi6es
Key
partners
Value
proposi6on
Customer
rela6onships
Custumer
segments
User
genera9on
User
engagement
Airact
a
poten9al
audience
Plajorm
SEM
Game
Publishers
Publishers
of
mobile
apps
&
games
Profit
from
offers
Players
of
casual
games
Consumer
Brands
Acquisi9on
Provision
fee
for
affiliated
deals
through
our
plajorm
Plajorm
development
costs
Acquisi9on
costs
User
genera9on
User
engagement
Acquisi9on
of
brands
&
deals
Plajorm
development
Developer
geniuses
(hopefully)
Business
Model
Fortune
500
Brands
Wooga
Other
Developers
24. Case
I
(Market
Adop9on)
Business
Model
1.000.000
Monthly
Ac9ve
Users
Ø
0.50
€
cost
per
engagement.
Ø
4
monthly
Rewards
per
user
50%
Conversion
100.000
€
Transac9on
Volume
50.000€
Monthly
Revenue
50%
Revenue
Share
25. Business
Model
10.000.000
M.A.U.
Ø
0.80
€
cost
per
engagement.
Ø
6
monthly
Rewards
per
user
60%
Conversion
2.400.000
€
Transac9on
Volume
1.440.000
€
Monthly
Revenue
Case
II
(Scaled
expansion)
40%
Revenue
Share
26. Hypothesis
*Gaming
Expands
Its
Presence
in
the
Digital
Universe
|
McKinsey
&
Company
(September
2011)
Get
the
user
engaged
The
player
is
incen.vated
by
our
program.
Pain
Casual
and
mobile
games
are
lacking
in
user
engagement
and
mone.za.on
is
challenging.
Solu6on
Our
offers
have
a
posi.ve
impact
user
engagement
ingame.
Growth
Scale
comes
with
a
growing
user
network
and
spread
through
social
mechanisms.
Revenue
Commerce
is
willing
to
pay
a
provision
up
to
3%
for
affiliated
sales
through
our
plaCorm.
MVP
27. MVP
Roadmap
Product
Landing
Page
A
Tes6ng
B
C
Games
Offers
I
II
III
Klicks
Conversions
Other
Metrics
...
...
Informa9on
Partnerships
Ques9on
further
game
ac9vity
Newsleier
Data
Mail
Game
Ac9vity
Account
Name
Demographics
MVP
28. It‘s
about
the
achieving
moment.
Product
Daily
rewarded
contests
Fitness
App
Integra9on
Cross-‐plajorm
expansion
&
integra9on