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CASUALKIT Making computer game monetization bene�icial to both game developers and players.
Earn Money with Player Challenges and Highscores

CASUALKIT
IMPLEMENTATION
Select a friend ora random opponent
Winners get money directlyinto their account
Friend
Friend
John
Friend
Choose Opponent
Select your money tier
Choose Amount
1 €
2 €
3 €
A 10% fee is deductedfrom the users account
Confirm the Challenge
Confirm
PriceFee
Total
1.00 €0.10 €1.10 €
Play heads up or a tournamentagainst many players
Confirm
Play
Pool 2.00 €
VSPeter John
Play
Play for Real Money
DART
Choose “Play for Real Money”
Select a game withCasualKit implemented
Game
Game
Game
DART
Game
Game

CASUALKIT
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WE OFFER
- Extra revenue stream that increase ARPU- More engaging and competitive gameplay- New markets with little competition- Easy and fast integration- Cash handling and fraud prevention
HOW IT WORKS Users pay a fee of 10% of every single challenge/tournament entry cost. This is the revenue. We take 30% and the rest is yours. Market experience shows,that almost all winings are spend playing again and not withdrawn.
Example:
John challenges Peter for 1 dollar.Each pay 1 dollar, and a 10 cent fee.
John wins 2 dollars.The fee of 20 cents are split with 14 cent to you, and 6 cents to us.
Online betting is generating an estimated $32 billion in annual revenue

CASUALKIT
Only 0.15 percent of mobile gamers account for 50 percent of all in-game revenue
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Customers
Sp
en
din
g
Player Challenges and Tournaments
Customers
Sp
en
din
g
Freemium/Microtransactions
Ads Microtransactions Casual Kit
Acquisition
Activation
Retention
Revenue Degree
Referral
GAME MONETIZATION MODELS

CASUALKIT
MARKET POSITION
Inclusive Monetization ModelBenefit User
None Social GameplayLow RetentionShort Life Cycle
Social GameplayHigh Retention
Extend Life Cycle
Exclusive MonetizationHarm User
PvP Skill-basedCash Competition
Online Casino
CasualSingle Player Games
Role Playing andMMO Games
CasualOnline Multiplayer
‘Games-Casino’ category accounted for 7% of the iPhone’s global revenue and 14% of the iPad’s total income in February 2014.
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CASUALKIT
Publisher Net Revenue9,746 €
4,171 Users
Sign Ups
Conversions
Lorem Ipsum
Og Noget Mere
672 Unique Depositors
6,98 € Avg Deposit Size
3.3€ LTV per User
CasualKit Net Revenue4,177 €
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Average monthly spend per paying mobile gamer is highest in Western Europe, with $4.40. In real money challenges its 15$
CASE 1

CASUALKIT
A mini game was implemented inside a football manager game. The game was a fun money or real money game, where 6 persons set their own tactics with a football team and played each other.
After one month the case data looked like this:
Players
Deposits
Unique Deposits
Conversion Rate
Deposit Amount
Avg Deposit Size
Withdrawals
Withdrawals amount
Rake
Average Stake Size
Publisher Net Revenue
CasualKit Net Revenue
LTV per user (ARPU) 1)
LTV per paying user (ARPPU) 2)
4,171
438
336
8.04
3,066
7.00
16
556
871
1.50
610
261
3.34
20.76
%
€
€
€
€
€
€
€
€
€
1) After a month, we consider only 50% of the users to have converted to paying.2) We expect a lifetime duration of paying users of 8 months as seen from poker.
Some games are achieving a 14% conversion on overall in-gameinto real cash players and 52 cents ARPDAU on those conversions.
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CASE 1
Sign Ups
Conversions
Lorem Ipsum
Og Noget Mere

CASUALKIT
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Top players on skillz.com platform can earn between $500 to $2,000 a week.
Video demonstration of browser game:https://www.youtube.com/watch?v=ECDBV98gHPU
How to integrate the PHP Sdk:https://www.youtube.com/watch?v=skFo-LL_u7o
TEAMSøren Gleie, ba.scient.soc., CEO
Jonas Andersen, Programmer
Jeppe Andersen, cand.merc., Marketing & Sales
Armann Gudmundsson, Designer and front-end coder
CONTACTSøren Gleie, founder- 30517043, [email protected], dk.linkedin.com/in/gleie
Thomas Høgenhaven, board member, CSO & partner Better Colelctive- 60616163, [email protected], dk.linkedin.com/in/thogenhaven
Jan Lehrmann, board member, Entrepreneur and Investor- [email protected], dk.linkedin.com/pub/jan-lehrmann/42/188/14b
PRODUCT DEMONSTRATION