acquiring valuable customers - a guild wars 2 case study

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Acquiring Valuable Customers

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The deck I presented at the Game Analytic's conference. This deck covers the optimization of our acquisition marketing programs the team has worked on since launch.

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Page 1: Acquiring valuable customers - A Guild Wars 2 Case Study

Acquiring Valuable Customers

Page 2: Acquiring valuable customers - A Guild Wars 2 Case Study

Privileged & Confidential

Acquiring Valuable Customers

• Launched August 2012

• Metacritic score over 90%

• Faster to 3.5 million copies sold than any other MMORPG in history

• Pre-Sold 1 million copies

Page 3: Acquiring valuable customers - A Guild Wars 2 Case Study

Privileged & Confidential

PERFORMANCE ANALYSIS

Acquiring Valuable Customers

Launch Window Performance

Page 4: Acquiring valuable customers - A Guild Wars 2 Case Study

Privileged & Confidential

• We regrouped from Mar 2013 to Aug 2013 building a test plan

• Every spike was associated with a heavy up paid media spend

• Most spikes had a drop in price associated with them

• There seems to be no negative effect on retail when running 1st party sales

• Holiday gift giving still matters at retail

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Daily Activations and Estimated Client Revenue

Retail Sales (NA+EU) Digital Sales (NA+EU) Estimated Rev

Migration Sale

Free Trial only

Sale + Free Trial Sale Only

Humble Bundle Sale

2013 2nd Half Analysis

Volume

D

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Page 5: Acquiring valuable customers - A Guild Wars 2 Case Study

Privileged & Confidential

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1st Party Digital Daily Activations

First Party Digital Activations Paid Media Sales Paid Media CPA

C

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A

• The biggest question is how much it costs to create these spikes and can we predict cost with volume

• The first step is analyzing the relationship between our available paid media sources

• What is the ability of our “acquisition-based” spends (i.e. SEM/DSP) to offset the “impression-based” spends high CPA?

2013 2nd Half Analysis

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Page 6: Acquiring valuable customers - A Guild Wars 2 Case Study

Privileged & Confidential

Acquiring Valuable Customers

Media Outlet Scorecards (FAKE DATA)

Page 7: Acquiring valuable customers - A Guild Wars 2 Case Study

Privileged & Confidential

Acquiring Valuable Customers

April Acquisition Program (Case Study)• April sale objectives

– ESO defense– Feature pack boost– Active player base increase in Living World down time

• Used scorecard learning‘s to determine placement and spend– Heavy up video (from scorecard learning)– Heavy up on LTV positive media sources

• i.e. Curse

– Test Facebook as another acquisition channel

Page 8: Acquiring valuable customers - A Guild Wars 2 Case Study

Privileged & Confidential

Acquiring Valuable Customers

April sale results

Un

it S

ales

Pla

yers

• 107% over unit goal

• 36% over our stretch unit goal

• Sale campaign also drove lapsed player reactivations

• Facebook new “Offer Ad” has acquisition performance on par with SEM

• Video ads outperformed flash click through 2 to 1