MOBIRIX Corporation.CEO Joongsu Lim
MOBIRIX’s Strategies Seeking business opportunities in Thailand
1.Who we are …
2.What we have done …
3.How we can survive …
4.What we suggest …
5.Conclusion
IndexIndex
Official company name MOBIRIX Corporation.
CEO Lim, Joong su
Business start March 2004 (Incorporation established on July 9, 2007)
Main business Mobile Game Contents Development, Global Publishing Service
Sales source Google Play, App Store, Admob, Ad-Exchange, Facebook
Main titles
Puzzle/Board/Card : Bricks Breaker Quest, Bricks Breaker Puzzle
RPG/Strategy/ Simulations : Guardian Soul, Tower Defense King
Arcade/Action/Casual : Shooting King, Zombie Hunter King
Sports : World Soccer League, Fishing Hook, Air Hockey Challenge
Employees 50 +
Who we are …
Genre Title LaunchingSchedule
Puzzle/Board/Card
Mahjong King 2015. 03
Difference Find King 2015.12
Bricks Breaker Puzzle 2017.07
Bricks Breaker Quest 2017.10
Bricks Breaker Champion 2019. 04
Major titles: 150 Titles under live operation
Bricks Breaker Quest
Guardian Soul Tower Defense King
Genre Title LaunchingSchedule
RPG/Strategy/ Simulations
Guardian Soul 2016.10
Tower Defense King 2017. 03
Tap Defenders 2017.12
Ground Driller 2019. 02
Pixel Knight 2019. 04
Bricks Breaker Champion
What we have accomplished …
Zombie hunter King
World Football League Fishing Hook
Genre Title LaunchingSchedule
Arcade/Action/Casual
Shooting King 2017. 04
Archery Big Match 2017. 08
Zombie Hunter King 2018. 06
Hit & Knock down 2018. 08
Ninja Star Shuriken 2019. 05
Genre Title LaunchingSchedule
Sports
World Football League 2015.10
Fishing Hook 2015.11
Football championship 2018. 08
Carrom champion 2018. 12
First Fishing 2018. 12
Major titles: 150 Titles under live operation
Hit & Knock down
What we have done …What we have accomplished …
NRU, MAU, DAU
July Agu Sep Ocv Nov Dec 2019 Jan 2019 Feb
NRU MAU DAU
What we have done …What we have accomplished …
Expected sales in 2019
2 0 1 6 2 0 1 7 2 0 1 8 2 0 1 9 ( E s t i m a t e d )
Sales
What we have done …What we have accomplished …
■ More Game- Cross-promotion between similar genres, User acquisition
without marketing cost- Effective evaluation system for the growth of games
■ Social Media- Expose new games' in-game video to
YouTube subscribers- Facebook : News Feed on new games
UA Boost through in-house cross-promotion and social platforms
Puzzle Arcade Mid-core
How we can survive …
- High development costs due to long development period (on avg. over 2 years)
- High cost / high risk business model due to pre-promotion, CPI and service maintenance costs
- Downward sales led to difficulties in reaching the set BEP
(Period)
(Cost/Sales/User)
Ordinary Business Model of Mobile RPG game
to
Cost
User
Sales
(MKT, Dev cost)
How we can survive …
- Development time saved by minimizing game features and server use
- promotion cost saved by in-house cross-promotion and Store featured chances
- Risk management of sales drop by launching various game genres, maintaining steady user acquisition
and stable sales source
- Know-how of UA: reducing marketing expense for new user registration
(Period)
(Cost/Sales/User)
Business Model of MOBIRIX
Cost
User
Sales
(MKT, Dev cost)
to
How we can survive …
(1) Google Play & iOS as a Partner
- Continued increase in UA & in-game traffic → stable and fast growth of IAP(In-App-Purchase) & ad monetization
Transforming the business goal from traffic oriented IAP to IAP & ad monetization balanced model
- Launching Android & iOS market at the same time → Maintain partnerships with the stores (Apple & Google)
- Simplified development pipeline & Cost-effective Business/Service Operation → Regular game publishing
(2~3 titles per every month)
- Making MOBIRIX as a game portal brand
How we can survive …
(2) About MOBIRIX business, 2017
- Acknowledged the fact that making a success in domestic market with IAP revenue is almost impossible
- There were requests cooperation & partnerships from well known stores & Media & platforms
- MOBIRIX aims to meet the expectations of the Korean developers
How we can survive …
(3) MOBIRIX Global business, 2018
- Google Play Global Pre-Registration promotion title & featuring chances
- Became the one of the most trusted publishers by Google Play / Apple App Store
- Greater chances to introduce the service to global users
- Many cooperative opportunities and business chances
- More user base in the oversees market – domestic : oversees = 5 : 95 (Current)
- More than 10 games that achieved more than 10 M downloads globally
(All of them are organic users)
- Global revenue improvement: Google play + App Store + Ads
(AdMob, Facebook etc.)
- Enhancement of IAP and AD revenue model
How we can survive …
In-App Ads
[Case study] MOBIRIX IAP + ad monetization as a publisher
How we can survive …
What we suggest …
Why do all of us have to target global market?
98%
2%
Downloads (iOS + Android)
Worldwide
Thailand
99%
1%
Revenue (iOS + Android)
Worldwide
Thailand
• Free-2-Play only• June 2019 – App Annie
(1) How we make a causal game
- How we develop a causal game
Simple frame, limited number of game features shorter development period
- Keep track of all stage balance for players’ retention
- Upgrade games based on user feedbacks
What we suggest …
U.S.A SPAIN
GERMANYCHINA
KOREA JAPAN
N.A
PHILIPPINES
INDIA
Global 1-build Service
- Worldwide distribution experience
with 1 app-build (over 200 titles)
- Age & gender free games
(from Casual to Hardcore RPG)
- Organic Cross Promotion between games
(by genre & user preference)
GERMANY
SPAIN
CHINA
INDONESIAINDIA
BRAZIL
KOREA JAPAN
PHILIPPINES
What we suggest …
Global One Build Service !
Partnership with Google /Apple !
No more big hit expectation!
Save global traffic of game users!
It’ll be better like that in 2019
- Proper Cross platform
- Stable & Customized service maintenance/QA/operation
- IAP + Ads mediation
- UA marketing campaigns that can maximize revenue
- Traffic oriented games + Quality oriented game titles
- Partnership with big companies without publishers
- App customizing
- Enhance global game user traffic
Conclusion
• Casual games
- Wider device coverage to global users
- Continued provision of traffic gathering contents
• Mid-core games
- Support mid-core+ games to global users with
network and device improvement
• Making Wallmart-like gaming service that provides
every content users can imagine.
• “Global featured” support on mobile stores
• Long-term Cross promotion
• Persistent provision of traffic oriented games and
various genres of games
• Localized service with Multi-language supported
MOBIRIX titles(Casual, Mid-core,and Various genre)
Customized service based on user
propensity Research and studies for more distribution chances
MOBIRIX global mobile gaming business
Conclusion
Global Feature
YouTube FacebookBlog(Social)
Target User based Cross
platform
Good and diverse games, strong relationship with Google/iOS, effective cross-platform, active global marketing activities for stable income & UA
Decent & Various Product
UA Support(Marketing)
PressRelease
Policy observance
of Store
App Stability &
Optimization
EfficientQA/GM/CS
Strategy to increase and maintain global users
Conclusion
Thank you!
MOBIRIX Corporation.CEO Joongsu Lim
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