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Winzo

Target similar developing markets

Large internet penetration not required as games donot require 4g net

Develop avatars (emoticons)

Parameters for country selection:

Internet affordability

Number of customers

Number of people in 18-35

% customers willing to spend money for games (risk taking)

Smart phone penetration

Political regulations

Data leakage of customers (some customers are willing to sell their data if they can make money out
of it)

Payment ease and security

Conducted survey

Annual disposable income

Credit card penetration

Industry competitiveness

Metrics

Avg time spent per day

Network effect

App downloads

Money spent by people

Voice chat will remove the accusation of fake profile by winzo developers

Conflict resolution/ customer care

Cross platform service


Ppt

Consumer personas

Market attractiveness

Product features

What extra features apart from games that winzo can provide

Metaland area. Interact

Profile building (give it more importance)

Indian gaming industry

420 million online gamers, second only to China, according to an analysis by KPMG.

A Google survey indicated that over 1/3 of smartphone owners in each


of the Big 6 Southeast Asian markets played mobile games at least
once in the last seven days. Indonesia and Thailand currently boast
the largest percentage of payers – nearly 50% of players there spend
money on mobile games. While Singapore has the lowest percentage
of paying mobile gamers, in dollar terms they spend more than others
per player. [1]
https://blog.andovar.com/mobile-games-southeast-asia-localization#:~:text=Six%20countries
%20in%20Southeast%20Asia,%2C%20Malaysia%2C%20Singapore%20and%20Indonesia.

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