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SUBMITTED BY:

ASHISH GANGAL
Gangal.ashish9@gmail.com

PM SCHOOL
LIVE CHALLENGE NO. 70

IDEA GENERATION CHALLENGE


FOR HD WORKS
ABOUT FANFIGHT

About Goals
Fanfight is a fantasy gaming platform that allows users to Add new product features to increase the repeat playing
create their own teams and participate in various behaviour of the users i.e. play fantasy games more frequently
competitions. It is over 7 million users on its platform for real money.

Problem Context: Problem Statement


Majority of the fantasy market is covered by 1 company which As head of product at Fanfight,
has 80% market share. Fanfight has a market share of about
5%. All the fantasy apps have largely the same look, feel and 1. Come up with 3 solutions to increase repeat playing
functionality. Behaviour & create a sustained competitive advantage
2. Prioritize ideas in order of impact
Due to this similar feel and functionality, the market has 3. Balsamiq/Figma wireframe for the product solution with
become a me-too kind of a market and the competitors who the highest impact.
gained ground first tend to stay there with little incentive for 4. Success metrics for recommended solution
users to switch to another app.

Assumptions
1. The scope is limited to the android mobile application
2. Repeat playing behaviour is defined as users playing every
Number of users 11 Crore 70 Lakh 6 Crore
week for a month.
MARKET SIZING
The disparity in number of
To estimate the tentative market size we will use the top to bottom approach: fantasy registered users and
estimate is due to people using
Total Number of people living in India – 130 crore multiple mobile numbers to
% of people who follow either cricket, football or kabaddi in India – 60% register accounts.
People who follow either cricket, football or kabaddi in India – 60% x 130 = 80 Crore To account for multiple accounts,
a multiplier of 1.5x to be used.

16-21 22-34 35-45 Total Fantasy


Total users
Players (in Cr)
registered
Age wise breakup 15% 20% 15%
8.34 Cr 12.5 Cr
% of people with access to 60% 70% 60%
smartphone Assuming a CAGR of 22% on the
unique players playing the game,
% of people with access to the fantasy gaming market can
80% 90% 80%
internet grow substantially.

% of people who play Fantasy Registered users (Crores)


90% 90% 70%
games 18.61
15.26
% of people who play 12.51
50% 50% 30%
fantasy sports

Total Fantasy Players (in Cr) 2.6 4.54 1.20


2021 2022 2023
All the value are taken for the year 2021
KEY INSIGHTS

Industry
89% of players of fantasy platform players are mobile users
and over 80% of the users are men.

In 2020 alone, 100 million users in India joined various fantasy High bounce rate and more
gaming platforms, and they currently engage 14% of all number of page visits
smartphone users in the country. required indicate more
effort required on part of
the user.
There is increasing participation of users from tier-2 and tier-3
towns. Fanfight lags behind in the
number of referring sites
and referrals account for just
A major portion of the marketing campaigns are targeted 2% of traffic for Fanfight
towards educating the users and that it not a something bad. while it accounts for over
13% of traffic for Dream11 For the desktop version

Opportunity
The CAGR of the industry has been almost 32 per cent, with
gross revenues standing at INR 2400 crore in FY20, from INR
920 crore in FY19, an almost threefold increase. The Fantasy
Industry in India is expected to have a valuation of USD 3.7
billion by the end of 2024
USER PERSONAS

Ronit Ankit Sharmila


21 years old 37 years old 28 years old
New Delhi Coimbatore Mumbai
Engg. Student Sports Coach Home maker
Ronit is an engineering student in his Ronit is a married sports Coach Sharmila is a housewife and lives in
final year & lives in IIT Delhi hostel. He working in a tier-2 city and he is a Mumbai and has no kids as of now.
love cricket and football. cricket fanatic.
She love playing mobile games to pass
He enjoys playing fantasy sports but He plays fantasy sports in his free time time and owing to her interest cricket
with small amounts (feels awkward and love to put in big sums of money she has taken up fantasy gaming
sharing on social media). He is super to win big. He often plays in the larger recently.
competitive with friends & all his win pools.
friend play against each other.
Pain Points: Pain Points:
Pain Points:
- He finds it boring when he thinks - Needs help in choosing the right
- He gets frustrated if he misses out he is playing against kids and needs team as she doesn’t always know
on updating the team as per the a bigger challenge. who is in form but isn’t willing to
lineup due to an assignment. - Although he enjoys creating his install cricket.com app separately
- He wants recognition for the wins own team, he wishes for a different as she considers it a hassle.
apart from small monetary wins. format for the game.
PAINTS POINTS AND SOLUTIONS

Feature Name Paint Point Solved Targeted Users Other potential improvement
not making it to the top 3

1. Tournament Royale: An entire


Missing out on updating tournament length fantasy game
the team as per the Targeted towards users where players make a team for
Auto Team Update the entire tournament.
lineup due to the like Ronit and Sharmila Benefit: Long term commitment,
window being short. and unique format of play for
players like Ankit.
Issues: Complex rules in creating a
team, substitutes in case a player
Better recognition for the is ruled out etc. Will take 2+ years
wins & being able to share it to implement & educate user.
Targeted towards users
Awards & Trophies with friends. Remove 2. UX improvement: Home screen
like Ronit
hesitation while sharing to show the ongoing matches.
small monetary wins. Currently it takes 3 clicks to reach
the page.
Benefit: Ease of access, will nudge
users like Sharmila to play more
Issues: Impact not as substantial
The need for feeling as others with current players.
pride by winning against Targeted towards users
Champions Arena
real players and a sense like Ankit and Ronit 3. Built-in Analytics: Instead of
of accomplishment separate app, metrics like
consistency (S.D.) built in.
Feature #1 Feature #2

Auto Team Update Awards & Trophies


DESCRIPTION: When the auto update is on, DESCRIPTION: Users can earn various badges
the competitions for which the feature is to show their winning and participation streaks
turned on, will automatically remove the (like 5 wins streak, 5 day streak, 1 month streak),
players not in the playing XI and replace them Points achievement badge, trophies for being in
with the most selected players not yet selected .A quick access the top 1, 5, 10, 20 and the
and within the budget. This icon on the ability to share them on social
While selecting media with a single click.
will ensure that people don’t home page
the captain,
end up with players not part These Badges and trophies can
vice captain, Menu will show be used to define the top x%
users to have of the team. We can add a
the Awards and players basis a given parameter.
option to turn bench of players to select the
trophies section.
on auto update. auto update players from in Each time a badge is unlocked,
Clicking on it
future builds. takes you to a pop-up will show in-app & a
- The same option will be available post team your badges. notification communicating the
selection. the top 1, 5, 10, 20. badge win too.
DESIRED IMPACT: DESIRED IMPACT:
1. Assist the players who might not be aware of 1. This will provide sense of accomplishment in
team updation process and help new players and addition to monetary wins & ability to share their
prevent them from dropping off due to low wins. win driving higher sharing of app.
2. Prevent frustrated users who forget to update 2. This will keep users coming back to the app to
teams or get busy. create teams on a daily/weekly basis
COMPETITIVE MOAT: COMPETITIVE MOAT:
Attract users with busy lives from other platforms Attract users who see stories of friends’ badges

PRIORITY SCORE: PRIORITY SCORE:


Reach* Impact** confidence Effort* Reach Impact confidence Effort
3 4 70% 2 5 4 50% 3

Timeline to Implement: 3 Months Timeline to Implement: 4 Months


*Reach is on a scale of 0 to 5, Effort is on a scale of 0 to 5 **Impact here is used to define increase in repeat playing Behaviour on a scale of 5
Feature #3 PRIORITIZATION

Champions Arena
DESCRIPTION: Champions Arena will allow users
to compete with teams made by real players. The
champion’s team can be taken through a Missing out on updating Reach - 3
partnership with players or from public sources.
Users can choose to compete against them from
Reach*
Auto TeamImpact** confidence
the team as per the Impact – 4Effort*
‘live matches’ page where they will be taken to a 3
Update 4lineup due70% to the 2
Confidence – 70%
screen to select champions to compete with or they window being short. Effort – 2
can select champions arena from left swipe menu.
They will earn badges if they win
Clicking on the against the champions and a
playing XI, the popup to share the same on Better recognition for the
user can see social media. The feature to be Reach - 5
wins & being able to share
the team
available only on paid contest, Awards & it with friends. Remove
Impact – 4
selected by the
nudging the free users to start Trophies Confidence – 50%
all star player. hesitation while sharing
playing for money. Effort – 3
small monetary wins.
clicking play DESIRED IMPACT:
against, team of 1. Improve paid match
the champion participation
will be pitched 2. Create a sense of excitement Reach - 4
The need for feeling
against platers among users, making it more
team. competitive.
Champions pride by winning against Impact – 3
COMPETITIVE MOAT:
Arena real players and a sense Confidence – 50%
of accomplishment. Effort – 2
Move users who play free games to paid games
PRIORITY SCORE:
Reach Impact confidence Effort
4 3 50% 2
PRIORITY SCORE: Reach x Impact x confidence
Timeline to Implement: 3 Months
Effort
AUTO TEAM UPDATE – FIGMA WIREFRAME
DETAILS: In order to combat the issue of ending up with players of 0 values in their teams, specially when real money on the line, we need the auto update
feature. The players gets the auto update option at 2 locations: 1. on the captain, vice captain selection page once the team is created 2. After the team
selection, you can go in live matches section and toggle the auto update feature. This prevents users from dropping off the platform due to absence of adequate
time on their part and will encourage them to participate more as risk of poor team is low. The rules to be followed with the feature are given on the next page.

A notification pop-
up to notify the
user of the auto
select being
completed and no.
of substitutions
been made.

The 2 places where


the users can toggle Another pop-up after the
the auto update match to show points by
teams option. substitute players.
We also provide an
info icon which shows
a popup on what this
option does
AUTO TEAM UPDATE – FIGMA WIREFRAME

RULES OF AUTO UPDATE: FUTURE SCOPE:

In case a player forgets to update the team at the cut- 1. Functionality to utilise left over credits to select better players, if any.
off time of the match, the following rules will apply: 2. Substitute players between cohorts e.g. A batsman can be replaced by a bowler if cohort limit intact

Remove non-
playing players
Clicking on the information Icon
shortlist players in
Clicking on the icon will
the playing XI
show the users the rules
associated with the switches
players credits being made to their line up so
Less than/equal to
No such that they learn about the
Exit player credits
player exists substitution and don’t et
Shortlisted disappointed if a substitution
Most selected is not made.
Add back the
player in the same
No player in removed player
cohort *
same cohort
Selected
User will be notified by a
Team limit in Limit breached notification in case no
breach if the
substitutes can be made for
player selected
the users team as soon as the
No breach
line up is out so that user can
Select the take action if he wants to.
shortlisted player

* Cohorts: WK, Batsman, Bowlers, Allrounders


SUCCESS METRICS

METRIC DESCRIPTION Active users is defined


as players who
North Star # of paid competition Total number of paid competition participation registered participate in atleast 1
Metric participation / week per week (user can register in multiple competitions) paid competition.

# of paid competition Total number of paid competition participations per user per
participation/user/week week
Need to ensure optimal
# of weekly active users/ # of See the repeat playing behaviour of users if value is higher comparison as
monthly active users then players are coming back on a weekly basis. comparing IPL weeks
Success with regular weeks will
Metrics Percentage of active users leaving the app after a week. To
Weekly user drop-off rate
compare auto-update users with non auto-update users. yield skewed results.
% of Users using the auto Percentage of active users using the auto update feature per
update feature week
# of points earned by substitute Average number of points earned per week by substitute Popular contest refer to
player / Auto update user players among users who use the auto update feature the matches in which
top 8 teams of the
Total number of monthly active users to ensure our total user
# of monthly active users
count is not going down
sports are playing or
Counter % of auto update users not Percentage of users who opt for auto team update but the
are ICC level
Metrics getting a substitute tournament for cricket
rules don’t allow them a substitute.
% of popular matches To ensure parity when comparing success metrics we want and equivalent for
available per week equal number of popular matches per week other sports.
PM SCHOOL

THANK YOU
ASHISH GANGAL

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