CASUALKIT Making computer game monetization beneicial to both game developers and players.
Earn Money with Player Challenges and Highscores
Select a friend ora random opponent
Winners get money directlyinto their account
Select your money tier
A 10% fee is deductedfrom the users account
Confirm the Challenge
1.00 0.10 1.10
Play heads up or a tournamentagainst many players
Play for Real Money
Choose Play for Real Money
Select a game withCasualKit implemented
- 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 Market experience shows,that almost all winings are spend playing again and not withdrawn.
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
Only 0.15 percent of mobile gamers account for 50 percent of all in-game revenue
Player Challenges and Tournaments
Ads Microtransactions Casual Kit
GAME MONETIZATION MODELS
Inclusive Monetization ModelBenefit User
None Social GameplayLow RetentionShort Life Cycle
Social GameplayHigh Retention
Extend Life Cycle
Exclusive MonetizationHarm User
PvP Skill-basedCash Competition
CasualSingle Player Games
Role Playing andMMO Games
Games-Casino category accounted for 7% of the iPhones global revenue and 14% of the iPads total income in February 2014.
Publisher Net Revenue9,746
Og Noget Mere
672 Unique Depositors
6,98 Avg Deposit Size
3.3 LTV per User
CasualKit Net Revenue4,177
Average monthly spend per paying mobile gamer is highest in Western Europe, with $4.40. In real money challenges its 15$
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:
Avg Deposit Size
Average Stake Size
Publisher Net Revenue
CasualKit Net Revenue
LTV per user (ARPU) 1)
LTV per paying user (ARPPU) 2)
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.
Og Noget Mere
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
TEAMSren Gleie, ba.scient.soc., CEO
Jonas Andersen, Programmer
Jeppe Andersen, cand.merc., Marketing & Sales
Armann Gudmundsson, Designer and front-end coder
CONTACTSren Gleie, founder- 30517043, email@example.com, dk.linkedin.com/in/gleie
Thomas Hgenhaven, board member, CSO & partner Better Colelctive- 60616163, firstname.lastname@example.org, dk.linkedin.com/in/thogenhaven
Jan Lehrmann, board member, Entrepreneur and Investor- email@example.com, dk.linkedin.com/pub/jan-lehrmann/42/188/14b