âTo become the home of Indian Gamingâ.
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We specialize in UGC-driven eSports streaming & gaming content.
Exclusive partnerships with India's top streamers, eSports teams, and best-in-class tournament organizations fuel Locoâs positive growth trajectory.
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We are backed by leading investors including Krafton, Sequoia Capital, Hiro Capital, and 3one4 Capital.
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Loco fundamentally has two kinds of users - Viewers and Streamers.
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Please note, that the mechanics of retaining streamers are very closely related to how talent management (relationship management/payment terms++) comes into play, and participation of streamers is not directly correlated with how the streamers experience the app - hence for this project, we will be focusing on the viewer persona.
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What we offer | VIP loyalty program | eSports/gameplay streams | Top streamer content |
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Contains | Perks such as ad-free viewing, special badge, VIP leaderboards (users earn money) ++ | BGMI tournaments hosted by eSports orgs/BGMI gameplay | Content streamed by super popular streamers (regional) |
JTBD | Improve user viewing experience (functional goal) + help viewers earn (financial goal) | Allow users to watch LIVE action with friends (personal goal) | Allow users to watch their favorite streamers and feel closer to them (personal goal) |
Casual | 0-1 times a month (such low frequency since this feature is high commitment wrt $$) | 2-3 times a month | 2-4 times a month |
Core | 2-5 times a month | 4-6 times a month | 5-9 times a month |
Power | >6 times a month | >7 times a month | >10 times |
For Loco, Frequency and Depth are the two applicable frameworks:
An active user on Loco:
Consumer persona type | Persona | Bio | Demographics | Motivation to use Loco - JTBD | Pain points | Engagement/User behaviour | Natural frequency | Power/Casual/Core |
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User persona 1 | eSports Enthusiast | Name: Aryan Koli Gamer Competitor player |
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other fans in the Loco chat and sometimes it becomes a heated argument with rivalry team fans | 1-2 times in a week | Power/Core (users tend to lie in one of these two brackets) |
User persona 2 | Incentive/Reward based viewer | Name - Vishnu Loves Free Fire |
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| 1-2 times in a week | Power/Core (users tend to lie in one of these two brackets) |
User persona 3 | Gaming Entertainment Enthusiast | Name - Vikalp PUBG fan |
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â | Once in 2-3 months | Casual |
User persona 4 | Game Streamer Superfan | Name - Edwin Dilson |
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| 2-3 times in a month | Core |
User Type | Power | Core | Casual |
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Usage Characteristics |
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Other traits |
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Corresponding ICP(s) |
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Pain Points |
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Example story | Roshan is from Varanasi, he has bought many diamonds and is waiting for the app to bring back the leaderboard. He spends 2-4 hours on the app daily watching BGMI streams. He is an ardent fan of watching tournaments on the app. He downloaded Loco to watch streams - he loves watching gameplay. | Krishna is from Cochin, India. He thoroughly enjoys watching Thoppi's streams. He used to pay for VIP to avail the sticker feature (ie to send stickers to Thoppi on chat). He will follow Thoppi across platforms. | Ragini is from New Delhi and enjoys watching vlogs of her favorite streamers, fun watch parties. She's browse through the trending content on Loco's app to find such enthusing content, as she watches the stream - she'll send not more than 1-2 stickers to engage with the chats. |
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Let's crack user engagement on the app.
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There are two product hooks that we can explore to engage with all three users - casual, core, and power.
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Content | Campaign #1 | Campaign #2 | Campaign #3 | Campaign #4 | Campaign #5 |
đŽ Name | Go Loco Giveaways Bonanza | S8ul Creators Celebration Week | VIP 2.0 (Power) | VIP 2.0 (Core) | BGIS Week!! |
đŞ The hook | Hook 1: Streamer Giveaways | Hook 1: Streamer Giveaways | Hook 2: VIP program revamp | Hook 2: VIP program revamp | Hook 1: Watch parties |
đ¨âđ¨âđ§âđ§ Segmentation | Engage Core users; Core -> Power | Engage Casual users; Casual -> Core | Engage Power users; Power -> Power (Retain) | Engage Core users; Core -> Power | Engage Core users; Casual -> Core |
đĽ Goal | To see an uptick in the core user's app usage - time spent in-app and DAU. | To help casual users see value in what the app has to offer via TOP streamer content & giveaways and to see an up-tick in the frequency of casual users. | There needs to be an uptick in the D30 retention of existing VIP users. | There needs to be a D7 uptick in the retention of freshly revived VIP users. | Average watch time needs to see an uptick of at least 10% after the campaign. |
đ¤ Pitch/Content | Unlimited giveaways just for you! | Win BIG with S8ul! | Renew your membership and get 10UCs for free! | Become a VIP and earn BIG with VIP leaderboards worth 30K & UC rewards! | Watch BGIS with your favorite streamers. Experience unlimited fun with the best â¤ď¸ |
đž Channels | Notification campaigns (push notifs + in-app), Social media (own + paid) | Notification campaigns (push notifs + in-app) , Social media (own + paid) | Notification campaigns (push notifs + in-app) | Notification campaigns (push notifs + in-app) , Social media (own + paid) | Notification campaigns (push notifs + in-app) , Social media (own + paid) |
đ Offer | Google Play vouchers, Amazon vouchers, UCs ++ | Google Play vouchers, Amazon vouchers, UCs, iPhone 5, PS5 up for grabs! | 10UCs for free! | VIP leaderboards worth 30K & UC rewards | BGMI gameplay with TOP streamers |
âł Frequency/Timing | Will take place once a week | Will take place once in two months | One time | One time | Depending on the BGMI eSports Calendar |
â Success metrics |
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Campaign #1: Go Loco Giveaways Bonanza
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Campaign #2: S8ul Creators Celebration Week
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Campaign #3: VIP 2.0 (Power)
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Campaign #4: VIP 2.0 (Core)
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âCampaign #5: BGIS Celebration Week:
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Since our current focus as a company is to maximize transacting users, we'll be looking at revenue retention. Data has shown us time and time again, that - once a user transacts one time - the probability of them purchasing again, becomes significantly higher. More so, the users who transact one time, AND claim their reward - their retention % MoM over three months is a larger % of the previous data point. At a platform level, our M1 PU (purchasing user) retention is 25.40% and D30 PU retention is 5.55%. â
PU Daily Retention - Purchase to Purchase - by Cohort gives us the following chart:
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Before we double-click on the data for the different cohorts mentioned in the chart above, let us first define what the cohorts mean/stand for:
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All PUs | Retention rates |
D1 | 9.96% |
D7 | 8.15% |
D30 | 5.55% |
Esports PUs | |
D1 | 21.60% |
D7 | 14.90% |
D30 | 17.60% |
Non-Esports PUs | â |
D1 | 9.50% |
D7 | 7.88% |
D30 | 5.07% |
VIP Winners | |
D1 | 20.20% |
D7 | 19.10% |
D30 | 13.40% |
VIP Gift Claimed | |
D1 | 20.50% |
D7 | 17.80% |
D30 | 12.70% |
Non-Claiming VIP Winners | |
D1 | 12.80% |
D7 | 12.80% |
D30 | 8.05% |
Important observation in the data above - D30 revenue retention of the eSports cohort is the highest, followed by the VIP cohort who won the VIP leaderboards aka 'VIP winners'
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Next, we'll look at: PU Monthly Retention - 1st Purchase to Purchase
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Let's double-click on the data:
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All PUs | Retention rates |
M1 | 25.40% |
M2 | 14.70% |
M3 | 9.50% |
Esports PUs | â |
M1 | 85.10% |
M2 | 60.80% |
M3 | 54.40% |
Non-Esports PUs | |
M1 | 23.00% |
M2 | 12.90% |
M3 | 7.29% |
VIP Winners | |
M1 | 59.30% |
M2 | 34.80% |
M3 | 22.40% |
VIP Gift Claimed | â |
M1 | 52.80% |
M2 | 33.90% |
M3 | 22.20% |
Non-Claiming VIP Winners | |
M1 | 52.30% |
M2 | 16.80% |
M3 | 9.68% |
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From these insights, it is clear that the eSports cohort and Rewards/Incentive-based cohorts drive the BEST retention. The most effective channels that we have used to push the VIP program, and the rewards we have on our app - are Google ads, and social media (owned + streamer-led marketing).
The features - in tandem with the high-impact ICPs identified are eSports tournaments, and the VIP loyalty program on Loco.
đ Key observations:
Now let us double-click on why users have churned, basis the user calls that took place, and mention what is in our hands and what isn't:
Further info is bifurcated in the chart below:
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â | Campaign #1 | Campaign #2 | Campaign #3 | Campaign #4 | Campaign #5 |
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Theme | VIP bonus | VIP spin the wheel with bigger/better rewards: to add as a USP. | Double down on VIP-only giveaways with TOP streamers to build FOMO + surface them on the app more so that peope SEE what they are missing out on. | Host limited-timed events - where we beef up the offerings for VIP | VIP trials packs |
User-type | Resurrect Power users who churned because they weren't happy with how much they were earning due to the highly competitive nature of the VIP leaderboards. More number of winners implies lesser $$ per winner. | Resurrect Core users who churned because they did not want to participate in highly competitive VIP leaderboards to reap the benefits of being a VIP. Also, to win a VIP leaderboard, a streamer needs to watch the entire stream - which would not be necessarily natural to a core user. So a low-stake spin-the-wheel activity with high-ticker rewards + ad-free viewing would entice the churned user to give the new VIP feature a shot. | Resurrect core & casual. While core users will be more likely to care about the streamers who we'll be roping in - since they're more likely to be gaming enthusiasts; the casual users will more likely be enticed by the ticket sizes of the giveaways being offered. This activity paired with a discounted VIP pack for casual users will nudge them to give the app a shot again. | Resurrect Power users. Since Power users were heavily invested in the app at some point in the past - introducing a FOMO-driven, limited-time event which solves their primary pain point of not earning enough ie ROI of being a VIP did NOT make sense to them - a campaign such as this should work. | Resurrect casual and core users. It is important to note that this campaign will run ONLY when all the VIP features are up and running ie VIP leaderboards, Spin-the-wheel, ad-free viewing ++ So that the users who resurrect get the full experience of being a VIP once they start their trial. A trial allows users to experience the Revamped VIP program (refer to: product hook 2) for first time. |
Pitch/content | Users who send stickers get a VIP bonus, regardless of the leaderboard rankings. | Widen TOFU + VIP user retention + revive ex-VIP users | Users who visit the app should be reminded more often about what exactly theyâre missing out - in the trending view itself, it should be marked - the streams that cannot be viewed. So even if the user wasnât considering watching that particular stream, the fact that they cannot view it WILL drive some level of FOMO. This pattern is contingent to the content/streamer being lucrative. The streamer must be a popular streamer with a loyal fanbase - ideally a mix of creators from the Southern belt of India. | Widen TOFU + VIP user retention + revive ex-VIP users | Nudging casual & core users who churned to give the VIP pack a shot |
Offer | Users who send at least 10 stickers OR the value of the stickers sent have to add up to 75 diamonds. The bonus will be 10 diamonds which will be credited within 24 hours. | Since we have this feature in the works, we could add a layer wherein VIP users get access to a special wheel with special VIP features such as: more diamonds up for grabs + a prezzie from a streamer + an extended VIP pack | VIP-only giveaways including PS5, and Google Play vouchers worth âš1,500+. | VIP leaderboard value will get bumped up from 10K to 50K for an hour twice every week. So VIP users can win more money by participating in the streams (sending stickers). |
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Frequency and timing | Once in two weeks - the relevant cohort will be targeted via push notifications as and when the VIP bonus feature goes Live. | It's a feature tweak - will be always available to all VIP users. The ex-VIP users will be targetted using notification channels, and the existing VIP users (closing in on expiry) will be targetted using in-app inventory | 2-3 VIP-only giveaways every week. The days will be fixed so users will know when to expect the giveaways. We'll design notification campaigns to ensure that every time a streamer goes Live, the relevant cohorts will get notified. Will run come paid ads as well, just to reach out to casual users who have most likely muted our notifs. | Twice every week for an hour. Notification campaigns (push notifs) will be used to notify ex-VIP users. And in-app notifs for VIP users whose packs are about the expire. | One-time campaign. The campaign will be communicated using paid ads, social media + notification campaigns - since casual churned users will have muted our notifications most likely. |
Success metrics | >25% of ex-VIP users are revived. | >35% of ex-VIP users are revived; >70% of the existing VIP users will renew their VIP pack. | >35% of ex-VIP users are revived; >45% of the existing VIP users will renew, >20% of non-eSports users (likely to overlap with ex-VIP users) | >25% of ex-VIP users are revived; >35% of the existing VIP users will renew, an overall uptick in PU by 5% | >30% of core users & >5% of casual users who churned and did not want to pay to experience VIP |
The churn pain point that is being addressed | 'Not satisfied with how much they are earning with the VIP program' | 'Not satisfied with how much they are earning with the VIP program' | 'Not satisfied with how much they are earning with the VIP program' 'No giveaways taking place in-app' | â'Not satisfied with how much they are earning with the VIP program' 'No giveaways taking place in-app' | 'Not satisfied with the benefits of the VIP program' |
Please note: While we earlier observed that the eSports user cohort was promising wrt revenue retention - roping in streaming rights is a lengthy & very expensive affair AND organizing tournaments with tournament organizers (TOs) is too dependent on the relationships we have built with them thus far + lengthy + expensive. Since the lead time of activities to tap into this cohort is tedious and unpredictable, I have NOT included any campaigns for them, ONLY VIP COHORTS resurrection campaigns.
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Thank you!
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