The core is to instrumentalize high-quality game content.

It was learned that Hangzhou Moses Technology has completed tens of millions of RMB angel round financing, and the investors are Yingdong Capital and Shanghai Songtou Network Technology Co., Ltd. This round of funds is mainly used to expand the R&D team, continue to improve SaaS capabilities and develop more boutique marketing games.

Content is a good tool for major e-commerce platforms. In recent years, Moses Technology has observed that there is an increasing demand for gamification in the e-commerce industry. Game outsourcing can solve this demand to a certain extent, but Moses’ thinking is whether it is possible to develop in a larger direction so that platform merchants can use Get your own interactive marketing game with lower cost and easier way.

This is Moses’ first strategy: to make high-quality games reproducible and instrumental. Merchants can generate their own gamified marketing activities in three steps.

Moses Technology was founded in July 2019. The core team has nearly ten years of experience in the gaming industry. It has participated in the flagship products of Electric Soul (A Shares) and developed, agented, and operated hundreds of games and platform products. It has created dozens of 100 million revenue. Moses has now launched a click-to-eliminate game product, which has a research and development cost of over one million, integrates SaaS capabilities, and successively opens BOSS challenges, team PK, endless mode, hell Difficulty and other diverse gameplay.

Elimination game product picture

This creative solution (“MX Game Marketing Master”) won Moses Technology the first place in the Taobao Developer Innovation Competition 2019. The reason for the review mentioned that it “seamlessly integrates social interaction with shopping guide links,” especially the way of combining with live broadcast preheating in games. In the future, it can be widely applied to traffic operation scenarios before and after live broadcast, as well as offline pull-down and online shopping guide. Operating scenarios.

The biggest significance of winning this game is that Moses Technology successfully entered the Ali service market. Here, Moses can reach platform merchants, understand the needs of merchants, and set benchmark customers in various categories. In addition to Taobao, Pinduoduo, Jingdong and other platform merchants are also potential customers of Moses Technology.

Not only online, Moses Technology also builds benchmark customers offline. In November 2019, Moses and 28 Lotus Supermarkets across the country conducted interactive marketing. The activity lasted for two months, accumulatively generated 18 million transactions, and per capita consumption increased by 280%.Moses is currently promoting 460 RT-Mart Store activities and Lotus Phase II cooperation.

The charging method is to pay for the effect, that is, to divide the purchases generated by the user through the game. According to the data provided by the company, the current general retention is more than 60% the next day, and the retention rate is around 45% on the seventh day.

Zhu Jianrui, CEO of Moses Technology, told us that the core factor of the gamification marketing process is how to transform the added value of the game itself (such as the player’s pursuit of virtual props) into the motivation to buy goods.

It depends on: First, the high-quality game content, which is the fundamental factor, is not a fun game, just like building a tower on the sand. Secondly, it is fully and not bluntly combined with commodities. Through tasks, activities, and brand scene implantation, users are allowed to actively reach out to commodities. Third, categorize the pyramid of consumer groups through games, so that consumers who have money and no time will get more honors and spend more money, so that consumers who have no money and more time will get the benefits of goods and spend less money + encourage the former to spend more. Fourth, virtual props fill the difference in discounts of physical goods and increase bargaining space.

“We found that there is no online shoppingmall (ie, entertainment integrated integration) role,” Zhu Jianrui told, which is why major e-commerce platforms vigorously complement the entertainment ecosystem. Among them, each store needs some entertainment features, and we are filling this gap.

At present, there are nearly 20 Moses team members, and this year it is expected to expand to 50 people, outputting 5-10 boutique games. At the same time, make full use of the various capabilities interfaces of the Taobao service market, focus on improving SaaS system research and development, and directly have a gain impact on merchants’ earnings.