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Elena Grigorian
Chief Executive Officer (CEO), My.Games B.V.

Elena Grigorian, CEO of MyGames - My First 100 Days as a CEO

🎥 Dec 01, 2023 📺 Deconstructor of Fun ⏱ 54m
Istanbul Gaming Summit https://rsvp.withgoogle.com/events/think-games-istanbul-i-google-x-deconstructor-of-fun Elena Grigorian ...
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About Elena Grigorian

Elena Grigorian, CEO of MY.GAMES, has spoken publicly about the company’s approach to branding and user acquisition. In a March 2024 presentation, she described the company’s shift toward branding campaigns for mobile games, noting that the gaming industry has historically been performance-oriented and that adapting to less predictable branding models required new metrics and expertise. She stated that the company saw a significant revenue impact from its first branding campaign, but cautioned that such campaigns require careful target audience selection and that drastic changes to existing user acquisition campaigns should be avoided. Grigorian has also commented on the broader industry downturn. In a November 2023 podcast, she attributed the industry’s struggles to the rise of cheaper entertainment options such as short video, and argued that companies should focus on attracting and monetizing a mass, non-targeted audience rather than relying solely on high-spending players. She cited MY.GAMES’ diversification strategy and focus on existing revenue-generating products as key to maintaining stable growth. Additionally, she noted that the company has a 45% share of women in leadership roles, and described finding work-life balance as a personal challenge.

Source: AI-verified profile updated from Elena Grigorian's recent appearances. Browse all interviews →

Transcript (44 segments)
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Mish Katkov0:01
Hey folks and welcome to the Deconstructor of Fun podcast. I'm your host Mish Katkov, and today's guest is Elena Grigorian, a newly appointed CEO of My Games. I mean newly — we recorded this podcast when she was 60 days in, and now she's been at the job for a little over 3 months. So it's a very interesting conversation. I think it's interesting because we cover both the personal and the business side of gaming. When it comes to business, we discuss My Games' tenfold growth as a company over the last seven years, and we also provide a lot of views on the future, where the industry is heading during the next two years. On the personal side, we discuss topics like what a person should accomplish during their first 100 days as a CEO, as well as things like work-life balance — something that rarely exists with chief executive officers. I really hope you enjoy this podcast, so please check out the below. If you're on Spotify, leave some comments, send your thoughts. I do urge you to check the upcoming annual event, the Istanbul Gaming Summit, that we're holding on March 7th, as well as the invite-only Istanbul Investor Summit for founders and investors on March 8th, the following day. If you haven't been to the Istanbul Gaming Summit, it's one of the largest gaming events in EMIA. As always, we have top speakers from top companies, and we are improving every year, growing every year. This time around, we're going with almost a thousand people attending, and the new thing that I'm particularly excited about is we're adding more interaction — that is something that people have been asking for. So less panels, more interactions. We're going to introduce breakout sessions where you'll be able to have a proper conversation with key professionals and executives. Pre-registration is open, the link is in the description below. So hope to see you at the Istanbul Gaming Summit on March 7th, and for the founders, investors, and executives, hope to see you on March 8th at the Istanbul Investor Summit. Without further ado, ladies and gentlemen, Elena Grigorian. Welcome, welcome, welcome everybody to the Deconstructor of Fun podcast. I'm joined today by a unique guest, Elena Grigorian, CEO of My Games. Elena, welcome to the podcast.
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Elena Grigorian2:41
Thank you very much. Thank you for having me. It's a great pleasure for me to talk with you today.
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Mish Katkov2:44
Guys, we've been trying to get you on this podcast for quite a while. You are a very busy CEO, newly appointed CEO. It's been two months since you've been appointed as a CEO of My Games, right?
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Elena Grigorian2:57
Yes, it's approximately two months in reality. Yeah, it's not too long, but nevertheless, taking into account it's only two months, but I have been a part of My Games for approximately nine years already, during which I was engaged in different operational responsibilities across different levels with the company. Before that, I headed the marketing structure, constructing the largest centralized department in the company, and it led to one — I coordinated the efforts of our investment arm. So we had a lot of operational responsibilities at that moment as well. Even if my role was called Chief Strategy Officer, nevertheless I did a lot of operational work. That's why it's not something new for me now in the new role of CEO. Definitely our preparation here in My Games for this transition has been ongoing for nearly a year, so it's pretty okay. I can confirm that the transition has been relatively seamless and well prepared, while it wasn't without challenges of course, but the process was controlled, which is certainly a positive aspect.
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Mish Katkov4:16
Yeah, you have quite the career in games. I mean, 20 years industry experience, nine years with My Games, working first as Chief Marketing Officer and then as Chief Strategy Officer. Before My Games, you actually spent eight years at Disney, where you ran their interactive business in CIS countries. Your background is quite interesting. Despite having these marketing leadership positions, you actually hold a degree in engineering. Looking at your resume, it's quite exhaustive. You could sum up that you're a proven strategic leader in the game industry with expertise in marketing, partnerships, and operations. As the former CEO of My Games put it, 'Elena has exceptional management skills, deep experience in international business, strong strategic vision, creativity, and inspirational leadership.' So that's a very nice form of boss you have. I wanted to ask you: how did the transition from Chief Strategy Officer to the current CEO role come about?
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Elena Grigorian5:34
Yeah, it seems that the strategic role is slightly different compared with the rather operational CEO role. But taking into account that I've been a part of the company for so many years already, definitely I know a lot about the strategy, our business, our operational things. So I believe that the transition was seamless and smooth enough. Definitely I extend my gratitude to all My Games team for their unwavering support for these months. I believe that our management team is now stronger than ever, and we are progressing together. Over the last two months, we have successfully upgraded our strategy, established goals, and concentrated on the crucial issues and tasks. We have initiated standard year-end procedures such as budget planning, performance team reviews, and so on. So I can say that everything is progressing pretty well, and the transition was pretty successful, I believe.
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Mish Katkov6:43
When you take a role as a CEO, is there — maybe this is with presidents, especially Presidents of the United States, they have their first 100 days. When you're taking over as a CEO in a pretty large company like My Games — I think it's around 1500 employees, many studios, many projects ongoing — when you take this type of role, is there that sort of first 100 days, here's what I want to achieve? How did you approach taking the role of CEO?
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Elena Grigorian7:19
Well, yeah, in reality it's very interesting because definitely I thought about my first 100 days and what exactly are the most important things I need to do, what my focus should be, and so on. Definitely it depends on different situations and different structures, but for me personally, my primary goal for these two months was definitely my team — ensuring that our team has all the necessary resources to effectively do what they do best, transform their passion, creativity, and professionalism into great immersive games. So it was crucial for me. Definitely it involves the establishment of procedures, internal cultures which are able to help them unleash their full potential. From my perspective, over the past two months we have made significant progress on that front, aligning our strategies with the plans for 2024, identifying our key areas of improvement in operations, expanding our hub network that we create, the work environment which helps all our teams to work with comfort and joy. Maybe you heard that this year we successfully opened new hubs in Armenia, in Georgia, in Abu Dhabi, and in Serbia, in addition to the existing headquarters in Amsterdam and office here in Cyprus. So it's fun because two months sounds like a lot of days, but in reality these almost 60 days flew by like a moment. To keep the pace of our business and our industry, it's so important to be focused. For me, it was important to remember that I can't do everything at once and do it well, so I decided to take a breath and focus my efforts only on what is important and urgent, and only postpone non-urgent things. Because definitely there are a lot of things to do, and you should concentrate your first efforts on the most urgent things. Also, it was so important for me before any big phase in my life, like being appointed CEO, to not forget to discuss with your family beforehand that they might not see you much at least for the next three months. So we agreed with them on this situation, and it was agreed beforehand. It's much easier for me now.
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Mish Katkov10:00
Yeah, there's definitely a lot of things that you have to take into account. Before I jump in, you mentioned a lot of interesting things: the opening up of hubs. Before we start talking a little bit more about My Games, I wanted to ask you a couple more questions about your role. How does the day-to-day change from moving from Chief Strategy Officer or even before that Chief Marketing Officer to a CEO position? Are you now more in discussion with the board, more external focused? Are the days longer? As you said, moving from CSO to CEO you had to prepare your family: 'This is going to be a lot of work, you're not going to see me a while, but we all need to work as a team so I can focus on getting things done in the first 60, 70, 100 days.'
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Elena Grigorian11:00
Yes, it was a situation that should definitely be discussed beforehand. In my daily routine, I'm someone who puts a lot of effort and finds satisfaction in hard work, and it has always been that way. So work is a significant part of my life, both professionally and personally, because many of my former colleagues have become my friends, and I like to spend time with them after the main work calls are done. So I wouldn't say my daily routine has changed drastically, but spending time with my family definitely has to take a back seat for the next couple of months. In usual daily routine, there is no huge change at the moment.
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Mish Katkov11:54
Got it. You talked a little bit about working hard. We've tried to schedule this many times, and I understand there's tons of priorities — podcasting shouldn't be the priority of a new CEO. But how does work-life balance happen with a CEO of a large company? Is it something that there's just no work-life balance, it's mainly work and then there's going to be balance after the role of CEO when you're a board member or an investor? How does work-life balance work?
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Elena Grigorian12:36
Yes, of course, the issue of work-life balance is a difficult one, especially when it comes to the C-suite position, especially when you're doing something you love. I really love what I do, and I really give myself to the process, so this balance is not always possible. I'm CEO of a growing gaming company, but at the same time I'm a mother of two, I'm a wife, I'm a daughter, I'm a sister, and I'm a person with my hobbies and interests. So definitely it's challenging. I can't give you a magic recipe for how to do that, but for myself, I do my best to find this balance every day. I have never suffered from it, and I have enjoyed my work and communication with colleagues and partners for 20 years. Of course, I have invented habits that allow me to combine what is pleasant for me and useful for my work at the same time. For example, I try to learn something new every day; it's a kind of new habit in my life, but more about what could be used for my work, because it's always of maximum interest. So it's a combination of something interesting for me personally but at the same time very useful for my work. The same story with sports: I do sports in the morning, but at the same time I think about the upcoming meeting and write down important things and tasks on a Dictaphone. So it's a combination of pleasant things for my health but at the same time a very useful part of my day — to spend some minutes, some hours just alone with myself to think about the new day. Of course I try to make sure that the time I spend with my family has maximum quality and is useful for each of us. I believe and I know that we all appreciate it very much.
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Mish Katkov14:57
Those are great points. It's just something that is not that often discussed with CEOs or anybody in a leadership position — that it takes a lot of organization of your life to be in a leadership position. It's good that you're explaining how you structure your days so that you can get things done and spend time with family. But as it always happens with these types of roles, if somebody needs you in the evening because there's something happening, you have to be on call. It's part of the role. But let's switch gear and talk a little bit about My Games. I think it's important to understand the size of the company. It's headquartered in Amsterdam, around 1500 employees, with more than 50 titles in the portfolio and around 15 games in development. The company is mainly known for mobile-first games like War Robots, Hustle Castle, Rush Royale, Left to Survive, and Tactical. You've lately been expanding outside mobile with games like War Robots Frontiers, launching on consoles, and Hawked, a first-person third-person shooter game launching on PCs — kind of like Fortnite-looking. Also, you have an investment arm, MGBC, which is a top strategic investor globally. So a lot of actions, a lot of different studios, 50 titles. I wanted to kind of zoom out and ask you as a former Chief Strategy Officer: what would be the SWOT analysis of My Games? For those who don't know, that means strengths, weaknesses, opportunities, and threats.
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Elena Grigorian17:09
Yes, thank you for this question. It's very interesting to talk about My Games in a very concentrated way. Talking about strengths: you already indicated that our key strength is our great high-professional team with different expertise because we have a diversified gaming portfolio — that's the second strength. But nevertheless, this diversified portfolio helps us collect very different expertise inside of our team. We do games on different platforms, on PC, console, and mobile at the same time. We have diversified business models inside of our business: we have our own games that are developed inside the company, at the same time we have licensing business — we license third-party games to be published all around the world in different countries. The third source of products for us is the investment arm — it's one more way to have products in our lineup. I believe it's our strength: this huge diversification of our business in very different aspects — different development teams that have their own unique way to success, wide range of products on different platforms, different business models inside one company. So that's definitely our strength. Talking about weaknesses, I can indicate pretty much the same things: a wide range of teams and products can be a weakness when we talk about a united strategy, united objectives. So it's important for us to work together, to go the same direction, because the team is huge, a lot of different teams in terms of production cycles. We need to work hard to unite everyone in one strategy and to go in the same direction all together. Sometimes it's not so easy. Talking about opportunities, mainly talking about the market: at the moment, many gaming companies should think not only about their own category in terms of platform but should think wider. For example, mobile game developers should think about the experience that PC game developers have. An opportunity for us is that our experience is so wide in different platforms in development and marketing. For example, when we talk about mobile marketing, for us it's much easier to understand how PC marketers involve gamers into their product, and this experience is very important at the moment for mobile marketing as well. It's much more difficult for other gaming companies to acquire this expertise, but inside My Games we already have this type of expertise. At the same time, for all these years we have a wide partnership network, and it's an opportunity for us to involve their expertise and background to help us grow. Talking about threats, definitely I believe it's pretty much the same threats as for many other gaming companies in the world: the movement of players' time spent into non-gaming apps from gaming ones — that's definitely a threat in terms of further movement and further privacy restrictions. Definitely threats for us as a developer and publisher of mobile games mainly, and of course growing competition in the gaming market in general — one more threat for all of us. So that's a kind of concentrated sketch of what's going on with My Games in terms of SWOT analysis.
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Mish Katkov21:29
Thank you, this is really great. Just when we were talking about diversified portfolio, business models, and investments, I was thinking: how do you lead such a diverse group of businesses and products? As you said, the weakness is definitely the challenge of leading such a diverse team because everybody's target is different in development. You must have a leadership team. What is your leadership team like? With such a diverse set of businesses and so many products in development at the same time, how have you organized the company to stay on top of everything?
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Elena Grigorian22:18
I believe that at My Games, our organization is structured in a different way compared with many gaming companies because we have 10 in-house development teams, and each team has unique expertise and specialization in the development of diverse game genres and platforms. This setup forms a kind of micro-industry within the company, enabling constant consulting and collaboration among different teams. Definitely the key of our uniqueness lies in this diversification — not only in the variety of games we create but also in the skills and focus areas of our employees and teams. This diversification strategy positions us ahead of the industry curve in many cases, allowing us to test different hypotheses at the same time, and the results of these experiments are constantly shared across all the teams, fostering a collaborative environment. This collective knowledge-sharing process enriches the entire My Games structure and team, ensuring that insights from one genre or platform can contribute to the success of others within the company. So of course it's a huge strength, our diversification, but of course we have a kind of umbrella centralized structure that coordinates the efforts of our 10 development teams to guarantee that all of them are going in the same direction. This is important.
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Mish Katkov24:04
Are there any best practices you can share about knowledge sharing? I've been at many companies that have amazing products, and I've always noticed how almost people outside the company have better understanding of the portfolio than the people who are actually inside the company. That sharing of learnings is not as common as you would expect.
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Elena Grigorian24:33
Yes, definitely. I believe that sharing experience and collaboration all together is inside the DNA of the company because we are formed as a combination of different development teams. For us it's so important to share this experience and share the result of any experiments we have inside each team. Taking into account the size of the company and diversification of the studios, when we have a kind of internal event, it looks like an industrial event for 1,000 people. For example, we have working groups between all the marketers from all the studios, the same story with working groups between all the game designers in different development teams. They collaborate together and discuss different topics together, and share not only their knowledge but their metrics at the same time. For us it's much more important to have a united trend tool that everyone knows the figures of any experiment, any product. So it's a kind of community of developers that can share not only their knowledge but their figures at the same time. You could look at any marketing campaign at any studio, any product, and look at the result of any event that we have inside our games, and ask the question: what happened, what was the result? This collaboration between the studios is definitely a key, and we are very, very good at it because of huge amount of internal events for different topics just to share the experience.
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Mish Katkov26:29
That's great. Do you have some kind of documentation of past events, like a My Games playbook that people inside can get their hands on, or is it more sharing day-to-day, monthly work?
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Elena Grigorian26:58
Of course we are trying to have documents like best practices for different experiments, but nevertheless it's much more important to have someone inside the team who can answer your questions. That's why it's not only the documents, it's mainly face-to-face communications where you can ask questions and understand what's going on in real life. Of course we're trying to find something in a Confluence at the beginning, but we have a kind of experimental culture inside the company. Even if you have a document that this hypothesis was already checked one year ago, it doesn't mean that you shouldn't try to do the same today, because everything can change. The market changes greatly every year, the competition environment changes greatly, and the marketing channels and partners change greatly. So try again and again. Maybe one day your experiment could be much more successful than the previous one. So documentation is not the best way to keep this drive to experiment again and again.
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Mish Katkov28:21
I think that's a very smart way to put it. I was just talking to a founder a week ago, and we were discussing a certain thing, and they had a proposal to go toward a certain direction, and the founder said, 'Well, this looks exactly like what we had in this app three years ago, so let's not go there.' It feels like going backward. But what you're saying is: what was then doesn't mean it's right or wrong; give room for people to try, experiment, run their tests, and move forward. So appreciate that. Going back to your portfolio: how many new games do you have in development, and how is it divided between mobile, console, and PC?
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Elena Grigorian29:06
First, I can share that our development strategy emphasizes the balance between mobile and PC/console projects, and we try to keep this balance to have some PC/console projects in our lineup every year, while at the same time growing our portfolio in mobiles. For example, now we have two PC/console products in Early Access set to launch at the very end of November: Hawked, which was announced already and is going to be released rather soon, and one more title that we have in our pipeline and prepare for launch next year — War Robots Frontiers, we have already mentioned this game. So we have two PC/console products to be released at the end of this year and next year. Annually, our diverse development teams contribute to the creation of approximately 10 mobile games annually. Definitely not all of them will be globally released or even successful; some will be closed over the testing process. But nevertheless, we are trying to keep the skill to have at least 10 games per year at the latest stage of development.
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Mish Katkov30:28
The games you're making are not small. Even looking at War Robots Frontiers, a console game, or Hawked, they're pretty big games. I'm curious: how do you greenlight these games? You have to be quite forward-looking; development cycles for these types of games are two, maybe even three years. How do you greenlight them?
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Elena Grigorian30:54
Yes, at My Games the green light process for new games, before it is started, is a multi-phased evaluation by our analytical team. They analyze categories, genres, and overall potential of each product. This evaluation is a combination of creative, financial, and market considerations. After that, as soon as everything is quite good during the light process, we start preparation of an MVP. Definitely the most important step for us is to have real metrics on a real audience of our products. So we believe that it's so important to show your product to the audience as early as possible to get real feedback, to see real metrics. Of course we have some stages of friends and families, studio review, and so on, but nevertheless it's significantly important for us to have real metrics from the audience. Of course it's a little different between mobile and PC/console, but nevertheless if you have a product that can be reviewed by the audience, you definitely should do that as soon as possible. So we try to get this feedback and adapt our further development process based on the result of this feedback and on the result of metrics we can get after that.
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Mish Katkov32:26
You're describing a strategy that is quite deliberate. Rather than just getting something out in the market as soon as possible to see basic metrics and then pivoting left right, you're deliberate rather than fast-to-fail.
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Elena Grigorian33:04
Yes, we are trying to combine the best features from one approach and from another, and we find a kind of balanced approach that we use.
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Mish Katkov33:20
Sounds smart. How about the organization? A few years ago, you divested from Russia. Has the organization changed significantly since you left the country?
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Elena Grigorian33:33
It's much important to see that the main part of our business and our revenue was concentrated outside of Russia for many, many years already. The main part of our revenue comes from the US, UK, France, and Germany — these are our main revenue countries, and it was like that for decades already. We continued our international expansion, continued growth of our key markets in the US and Europe, but at the same time we think about the Asian market as well. So our international expansion due to our products and our ambitions in terms of audience growth is much more important for us. For example, during this year, it was important for us in terms of War Robots that we finally obtained the ISBN for War Robots to be published in China. We have always been greatly interested in the China market, but there are a number of conditions we need to meet before launching the product there. Currently the door has opened for our key product, War Robots, so we have the opportunity to launch and have local campaigns in China. We are in preparation for this launch to be released at the very beginning of next year. It's a great step for us, a huge change, and we truly believe in the success of the game there. Talking about the structure and the team, I have already mentioned that we opened new hubs across the globe: Abu Dhabi, Serbia, Armenia, Georgia. All are contributing to our mission of fostering a truly worldwide presence for our team. Even before the pandemic, we had an international team and we were quite flexible, and the pandemic accelerated this transition to remote. This remote mode has helped us greatly at this moment.
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Mish Katkov35:54
There's two things I want to dig into. One is hubs: what is a hub? What does it mean to open up new hubs?
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Elena Grigorian36:25
It's a kind of combination of help that we can organize for our team that lives in that territory. It's not only the working spaces — definitely not only about office spaces and co-working spaces. It's mainly about our support of the territory, support of our team in terms of different procedures, legalization, bank account opening, technical support on the territory, and any other support that we try to organize for our teams. That's why it's pretty a lot of work to open a new hub — because it's not just the legal entity on the territory and legalization, but it's more about the opportunity to support our employees there in many different aspects of their life and professional work.
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Mish Katkov37:23
With this type of hub structure, do I understand correctly that the company is very remote-friendly? People can work on different projects than the location. For example, I'm living in Serbia and would go to the hub, but I would be working on a different project than other people there. So I'm kind of remote but going to an office if need be. Does that describe the hub?
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Elena Grigorian37:49
Yes, definitely. It's not necessary to concentrate your efforts on the exact project located in Serbia. You will definitely continue to work for the project you started. But if you need any help in terms of technical support, health care, or legalization on the territory, or to spend some time together with your colleagues, you can be inside office spaces and co-working spaces if it's useful for you. The structure is pretty the same, but if you live on the territory of our hub, it's much more convenient for you to be a part.
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Mish Katkov38:35
That's a very interesting setup. I don't think I've heard quite this type of approach, but it definitely makes your workforce quite flexible. It's not like a traditional studio that has one or two physical locations, but it's more like we provide all the on-site services that come with everything from day-to-day life to hanging out with people you work with in different locations. Nevertheless, you don't have to be in Armenia to work on a project that is being done in Armenia; you're working on a project that is done out of multiple hubs as well as remote employees.
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Elena Grigorian39:16
Definitely, this is the case. You're right.
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Mish Katkov39:21
Interesting. Has this hub approach been before? Because if I understand correctly, the majority of your employees are remote, working on projects not in the same location.
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Elena Grigorian39:38
Yes, yes. In reality, we started to do it even before the pandemic, but during the pandemic this process was accelerated — this transition to remote work. We built a solid infrastructure that allows the team to work remotely. We moved to remote work during the pandemic and established the principles of remote work in 2020. We realized the efficiency of this work for us, and we successfully launched our hit game Rush Royale because remarkably, that entire development team worked remotely on this project. The game is one of our biggest successes now, collecting 63 million installs. The game was done on the remote regime already. After the pandemic, the decision was made to stay in the remote mode of work permanently, as we saw good results produced by new project teams and gaining feedback from the employees on what's best for them. This year we decided to build this network of hubs to enable our colleagues to meet and work together on some projects if they need. Of course, speaking about the operational team, it's very important to organize a team that helps to support this transition. This is the joint efforts of several teams: HR, IT, legal, finance, communications, and many others. To be successful during remote work, constant communication is key. We understand that, so to ensure everyone is informed about the progress of any project, the challenges we face, the benefits we receive, everything is communicated constantly on different levels. We have a lot of internal events to support this communication, flexibility, and transparency. So it's important to guarantee this efficiency at the end of the day, having almost 100% remote employees.
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Mish Katkov41:57
That's super interesting. You talked about expansions towards China and getting the license, being excited about what the future brings there — huge market. But what are some of the other geographic areas that you see as potential for new games? Overall, how do you find those new areas? What makes you focus on certain geographic areas?
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Elena Grigorian42:23
Well, at the moment, as I already mentioned, the main part of our revenue comes from traditional territories like the US and Europe. Of course this is one of the biggest points for us in terms of stability, and we concentrate our efforts at these territories when we think about new products, new marketing campaigns, partnerships, and so on. But definitely, when we think about growth points for us in terms of territory expansion, we think not only about the US. At the moment we think mainly about Asian territories, Asian countries like China — I already indicated that — like South Korea, like Japan. We know that at the moment our share in these territories is not so huge compared to the total gaming industry in the world. Of course these territories capture half of the gaming revenue in the world, but for us the share is significantly smaller. But at the same time, we have products which are pretty successful there. For example, War Robots: Japan is number two territory in terms of revenue stream for War Robots. If you look at the competitive landscape there, we understand the potential for War Robots is still pretty huge, and we believe that for War Robots it can be a potential territory for further growth. Same story with Rush Royale: South Korea is number four territory in terms of revenue for Rush Royale, but the share is still pretty small, and we believe that South Korea can be a territory for Rush Royale for further growth. Tomorrow we are planning special local marketing campaigns in South Korea for Rush Royale at the beginning of next year. We'll see how it succeeds, and we will hope for a great result. If it is, we will try to increase our local efforts on this territory to grow Rush Royale in South Korea. Japan and South Korea are also significant markets for Tactical, and again, even if they are number two or three territories in terms of revenue, we still believe the potential is pretty high. That's why for us, Japan, China, and South Korea are number one territories in terms of growth points. We do a lot of local initiatives on these territories, trying to understand our full potential, and we will definitely do experiments in terms of local operations, partnerships, local marketing campaigns. So 2024 will be the year for us to test these new territories in terms of ambition, and we'll see. I really hope that next time we meet, maybe some quarters later, I will give you more details about the exact results we can get at these territories.
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Mish Katkov45:45
That's super exciting. I have some experience launching in some key Asian markets. I don't know if you're approaching it this way, but there's a lot of work that goes into it — not just localization and not just culturalization (though you might not need that much with robots), but customer support and really focusing on the language used in the games to make it feel native. They're much less lenient to mistakes compared to Western audiences. Those are tough markets, very concentrated. But looking forward to seeing War Robots — which is what, 10 years old? — to succeed. Super impressive how you are running games that are closing in on a decade of being live on mobile and still finding new markets and new ways to grow them. That's truly marvelous. I think that's a different mindset that many companies have because they always focus on the next one, but you are both growing the old franchise and building around that franchise with a console game. Quite impressive. I can see Rush Royale working in Korea because similar games have come from Korea. All right, last questions before I let you go. I know you have a very busy schedule. Having worked in games for 20 years, worked internationally, and heading one of the large publishers in gaming, how do you see the industry evolving during the next two years? I'm not going to go further than that, but 2024, 2025 — what are you seeing in the next two years?
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Elena Grigorian47:57
It's a very difficult and very interesting question to talk about because it's much more important to think about our future and what we should do to guarantee our success. For the whole gaming industry, it's not the easiest time, so it's important to understand what can be adopted and upgraded in our strategy to guarantee our further growth. Definitely the economic recession in developed markets has a significant effect on the gaming industry now. If you've been working in games for a long time, as I do, you know that the gaming industry has always overcome all economic crises smoothly. It's the first time that during an economic crisis, games are not in such good shape. My belief is that games have always been the cheapest entertainment, which has always won in times of crisis. But everything has changed now, and the answer is simple for me: I believe because no less attractive but cheaper entertainment appeared on the market. I'm talking about short video and video in general. We all know that downloads of non-gaming applications show impressive growth, and the most part of this growth happens with music and video categories. These categories are the record holders for growth rate of user time spent. So both downloads and time spent go from gaming to non-gaming apps. Definitely it's not just the highest growth rate, but nevertheless the growth rate for time spent in games is not the highest at the moment. We are losing downloads due to competition for users' attention and time spent, and at the same time we are losing in-app monetization due to lack of value targeting opportunities we used to have for almost a decade. So I believe that for the next two years, we should stop praying for the surge of payers. It's time to learn how to work with a mass non-targeted audience. We should think how to attract it, but what is much more crucial is how to keep it in our games and how to monetize it, because it's much more difficult than to make the game and monetize the players. Maybe enriching the gaming experience by mixing it with other forms of entertainment products could help. I believe that if we as an industry have the ambition to return to a two-digit growth rate path, we need to upgrade our approaches both in product development and in marketing. So this all sounds pretty bleak, but I wouldn't like our listeners to get an impression of hopelessness about what is happening in the gaming industry at the moment. Yes, today it's not the easiest time for gaming companies, but I'm sure that gaming entertainment will be able to rebuild and find its new way. We are in the epicenter of these changes at the moment, which is taxing, no doubt, but also extremely inspiring, I believe, for me personally and for My Games.
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Mish Katkov51:53
That was an important point about learning how to navigate mass adoption. It's something that the apps you mentioned that are winning the time of users are really good at — mass adoption. They work for everybody. That's something that we haven't had the need to figure out, but I bet a lot of people should be looking at onboarding of various apps and how they segment you very early on and the different types of users. It's a lot of interesting things that I've personally been looking at. While this is difficult, after this podcast, maybe a few episodes afterwards, we will have Josh Wilson, who was CEO of SayGames, talking about how they went through this route of figuring out the new environment and getting back to growth after pushing the brakes. So it's a lot of figuring out, and I bet there's even more figuring out when you have a very diverse portfolio. But once you get there, it's back on the growth track.
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Elena Grigorian53:00
Definitely. Thank you.
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Mish Katkov53:02
Well, Elena, thank you so much for jumping on the podcast. Truly appreciate it. Truly appreciate you being open and doing the SWOT analysis of My Games — the strengths, weaknesses, opportunities, threats — and your views on the future, as well as how you work remotely. Is there anything you want people to follow, go to My Games page, download your latest games? What would you like our listeners to do?
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Elena Grigorian53:31
No, thank you very much for listening to us. Thank you very much for your questions. I really believe that everything will be great with games, and I really hope that My Games and believing in that intent will be successful. I hope that everyone will be with us during our new releases. If you play PC and console games, Hawked is a fantastic product, so you are welcome to test and play Hawked — free to play on Steam. Get that game. Thank you again for coming, and thank you everybody for listening. On this point, catch us on the next episode. Thank you. Bye-bye.