Ergatta - Content Expanion Initiatives

The Opportunity

At Ergatta, we specialize in the niche of game-based fitness as an alternative experience to instructor led classes. We have won that battle, but still leave a lot on the table with the instructor led market.

Our primary goal appeal to a new type of customer, increase our TAM, win rate against competitors in the instructor lead class sector of connected fitness and justify a higher subscription price.

The Audience

The primary audience we prospective customers who were interested in connected fitness products, but were turned off by the lack of non-game based content.

The Role

Senior Director:

  • Led company strategy on content expansion options for non-game based content to draw in a new type of customer and better compete head to head with competitors who offer instructor led on scenery based content.

  • Audited City Row fitness content and helped filter for our needs.

  • Provide the right level of detail to empower other Product Managers to execute on the details for implementation of instructor led classes into our ecosystem.

Senior Product Manager:

  • Researched vendors for sourcing on the water scenic video content for immersive rowing experiences across the globe and purchased assets.

  • GTM Launch for Scenic Row content additions.

Key Performance Indicators

  • Rower sales

  • Sales feedback on win/loss rate to competitors

  • Subscription reactivations

  • Retention and usage of existing customers (nice to have)

The Outcome

  • 167% YoY increase in subscription reactivation in August.

  • 70% of new customer specifically referenced content variety being a key reason why they purchased Ergatta.

  • Instructor led content via classes saw a spike at launch, but also a steep drop off soon after.

  • Scenic Row usage at 25% is comparable to many of our games.

  • Scenic Row usage remained stable, but new content took over the lions share of usage as compared to the older content.

  • Added perceived value to our paid subscription in preparation for a subscription price increase

Lessons Learned

  • Class content was a growth bet, which has paid off in our winrate against competitors, so we have not been concerned by low product usage.

  • The class based content doesn’t compete with or game-based content in terms of share of usage since most of our target customers came to use because they weren’t as motivated by instructor led content.

  • New content for scenic row doesn’t move the needle on usage or lead to a change in user behavior, but adds to quality of life and retention when content would normally get stale.

Key Skills

  • Content Strategy

  • Growth

  • Product Strategy

  • Product Management

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