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Presentation by Vince Darley @ King.com for the 2013 Games Industry Analytics Forum (GIAF)
Citation preview
What analy)cs in the games industry has to learn from other
sectors Vince Darley
Director of Business Intelligence & Analy6cs, King.com 2013-‐01-‐29
I’ll focus on 4 areas today… 1. Show the right product at the right )me 2. Improve the onboarding process 3. Target customer segments 4. Understand your customer’s life)me value
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Most web businesses are quite different…
• Most web businesses – See customers rarely – Have very low repeat purchase rates – Have limited social interac)ons
• Games – See customers many )mes a week (provided are not lost in the early stages).
– Have high repeat play & purchase rates – Have powerful social interac)ons
3
But a few web businesses are similar: Supermarkets (Ocado, etc), and to a lesser extent eBay and Amazon…
Have you run
out of?
Did you forg
et?
Special offer
s you might
like
Incomplete
offers
Offers on yo
ur
favourites
Try something
new
Flash sales
1. Show the right product at the right )me…
1. Show the right product at the right )me…
What is the online equivalent of all those sweets by the checkout queue? • When you checkout online, what are you offered? How
relevant is it to your shopping basket? Ocado have sec)ons “Did you forget? Offers on your favourites? Try something new? Flash sales!”
• How can you offer the right product at the right )me in your games? – Context – offer the booster that is most appropriate – Bundles and targeted discounts (or even non-‐discounts) – Player segment – Player lifecycle/game stage
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Personal Sho
pper
1) Family
2) Dietary
3) Typical pu
rchases
4) Personal
ised Shop
2. Improve the onboarding process…
2. Improve the onboarding process…
• Your goal is to keep people in the game long enough that they discover how great it is. – And fix anything that is preven)ng that
• How do you dis)nguish between problems vs inevitable drop off? – Experiment and test, but be prepared for lots of changes to have licle impact
– Build a customer story • Messaging/No)fica)ons/Email (in and out of game) • Help, )ps, free boosters, etc – targeted to player type/ability
– Adjust difficulty, par)cularly of early levels/stages
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…but player type is more important…
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à Game Progression à
Colours indicates different player behaviour types.
3. Target customer segments
• You can only get so far by trea)ng all customers the same
• Expect 10%-‐20% improvements from targe)ng: – Mone)sa)on
• Product type • Price point • Conversion offers
– Reten)on… – Virality… – Cross-‐game…
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4. Understand your customer’s life)me value
DAU, DARPU, MAU, DARPPU, etc are all well and good, but… • Your first customers will be much more valuable than your later ones
• Life)me value will vary by plaoorm, device, acquisi)on channel, etc.
• Your acquisi)on costs need to be aligned with that
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