35
Analytics 101 – A crash course on why you should care October 2011

Chris Wright: Games Analytics

Embed Size (px)

DESCRIPTION

Chris Wright shares his top ten tips for using Games Analytics to engage with your audience. Presented at the October IGDA Scotland chapter meeting in Edinburgh.

Citation preview

Page 1: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

Analytics 101 – A crash course on why you should care

October 2011

Page 2: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

2

Who am I?

16 years in the games industry

Involved in over 10 console games and over 100 mobile games

Page 3: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

3

Analytics, boring?

Page 4: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

4

How Zynga changed the world

Page 5: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011Analytics Tips For Games

Page 6: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

Focus on the player

Page 7: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

7

Focus On The Player

Focusing on the Player

Eva Whitlow
Have added some more types of players to show how diverse players are today
Page 8: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

8

Focus On The Player

• Build a player centric view of game design

• Model your expected user base

• Understand how different players interact with the game

• Customise the game based on player behaviour

Page 9: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

9

Focus On The Player

• Aim to make the players enjoy the gameplay – in the different ways

they play – sociable, completers, explorers

• Length of gameplay is generally a good indication of monetisation

• Analytics allows the game to be tailored to individual types of players

Page 10: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011Co

llect

the

rig

ht

Dat

a

Page 11: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

11

Collect The Right Data

• Understand the information you want to analyse

• Focus on player level, not game level information

• Identify significant events in the game

• Build good data integrity

Page 12: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

12

Collect The Right Data

Good Events Bad Events

Player Progress Browser & Device Type

Player Tasks Bugs and Crashes

Items Bought & Sold Movement

Items Gifted Buttons Clicked

Levels Page Views

Missions

Friends

Page 13: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

Understand the metrics

Page 14: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

14

Understand The Metrics

• Metrics generally means dashboards

• This provides historic information

• It tells you the health of your game

• Use metrics to identify the areas of the

game that need focus

Page 15: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

15

Understand The Metrics• Retention

• Engagement

• Life Time Value

• ARPU / ARPPU

• Whales

• Time to First & Second Payment

• DAU / MAU

• Player Behaviour

• Demographics

• Game specific metrics

• Virality

Page 16: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

Segment Player Behaviour

Page 17: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

Segment Player Behaviour

Focusing on the Player

Revenue Potential

Vira

lity

Pot

entia

l

31%0.89%22%$1.75

%Volume%Paying7Day Ret

CAC

25%1.30%26%$2.21

5%0.199%$2.3

8

14%0.9721%$1.9

4

Early Enthusiasts

Confident Completers

Social Involver

Sporadic Semi Engaged

Losing Momentum

Need Guidance

Borderline Incompetent

6%0.3457%$4.40

12%0.8659%$3.5

7

7%0.5536%$0.75

Page 18: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011 So

cial

in

tera

ctio

n

Page 19: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

19

Social Interaction

• Connectedness

• Centrality

• Cohesion

• Reciprocity

• Social Influence

Page 20: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

20

Social Interaction

Focusing on the Player

• Identify player ‘bridges’

• Isolated players

• Gaps and holes, leading to group fragmentation

• Reward highly influential players

• Manage cohesion, caused by influential players

• Reconnect isolated players

• Build bridges and connect sub networks

Page 21: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011Identify player value

Page 22: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

22

Identify Player Value• Time to first payment (2-4 weeks drive high LTV)• Payment patterns (regular, increasing, decreasing)• Triggers for first spend (why now?)• Time lag to second spend (be quick)• Reasons for reactivation (paying players stick around)

• All actionable to raise LTV• Overlay profiles to refine targets

Page 23: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011Pattern analysis

Page 24: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

24

Pattern Analysis

Focusing on the Player

1st Event 2nd Event 3rd Event

61%

12%

9% Challenge Start

Gifted item

Visited Home

Invite Neighbour

Bought Item

Use event order to predict andencourage next action

Intervention here

Page 25: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

25

Pattern Analysis

• Pattern analysis is a powerful technique

• Using it allows behaviours to be tracked and identified

• This can be used to react to next best option

• This can also be used to identify actions that precede abandonment

Page 26: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011Predictive Modelling

Page 27: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

27

Predictive Modeling

• Ability to predict player behaviour

• Identify players likely to undertake an action if encouraged

• Provide the means to deliver a marketing intervention that is:

• Timely

• Personal

• Appropriate

Page 28: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

28

Simple Multivariate Predictive Model

Focusing on the Player

1 2 3 4 5 6 7 80

0.05

0.1

0.15

0.2

0.25

Variable Contribution

#Sessions 11+

Gifted Item

Total Stamina 5000+

Highest Level 10+

Wounded Giant

Accepted Invite

Friend Count 10+

Run Away

Likelihood N Y

Least 99.5% 0.5%

2 98.9% 1.1%

3 99.5% 0.5%

4 99.5% 0.5%

5 98.4% 1.6%

6 95.8% 4.2%

7 95.3% 4.7%

8 93.6% 6.4%

9 85.2% 14.8%

Most 62.2% 37.8%

Total 92.8% 7.2%

Page 29: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011 Act

ion

able

re

sults

Page 30: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

30

Actionable Results

• The key to Analytics is to provide the tools to improve the game

• This can be:

• Improve Gameplay

• Increase Revenue

• Reduce Abandonment

• Increase Retention

• Reward Loyalty

Page 31: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

31

Actionable Results

• Analytics provides the means to identify these traits

• To group players into manageable segments

• To predict their future behaviour

• To intervene to change behaviours and move the graph

Page 32: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

Actionable Results

32

Page 33: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011Analytics in Games

Page 34: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

34

The Industry

• Analytics is becoming a key skill in game development

• Zynga has a 60 person Analytics team

• Analytics allows game design to understand the player

• Games are increasingly becoming data driven

• Games that adapt to the player is the future

(the one size fits all is dead)

Page 35: Chris Wright: Games Analytics

`

Copyright GamesAnalytics ©2011

Any Questions?