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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.
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Copyright GamesAnalytics ©2011
Analytics 101 – A crash course on why you should care
October 2011
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Who am I?
16 years in the games industry
Involved in over 10 console games and over 100 mobile games
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Analytics, boring?
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How Zynga changed the world
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Copyright GamesAnalytics ©2011Analytics Tips For Games
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Focus on the player
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Focus On The Player
Focusing on the Player
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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
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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
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Copyright GamesAnalytics ©2011Co
llect
the
rig
ht
Dat
a
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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
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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
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Understand the metrics
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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
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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
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Segment Player Behaviour
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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
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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
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7%0.5536%$0.75
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Copyright GamesAnalytics ©2011 So
cial
in
tera
ctio
n
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Social Interaction
• Connectedness
• Centrality
• Cohesion
• Reciprocity
• Social Influence
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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
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Copyright GamesAnalytics ©2011Identify player value
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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
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Copyright GamesAnalytics ©2011Pattern analysis
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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
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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
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Copyright GamesAnalytics ©2011Predictive Modelling
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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
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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%
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Copyright GamesAnalytics ©2011 Act
ion
able
re
sults
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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
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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
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Actionable Results
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Copyright GamesAnalytics ©2011Analytics in Games
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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)
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Any Questions?