Game Analytics: A Practitioner’s Perspective

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Game Analytics: A Practitioner’s Perspective 2nd IEEE Consumer Electronics Society Games Innovation Conference 23 December 2010

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Presentation at IEEE Game Innovation Conference - 23 Dec 2010http://ice-gic.ieee-cesoc.org/2010/index.php

Transcript of Game Analytics: A Practitioner’s Perspective

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Game Analytics:A Practitioner’s Perspective

2nd IEEE Consumer Electronics Society Games Innovation Conference

23 December 2010

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Game Analytics is crucial to the success

of any online game

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Peter Burton

• Civil Engineering first degree• MBA• Worked mainly in:– Retail – Banking and Insurance Industries– Call centre consultancy– Mobile Telcos– Online advertising– Most recently applying lessons learnt from being

a “white coated” media accountant to the online gaming industry

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Outline

• Outblaze• Adserving and Game Analytics (GA)• Learning from other industries• A crash course in GA jargon• Some analysis tools• Summary

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• Privately held company founded in Hong Kong in 1998 with staff in Hong Kong, US, UK, Korea, Singapore, Philippines, Malaysia

• Originally a pioneer in white label messaging, managing 40+m active mailboxes per month. Outblaze sold its messaging business to IBM in 2009

• New focus is: Entertainment and Media– Video Games– Social, Community and Online Multiplayer Games

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iPhone Apps

AnimatedTV shows

Virtual Reality

Products

DS & Wii

GamesPublishingPC

GamesIn APAC

Facebook Apps

Ben10

Hello Kitty

Flash Games

Online Games

Community Web SitesHello Kitty

Online

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Adserving

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Data RULES

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Game companies are NO different from

Airlines, CC, Mobile Telcosor Supermarkets

The data collected aboutuser activity provides

differential competitive advantage

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It’s about making sense from unstructured data

It’s about knowing what and how to use that data

It’s about multi-disciplinary collaboration

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Data is the ENGINE that helps you:

Improve ROI

Make better decisions

Provide a continuous feedback loop for your game designers, engineers, marketers

game economists, …

Sometimes pinpoint unforeseen issues!

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Some proxies for learningAirlines: like CX

Upgrades linked to your direct Value to the airline.CRM.

Aircraft provisioning.Yield Management.

Demand based pricing.

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Some proxies for learningSupermarkets: like TESCO

Where to place the biscuits?Edwina Dunn & Clive Humby of DunnHumby.

Rolling Ball Analysis.

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GA is Not:anymore about gut feel about guessing

It would appear Hopkins that your gut feel was only indigestion

nor

It’s a guess. I never said it was an educated guess.

GA helps REMOVE gut feel and guess workfrom the decision making process.

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My KEY Audience at Outblaze is our:

• Ka Ching team• Engineers• Retail mall teams• Customer Service

teams

• Game developers• Marketers• Game economist• Pricing specialist

multi-disciplinary collaborationis KEY

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The Jargon of GA

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GAME TELEMETRYthe RAW data that is collected

from online games

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GAME TELEMETRY

Telemetry is driven by event logs:name value pairs

(which identify events)

PLUS a unique session ID

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GAME TELEMETRY

Build the event logs PLUS unique session IDs into the game

at the game design stage

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GAME TELEMETRY

event logs PLUS unique session IDs

should NOT be written backto the Game dB!

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GA means:

• analysing large volumes of in game data feeds to help us find, get & keep players

• understanding player user behaviour so that we can continually improve our games

• playing with the data to tease out trends and insights via what if scenarios

• providing a near real time feedback loop for our designers, engineers and the game economists…

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GA is about:

• making money using FACTS rather than gut feel or guesswork!

• understanding what satisfies players and making them come back, again and again and again (retention)

• understanding what drives the money, what works and what doesn’t work

• making better games that generate better levels of return

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GA is a mix of old school statistics combined with

the latest in web engine metrics

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GA typically usesmulti variable analysis:

Players | Levels | Quests | Profiles |Dollars

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Crash course in basic GA metrics

• Active Users (DAU, WAU, MAU) key measure DAU/MAU

• ARPU (Average Revenue per User … over time)

• Churn or attrition• Cohorts• Engagement• Entry event

• Exit event• Funnels• K factor (virality)• Lifetime value• Re-engagement• Retention• Session analysis• User Acquisition Cost

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Player insightsWhat they buy? | How they buy? | Why they buy?

Connecting the dotsWho matters most? The 2% to 5%

Data SourcesGame logs | Mall | Payment gateway | Player profile

Driving engagement

Gam

e D

esig

ner F

eedb

ack

Loop

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Visualisation ImportantYour audience typically fall

into 2 user categories:

Your Numerate Audience(prefer a table of numbers)

Your Visual Audience (the majority who prefer a picture

and pre-digested insights)

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TOOLS

If you do use Excel you’ll need Excel 2010 – 64 bit with MAX RAM

(plus the PowerPivot add in)

Excel is not generally man enough!It’s great for proto-typing

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How to burn out an i7 laptop12G of RAM maxed out!All 12 i7 cores maxed out!

The culprit; some excel magic which helps to calc uniques by day and by week and by year:=IF(SUMPRODUCT(($A$2:$A500,000=A500,000)*($S$2:$S500000=S500,000))>1,0,1)

Col A is the user-id, Col S is the day flag.

The output of the above is a count of the unique user-ids for a given day.

For proto-typing, I now use a desktop i7 with 12 cores, 24G of RAM with 8 fans!

It’s a MONSTER gaming machine without a superadooper graphics card!

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What we use…

a data warehousing and data visualisation tool to

automate data feeds and provide a suite of standardised reports… plus the tools to allow

us to “dive” into the raw data and slice and dice it

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Summary – 6 keys

• GA is crucial for any game. It will help you:– find, get and keep players – focuses effort on ROI (2%-5%)– provide a near real-time feedback loop for game

designers, engineers, marketers and game economists…

– to better understand player behaviour and open the way for continuous game improvements

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Summary – 6 keys

• TELEMETRY is key.– Build it in at game design stage– Event flags (name value pairs) need to be combined with

a unique session ID – DO NOT write Telemetry back to the dB!

• Visualisation• MD collaboration / communication• Employ smart grads• Learn from others within and outside of

your industry

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Thank You