Game Analytics: A Practitioner’s Perspective
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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