Segmenting Gamers Through Clustering Gameplay Behaviors Peter Liu & Laura Higgins Sony PlayStation & JMP/SAS Outline ● Business background ● Segmenting gamers Source data Processes, tools, and methods Business application ● Takeaways 2 Serious gaming is a BIG bu$ine$$. 3 PlayStation was at a critical moment… ● Behind the market leader High hurdle to jump ● An opportunity to regain #1 position Once in a decade ● The future was on the line 4 A Resounding Successful Launch “The beast has arrived! PS4 time” ● Gamers cherished PS4 1 Million PS4 sold on the 1st Day #1 top-selling US next-gen console ● Regained #1 Market Leadership #1 next-gen market share Overall market share jumped The biggest launch ever in the history of game consoles. 5 Drivers behind PS4 Launch Consoles for Gamers – Focus on gamers Targeted Marketing – Core PS gamers Effective Pricing Insights of/from Gamers Listened to Gamers Followed Gamers Mining gameplay 6 Segment Gamers ● Source Data ● Processes, tools, and methods ● Business applications Listened to Gamers Mining gameplay Followed Gamers 7 Source Data ● Large number of PS gamers (xx millions) ● Huge number of gameplay records (yy billions) Game title, genre, party type, Downloadable Contents (DLCs) Device platform (PS3, PSVita, etc.) Media types (disc games, digital games, videos) Gameplay history (# of plays, play minutes, first play, last play, etc.) ● Transactions 8 Processes, Tools, and Methods ● Data preparation, explorations, transformations, etc. ● JMP Pro, SAS, SQL ● PCA/Clusters 9 Business Applications ● Marketing DLCs for A Disc Game ● Forecasting New Disc Game ● Predicting PS4 Purchasers 10 Business Applications ● Marketing DLCs for A Disc Game ● Forecasting New Disc Game ● Predicting PS4 Purchasers 11 Marketing DLCs for A Disc Game ● Gamers love disc games ● DLCs – DownLoad Contents (digital) New weapons, missions, characters, games Other add-ons downloaded online ● DLCs enrich and extend gaming experiences ● Segment gamers Who are most likely to buy DLCs? How many DLCs can be sold? How shall we approach gamers? 12 DLCs for Disc Game (cont’d) Clustering gamers by gameplay ● Data Set A random sample of 59k (5%) 25 variables ● Analysis process Distribution analysis Multivariate analysis One-way analysis PCA Analysis K-means clustering One-way analysis with cluster 13 DLCs for Disc Game (cont’d) 14 DLCs for Disc Game (cont’d) ● Clustering results 4 effective clusters ● Implications Heavy gamers with passion variations (1 & 4) Gaming concentration Casual gamers – followers (2 & 3) Timing Gameplay intensity Price conscious 15 DLCs for Disc Game (cont’d) ● Actions Targeted approach to each of 4 segments Messaging/relevance/timing/value propositions ● Impact DLC sales significantly higher than expectation Optimized marketing spending 16 Clustering/Segmenting Gamers - Business Applications ● Marketing DLCs for Disc Game ● Forecasting New Disc Game Sales ● Predicting PS4 Purchasers 17 Forecasting New Disc Game Sales Franchises ● Old & aggregated forecast approach didn’t work ● Built forecasts based on gamer clusters ● Cluster gamers for a game from a franchise Gamers (2 million) Gameplay behaviors Gamer attributes ● Impact More reliable sales forecast Increased understanding of gamers 18 Clustering/Segmenting Gamers - Business Applications ● Marketing DLCs for Disc Game ● Forecasting New Disc Game Sales ● Predicting PS4 Purchasers 19 Predicting PS4 Purchasers ● Clustered PS3 gamers XX Million gamers: Gaming behaviors, gamer attributes ● Refined targeted audience ● Impact Enhanced marketing strategies 1 million PS4 consoles sold – 1st day 10 million PS4 sold globally (as of end of July 2014) #1 market position 20 Takeaways ● Analytics works - No short cut (an iterated process) ● Domain knowledge is critical ● JMP/SAS – Powerful enabling tools 21 QUESTIONS? Thanks! 22 Acknowledge ● Much appreciation is extended to Jianfeng Ding, Senior Research Statistician Developer at SAS/JMP, for her valuable advice and consulting in conducting clustering analysis. 23
© Copyright 2026 Paperzz