The Game Life-Cycle and Game Analytics: What metrics matter when? Data Science Day Berlin Mark Gazecki (Chairman) Introduction HoneyTracks: Web-based game analytics solution Deep analytical capability For all types of games Cohort analysis, funnels, A/B-testing Social games, browser-games, client games, mobile games Custom metrics & funnels Easy-to-use graphical interface Avoiding data-graveyards (happens if people can’t use it) Copyright HoneyTracks Real-time For everyone in the company Information at everyone’s fingertips: Game design, product mgmt, marketing, management, … 2 Game Life-Cycle & Metrics The 5 most important metrics The never-ending quest for the most important 5 metrics … Copyright HoneyTracks 3 Game Life-Cycle & Metrics The 5 most important metrics The never-ending quest for the most important 5 metrics … . . . … is indeed a never-ending quest Copyright HoneyTracks 4 Game Life-Cycle & Metrics The 5 most important metrics … there is no such thing as the universal 5 most important metrics Games are unique & different Games have a life-cycle To generate actionable insight differences in each game must be considered. This has an implication for the metrics you want to monitor. What is important changes over the life-time of a game. This must be reflected in the metrics / KPIs Copyright HoneyTracks 5 Game Life-Cycle & Metrics Moore‘s lifecycle adoption model applied to games Prototypical Technology Product Lifecycle (taken from “Crossing the Chasm”) Growth Maturity & Revenues • Like any other technology-product, games have a product lifecycle (may be more or less pronounced for certain game-types and individual games) • First focus is on growth then on managing maturity and maximizing revenues Copyright HoneyTracks 6 Game Life-Cycle & Metrics Your‘re launching your game: Virality vs retention What would you rather have? Half the churn-rate? Double the virality? Copyright HoneyTracks 7 Game Life-Cycle & Metrics Why retention comes first Number of active users (conceptual) 3000 Assumptions Viral game Ret. game 2500 Viral invites / user 2.5 1.25 80% 40% Viral game Churn-rate 2000 1500 1000 Game with better retention 500 0 Month Month Month Month Month Month Month Month Month 1 2 3 4 5 6 7 8 9 • Game with better retention has higher number of average monthly users • No retention – no sustainable growth – no hit • … and since users tend to monetize better as they progress in the game, higher retention lays the basis for strong monetization Copyright HoneyTracks 8 Game Life-Cycle & Metrics Game life-cycle KPI framework Game Life-Cycle (time / age of game) User acquisition Monetization Retention Bring initial users into the game (x-promotion, “limited launch”) Virality Engagement metrics Acquisition & virality metrics Monetization metrics • Start out by making sure that “retention” is good enough with an initial flow of users, i.e. not all users you acquire churn out immediately • Then move onto optimizing “user acquisistion”, “virality”, and “monetization • … but of course this is an additive view!!! Copyright HoneyTracks 9 Game Life-Cycle & Metrics Retention metrics: What to start with Retention / Engagement Metrics 1-7 day retention • Optimize tutorial (to get users effectively into the game) Tutorial steps funnel • A/B-test user funnels Drop-off rates (by level) • Optimize user drop-off events (make it less difficult, “more fun”, …) Visits / DAU • Give user more / less stuff to do / more energy (-> session length. engagement) • Track feature-usages (also for mid- / end-game) Session times • A/B-test game mechanics (esp. mid- / end-game) Churn-rate (monthly) 1 / monthly churn-rate = Player lifetime (in months) Copyright HoneyTracks 10 Game Life-Cycle & Metrics Acquisition metrics: What to start with Acquisition Metrics Conversion rates (CTR) User acquisition cost (CPC, CPI / PAC) • Test different marketing channels Metrics by marketing channel / ad (cohort analysis) Metrics by demographics (cohort analysis) • A/B-test different creatives • A/B-test different targeting (demographics, geographies) • Monitor PLTV > PAC (for channel cohorts, demographies etc) Metrics by geography (cohort analysis) Metrics by user source (e.g. player lifetime value) (ads, viral, x-promotion) Start tracking monetization metrics by user cohorts early on (channels, demography, …) Copyright HoneyTracks 11 Game Life-Cycle & Metrics Example: Marketing channels Screenshot: Channel profitability ... shows that Channel 1 has 50% of Channel 32 revenues despite having 2.5x in DAU Segmenting users by marketing channel ... 1 1 2 3 4 5 6 7 8 9 10 11 32 Marketing Channel 32 33 Comparing payouts to „revenues“ shows that Channel 1 has more „lost revenue“, i.e. issues in the payment process Marketing Channel We could improve the game: • Focus on user aquisition from ch32 • Double check payment type (SMS) and charge backs in ch1 • Switch off certain payment methods at special times 1 Copyright HoneyTracks Marketing Channel 32 12 Game Life-Cycle & Metrics Virality metrics: What to start with Virality Metrics k-factor Number of sent invites / DAU Acceptance rate (by type of invite) • A/B-test content for viral message (how should buttons look, images, etc) • A/B-test different viral triggers (in the game) • A/B-test different acceptance mechanisms % of virally acquired users (last 30 days cohort) Number of viral users by viral source Copyright HoneyTracks 13 Game Life-Cycle & Metrics Monetization metrics: What to start with Monetization Metrics ARPU ARPPU Payment conversion rate Avg. transaction value • A/B-test alternatives to improve first-time buyer conversion (e.g. specials, variants of that particular virtual good) • Optimize user-flow towards first purchase trigger (-> get more users there) • A/B-test different virtual goods & packages • Optimize payment process (conversion steps) First purchase trigger • A/B-test pricing Paying user cohort (by marketing channel, by geography) Player life-time value (PLTV) Copyright HoneyTracks 14 Custom Metrics Game life-cycle KPI framework: Introducing custom-metrics User acquisition Monetization Retention Virality Standard metrics Custom metrics • Standard metrics are great for detecting issues on a high level • To derive actionable insight need to drill deeper and look at custom metrics Copyright HoneyTracks 15 Custom Metrics Drill-down capability & custom metrics to derive actionable insight Observe slight decrease in aggregate ARPU in month of July “Peeling the onion” Payment conversion rate is decreasing Payment conversion for existing users stays constant Payment conversion for the user cohort acquired in June is very low Users acquired in June from marketing channel “SuperDuperAds” have a significantly lower conversion rate Mix of users in June shifted towards countries with generally lower conversion rates Copyright HoneyTracks ARPPU remains constant The pricing for a virtual good, which typically was the first virtual good purchased by users, was changed 16 Game Life-Cycle & Metrics Example: ARPU cohort analysis Screenshot: ARPU cohort analysis Aggregate ARPU is 2 Euro ... and we see that ARPU improved from April to May cohort Monthly cohorts show that ARPU actually becomes 4 Euro! • Aggregate numbers don‘t tell the truth • As a next step we would dig deeper into the May-cohort to understand why it generated better ARPU Copyright HoneyTracks 17 Game Analytics Examples „Peel the onion“: Payment conversion (1) Screenshot: Revenue analysis by level Pretty effective at monetizing advanced users ... Majority of revenues achieved in levels 20-30 0 0 10 20 30 10 20 30 40 50 40 ... but what about users in earlier levels? Can we push users into making purchases earlier? What are virtual goods that are useful at earlier levels? 0 Copyright HoneyTracks 10 20 30 40 50 18 Game Analytics Examples „Peel the onion“: Payment conversion (2) At lower levels „food“ is being purchased relatively higher ... so this may be the virtual good, which converts users into „first time buyers“ ... even though „food“ doesn‘t play a major role in revenues We could improve the game • Offering „food“ specials to users at lower levels • Try lower prices for food to generate more first time buyers Copyright HoneyTracks 19 Game Analytics Examples „Peel the onion“: Whales Analysis Who are my whales? What is her profile What, when and how much of each item works best for her? What payment does she use We could improve the game • See what works best for whales and offer higher variety of same type • Increase prices step-wise for new items and monitor closely • Try out special offers for items that work for other whales • Optimize payment options Different colors indicate different feature/item types “mouse over “shows details Copyright HoneyTracks 20 Game Analytics & Game Life-Cycle How to approach it right Start with retention metrics. Then move to user acquisition-, virality-, and monetization metrics. Start with standard metrics. Then move to custom metrics to generate actionable insight „Peel the onion“ to derive actionable insight (cohort analysis etc) Understand it is an ongoing effort, which involves multiple functions / departments in your company (not all which are tech-people) Make sure you have the right game analytics system (it should support all of the above) Copyright HoneyTracks 21 Game Analytics & Game Life-Cycle Read more! Casual Connect Magazine (summer 2012) Copyright HoneyTracks 22 Contact information Want to see HoneyTracks in action? Check out: www.honeytracks.com @HoneyTracks Mark Gazecki [email protected] Copyright HoneyTracks 23
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