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Data & game design 24/04/2012

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Data, Game & Design, a presentation by IsCool Entertainment at the Videogame Economics Forum

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  • Data & game design

    24/04/2012

    TITRE DOCUMENT

  • Agenda

    Who is IsCool Entertainment ?

    Case Study: leveraging data to boost engagement in Is Cool Defining engagement Understanding key drivers Evolving design to improve performance

  • Who is IsCool Entertainment?

    Social game publisher based in Paris, France

    #1 French publisher in terms of audience (450k DAU) & revenue

    80 employees

    10 million revenue in 2010

    4 live applications on Facebook

  • Case study: boosting engagement of our IsCool application

    IsCool was launched in September 2008

    Facebook platform was viralitys wild wild west Few actual games existed The project was launched as a research experiment and we

    were not prepared for its success

    We ended up with a community of 2.5 million MAUs and we worked hard on the product to turn it into a real game Maintain engagement Open avenues for monetization

  • Case study: Is Cool product evolution

  • Case study: Is Cool product evolution

  • Case study: Is Cool product evolution

  • Case study: Is Cool product evolution

  • Case study: Is Cool product evolution

  • Case study: Is Cool product evolution

    Problem: after going from: A poke game To a poke game + universe To a poke game + universe + collectible game To a poke game + universe + collectible game + mini games

    What is driving user engagement?

  • Case study: Is Cool product evolution

    1: Defining engagement

    Tenure length

    Visit frequency

    Virality

    Paying user conversion

    ARPPU

    Score

    Use of feature A,B,C

    Key drivers??? Traffic

  • Case study: Is Cool product evolution

    2: Describing engagement patterns: running a segment analysis

  • Case study: Is Cool product evolution

    2: Describing engagement patterns: running a segment analysis K-means with ascending classification

    Seg 1: bounced users Seg 2:

    Low eng. Users Low visit

    frequency

    Seg 3: High eng. Users

    Hi visit frequency

    ? Engagement Driver (s)?

    Traffic

  • Case study: Is Cool product evolution

    3: Identifying key drivers of engagement Running a correlation analysis between a list of variables and

    belonging to segment 2 or 3 Seg 2:

    Low eng. Users Low visit

    frequency

    Seg 3: High eng. Users

    Hi visit frequency

    Variable 1 Variable 2 Variable 3

    Image Exchange activity Variable 4 Variable 5

    Very high correlation

  • Case study: Is Cool product evolution

    4: New question: boosting engagement now equals fostering exchange activity

    How does image exchange activity works?

    Simply advertising exchange feature has relatively little impact

    Leveraging graph theory enables us to get a better insights into exchange

    networks

  • Case study: Is Cool product evolution

    5: Understanding exchange activity: how is our community structured?

    A very large community

    Some mid size communities

    Lots of small clusters ((mostly 2 players)

    Avg Engagement score of users in the large community is 189 (all users avg=100)

  • Case study: Is Cool product evolution

    6: The most efficient way to boost engagement is to connect as many users as possible to the large community Now we have a question that can be addressed with game

    features

    Creating a forum directly accessible in the game where most active users can get in touch to complete exchange deals

    Specific fan page dedicated to exchange activity

  • Case study: Is Cool product evolution

  • Case study: Is Cool product evolution