what can media learn from game analytics
DESCRIPTION
20 minute intro to analytics in free-to-play games for YLE's Drupal team and AlkuvoimaTRANSCRIPT
What can we learn from game analytics?
Hello
● Osma Ahvenlampi, founder, Metrify.io
○ Formerly CTO of Sulake: Habbo Hotel
○ Analytics & monetization expert, advisor, consultant
● Metrify does Operational Data Science
○ extracting continuous, automated value from business data
Analytics changed games forever
● Games used to be almost completely unmonitored and analyzed once
released to the market
○ That, is, analysis done on them was desktop reverse engineering
● Today, they’re among the most comprehensively analyzed products
○ Because they can be: fully digital, open platforms, online play
○ Because they have to be: free-to-play kills inefficient products
● Play data shapes games through their lifetime
The four key metrics of free products
● Acquisition: where, how & at what cost can new users be found
● Retention: how many stay over a period of time
● Engagement: how much time do people consume
● Conversion: how often does all of the above lead to revenue
Without Engagement, this is referred to as the “ARC” metric
Retention beats Conversion
● Every free product depends on repeat purchase
● Nobody buys on the first engagement
● High long-term retention provides more opportunity to convert
● Optimizing near-term conversion has proved to be less effective
Why repeat purchase matters
One-time purchase Repeat purchases
Users 100 000 100 000
Free to paying conversion rate 5 % 5 %
Single purchase value 2.00 € 2.00 €
Monthly repeat customers 0 % 10 %
Six-month sales 10 000 € 15 000 €
Revenue increase - 50 %
It’s really hard to predict retention
● Except: an engaged user is more likely to return
● How many return one day after
● What’s happening when people return
● 1-7-30 day retention curve
● Typically, 30 days is enough to form a habit.
Are the next 30 days similar to the first 30?
Re-investing for growth
● Design for repeat purchase
● Optimize for high engagement and retention
● Learn to recognize who will engage and retain
● Re-invest revenues to acquire more people likely to engage
○ Paid user acquisition
○ Viral spread, eg sharing
○ Community development
○ Further product development
Do not measure averages
● Practically all human behavior is biased towards extremes
○ Standard normal distribution applies well to physical measures, not behavior
● This is the same power law curve as in the Long Tail
● Average is driven by the outliers, but doesn’t represent them
○ What’s the behavior of the highest and lowest 25%, ie, Interquartile range
Retention is not the same as Churn
● Churn = the % of users lost over a period, on average
● Retention = the % of people of a certain cohort age who stay active
Not unreasonable to expect that Retention = 1 - Churn. Why is this wrong?
An active user is more likely to stay active than the average!
Churn vs retention, visualized
What should I measure?
● Everything. Oh, is that not helpful?
● Specific events during the experience
● Frequency and periodicity of repeat events
● As wide a set of different events as is feasible to gather
● Clicks and other UI use is rarely meaningful, outside of UI optimization
● What is the product meant to do?
How should I measure?
● Event streams are semi-structured log files
● Time, identifier, event, event-specific data, context data
● Aim for dozens, if not hundreds of events per visit
○ “Big” data: 20 MB per 1000 users per day
● Expect to combine multiple sources of data and build context
○ “Complex” data: event and source type specific processing logic
● Timely feedback loops need near-realtime processes
○ Streaming data infrastructures
Okay, I’ve measured. What now?
● Dashboards are Step 0. “What’s happening?”
● Ability to drill down: “Who, where, why is that happening?”
● Act on findings
● Customer contact
● Product changes
● Feedback loops: “Did anything change?”
● Testing: A/B, multivariate, pilot groups
● Segmented and personalized experience
● Data is essential in managing complex products
● Understand key principles. Avoid averages.
● You’re in the driver seat. Even real-time data is mostly a backwards mirror.
● Use data to validate assumptions, confirm results, (dis)prove hypotheses
● Data does not replace a product vision or design intent
● Data Science is a specialist skill
Recap
Thank you!
Osma Ahvenlampi
www.metrify.io
twitter.com/metrify