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14.10.2019
Miroslav Pikhart
Geewa.a.s.
Head of BI
miroslav.pikhart@geewa.com
Using personalization to improve monetization
and what we learned working on Smashing Four
About Smashing Four - core game
● Free-to-play PvP game
● Teams of four heroes fight in the arena
● Characters resemble pool balls
● Each hero has an ability
About Smashing Four - economy
● Players get orbs for winning matches or buy
them in shop
● Orbs contain random hero cards and gold
● Players collect these resources to upgrade
heroes and reach higher arenas
● Higher arenas lead to higher rewards,
completing the loop
Why your game needs a data scientist
and what personalized content can do for your revenue
Why your game needs a data scientist
and what personalized content can do for your revenue
Why your game needs a data scientist
and what personalized content can do for your revenue
Special offers in Smashing Four
● With global launch, we introduced special offers
● Essentially a chance to buy bundled orbs and
currency at a discount
● Had positive impact on conversion
How special offers affected conversion
How special offers affected conversion
Personalization case study 01 - Hero orb
● Goal was to create a new product to improve monetization
● Instead of pushing richer special offers, we wanted to offer our
player something that he personally would like
● In order to reach wider audience, low price-point to start with
Hero orb - what it is
Hero orb - what it actually is
● There’s a relatively simple algorithm behind the
scenes that scores heroes based on:
○ How often players use the hero
○ How often they request him from their clan
○ How much they upgrade him
Lesson learned #1 - Define your tests carefully
● At the very beginning, we tried to A/B test the
feature:
○ One group got the hero orb offer for $5 USD
○ The other got the very same offer for 500 gems
(in-game currency that’s worth exactly $5 USD)
Lesson learned #1 - Define your tests carefully
● Then we looked at the conversion to payer...
Lesson learned #1 - Define your tests carefully
● Then we looked at the conversion to payer...
Lesson learned #1 - Define your tests carefully
● Based on the figure just shown, the product
intended to go with gems, however...
Lesson learned #1 - Define your tests carefully
● Based on the figure just shown, the product
intended to go with gems, however...
●
Lesson learned #1 - Define your tests carefully
● The initial graph was significantly skewed by ‘old’ players
● These only wanted to find a way to spend their ‘free’ gems
● This shows how important it is to set your metrics precisely
Hero orb - More testing
● After settling on running the offers for USD, we were
happy with the performance, but continued testing
other things:
○ Using different algorithms and tweaking them
○ Changing when users see the offer
Lesson learned #2 - Don’t test for the sake of testing
● This is the most common mistake I have encountered so far
● We spent weeks designing and evaluating A/B tests
● Most of those were bringing in almost no information
● It took us months to improve the hero orbs as a result
Lesson learned #2 - Don’t test for the sake of testing
Lesson learned #2 - Don’t test for the sake of testing
● Specify the hypothesis you want to prove before running
any test
● Come up with some KPIs you can measure that are both
relevant and not corrupted
● Always have a control group to measure against
Hero orb - the results
● In the end, the product turned into our best performer
●
Hero orb - takeaways
● Any type of content personalization beats simple offers
● You can make personalization work, even if your team is small
● It’s okay to start with a simple solution, the difference will be
noticeable
● There is always room for improvement
Hero orb - going forward
● We are able to deliver users the type of content they want
● That still leaves us with other problems to solve, such as:
○ What amount of content is just right
○ With what frequency and when should we offer
Personalization case study 02 - Starter pack
● We wanted to create a product that would increase
our day one conversion
○ Starter pack felt like the obvious choice
Starter pack - early blunders
● We created some starter packs and tested them against each other
Lesson learned #3 - Set relevant benchmarks
● However compared to an offer we already had in the game, the results
look less optimistic
○ ...and it did not perform well enough
Lesson learned #3 - Set relevant benchmarks
● Not looking at the comparison, we continued tweaking the product,
however:
Starter pack 2.0 - A new approach
● We abandoned the ‘one size fits all’ starter pack
● If every user is different, why offer them the same thing?
● With this approach, we created three different starter packs
○ $2 pack for users we consider hard to convert
○ $5 pack for ‘average’ users
○ $10 pack for users likely to spend more money
Starter pack 2.0 - on user segmentation
● In order to proceed, we needed to segment our audience
● To some extent, your user acquisition does this for you
● In case you’re on your own, there are still things you know
○ Phone model your players are using
○ Country they are from
○ anything you can measure during onboarding
Starter pack 2.0 - the effect on KPIs
● This time around we beat the benchmark
Starter pack 2.0 - the effect on KPIs
● Comparing the two starter packs together shows the absurd difference
Starter pack 2.0 - takeaways
● The change in approach salvaged an underwhelming
product for us
● From using only UA channels, we could correctly assign
about half of all incoming audience
● The rest of cases need to be segmented through a custom
algorithm
How personalized offers affected conversion
Summary
● Personalization is the first thing to look at when trying to increase revenue
● Even simple segmentation can lead to significant uplift
● A/B testing is great, but needs to be converging towards a specific goal
● For every game, the best variables for segmentation are different
● Don’t be afraid to drop what isn’t working for you
Thank you for listening!
Any questions?
geewa.com
Miroslav Pikhart
Geewa.a.s.
Head of BI
miroslav.pikhart@geewa.com

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How user segmentation and personalizing offers improved monetization for Geewa?

  • 2. Miroslav Pikhart Geewa.a.s. Head of BI miroslav.pikhart@geewa.com Using personalization to improve monetization and what we learned working on Smashing Four
  • 3. About Smashing Four - core game ● Free-to-play PvP game ● Teams of four heroes fight in the arena ● Characters resemble pool balls ● Each hero has an ability
  • 4. About Smashing Four - economy ● Players get orbs for winning matches or buy them in shop ● Orbs contain random hero cards and gold ● Players collect these resources to upgrade heroes and reach higher arenas ● Higher arenas lead to higher rewards, completing the loop
  • 5. Why your game needs a data scientist and what personalized content can do for your revenue
  • 6. Why your game needs a data scientist and what personalized content can do for your revenue
  • 7. Why your game needs a data scientist and what personalized content can do for your revenue
  • 8. Special offers in Smashing Four ● With global launch, we introduced special offers ● Essentially a chance to buy bundled orbs and currency at a discount ● Had positive impact on conversion
  • 9. How special offers affected conversion
  • 10. How special offers affected conversion
  • 11. Personalization case study 01 - Hero orb ● Goal was to create a new product to improve monetization ● Instead of pushing richer special offers, we wanted to offer our player something that he personally would like ● In order to reach wider audience, low price-point to start with
  • 12. Hero orb - what it is
  • 13. Hero orb - what it actually is ● There’s a relatively simple algorithm behind the scenes that scores heroes based on: ○ How often players use the hero ○ How often they request him from their clan ○ How much they upgrade him
  • 14. Lesson learned #1 - Define your tests carefully ● At the very beginning, we tried to A/B test the feature: ○ One group got the hero orb offer for $5 USD ○ The other got the very same offer for 500 gems (in-game currency that’s worth exactly $5 USD)
  • 15. Lesson learned #1 - Define your tests carefully ● Then we looked at the conversion to payer...
  • 16. Lesson learned #1 - Define your tests carefully ● Then we looked at the conversion to payer...
  • 17. Lesson learned #1 - Define your tests carefully ● Based on the figure just shown, the product intended to go with gems, however...
  • 18. Lesson learned #1 - Define your tests carefully ● Based on the figure just shown, the product intended to go with gems, however... ●
  • 19. Lesson learned #1 - Define your tests carefully ● The initial graph was significantly skewed by ‘old’ players ● These only wanted to find a way to spend their ‘free’ gems ● This shows how important it is to set your metrics precisely
  • 20. Hero orb - More testing ● After settling on running the offers for USD, we were happy with the performance, but continued testing other things: ○ Using different algorithms and tweaking them ○ Changing when users see the offer
  • 21. Lesson learned #2 - Don’t test for the sake of testing ● This is the most common mistake I have encountered so far ● We spent weeks designing and evaluating A/B tests ● Most of those were bringing in almost no information ● It took us months to improve the hero orbs as a result
  • 22. Lesson learned #2 - Don’t test for the sake of testing
  • 23. Lesson learned #2 - Don’t test for the sake of testing ● Specify the hypothesis you want to prove before running any test ● Come up with some KPIs you can measure that are both relevant and not corrupted ● Always have a control group to measure against
  • 24. Hero orb - the results ● In the end, the product turned into our best performer ●
  • 25. Hero orb - takeaways ● Any type of content personalization beats simple offers ● You can make personalization work, even if your team is small ● It’s okay to start with a simple solution, the difference will be noticeable ● There is always room for improvement
  • 26. Hero orb - going forward ● We are able to deliver users the type of content they want ● That still leaves us with other problems to solve, such as: ○ What amount of content is just right ○ With what frequency and when should we offer
  • 27. Personalization case study 02 - Starter pack ● We wanted to create a product that would increase our day one conversion ○ Starter pack felt like the obvious choice
  • 28. Starter pack - early blunders ● We created some starter packs and tested them against each other
  • 29. Lesson learned #3 - Set relevant benchmarks ● However compared to an offer we already had in the game, the results look less optimistic ○ ...and it did not perform well enough
  • 30. Lesson learned #3 - Set relevant benchmarks ● Not looking at the comparison, we continued tweaking the product, however:
  • 31. Starter pack 2.0 - A new approach ● We abandoned the ‘one size fits all’ starter pack ● If every user is different, why offer them the same thing? ● With this approach, we created three different starter packs ○ $2 pack for users we consider hard to convert ○ $5 pack for ‘average’ users ○ $10 pack for users likely to spend more money
  • 32. Starter pack 2.0 - on user segmentation ● In order to proceed, we needed to segment our audience ● To some extent, your user acquisition does this for you ● In case you’re on your own, there are still things you know ○ Phone model your players are using ○ Country they are from ○ anything you can measure during onboarding
  • 33. Starter pack 2.0 - the effect on KPIs ● This time around we beat the benchmark
  • 34. Starter pack 2.0 - the effect on KPIs ● Comparing the two starter packs together shows the absurd difference
  • 35. Starter pack 2.0 - takeaways ● The change in approach salvaged an underwhelming product for us ● From using only UA channels, we could correctly assign about half of all incoming audience ● The rest of cases need to be segmented through a custom algorithm
  • 36. How personalized offers affected conversion
  • 37. Summary ● Personalization is the first thing to look at when trying to increase revenue ● Even simple segmentation can lead to significant uplift ● A/B testing is great, but needs to be converging towards a specific goal ● For every game, the best variables for segmentation are different ● Don’t be afraid to drop what isn’t working for you
  • 38. Thank you for listening! Any questions? geewa.com Miroslav Pikhart Geewa.a.s. Head of BI miroslav.pikhart@geewa.com