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Data centric Design & Operation
A data-driven and scientific approach for game business




 Nguyễn Chí Hiếu - Japan Dept – VNG Corporation
Table of content


 Methodology of data-centric approach
 What is data ?
 Disclaimers
 Unit economy
Methodology of data centric approach



Japanese Methodology & Principle buzzword:
 Kaizen
 Just-in-time principle
Methodology of data centric approach



 Good at Math                                            Bad at Math
   Opposite of Good at Math is not good at Literature or Creativity


          Data-Centric # Limitation of Creativity
What is data ?




            Is this the “data” we looking for ?
Data-centric: Disclaimer
                                                          Option B
     Option A




                We still need a good game to start with
Unit Economy

 Profit = ( Revenue per User – Cost per User ) X Number of User


Number of User
    Acquisition


Revenue per User
    Retention
    Monetization
    Life Time Value
Acquisition – User funnels
   Everyone
   Internet user
   Gamer
   Platform user base
   Target Segment
   Ads Awareness
   Interest
   Desire
   Action
   Registration
   Download client
   Chose character
   Tutorial
   Play
   Stay
   Regular player
   Payer
   Regular payer
   …….
Acquisition – Viral K-factor




 K-factor measurement needs reliable viral mechanic.
 Viral is becoming less and less effective.
Unit Economy

 Profit = ( Revenue per User – Cost per User ) X Number of User


Number of User
    Acquisition


Revenue per User
    Retention
    Monetization
    Life Time Value
Retention




     Let’s have a look at how new users stay in our games.
Retention
Percentage of staying user/total user
 100.00%
  90.00%
  80.00%
                                                                    28-02-12
  70.00%
                                                                    27-02-12
  60.00%
                                                                    26-02-12
  50.00%
                                                                    25-02-12
  40.00%
                                                                    24-02-12
  30.00%
              =                                                     23-02-12
  20.00%
  10.00%
   0.00%
     Date 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28
     Normalization chart for user retention over 1 month on daily basis.
Retention
Staying user
 45000
 40000     40945
 35000
 30000
 25000                                                          Staying User
 20000
 15000       14,318
 10000
  5000                                                      6,883
      0
         1   3   5    7   9 11 13 15 17 19 21 23 25 27 29
        Normalization chart for user retention over 1 month.
        How do we keep user ?
        How did they leave ?
Retention




     Begging the players: “Don’t leave me, I can change for you” ?
Retention




       Lock them up ?
       Any better idea ?
       Let’s stay by asking ourself: “Why do users stay ?”
Retention

   User retention at a closer look.
    How users funnel into your game.
    How do you impress your player.
    “Don’t make me think” - KISS (Keep It Stupidly Simple).
    How can user understand “core design”.
    Do you have Retention Features in your game cycle.
    What is your Retention Feature KPIs.
    1st Login to 2nd Login.
    Define your Hardcore/Reg user.
    ……
Unit Economy

 Profit = ( Revenue per User – Cost per User ) X Number of User


Number of User
    Acquisition


Revenue per User
    Retention
    Monetization
    Life Time Value
Monetization



How we frequently look at the most important part of our business:
 ARPU           : Average Revenue Per User
 ARPPU          : Average Revenue Per Paying User
 DARPU          : Daily Average Revenue Per Paying User
 MARPU          : Monthly Average Revenue Per Paying User
 Conversion Rate.
 Paying User Rate.
 Sale charts.
Is that all ?
Can we do better ?
Why do user pay ?
Unit Economy

 Profit = ( Revenue per User – Cost per User ) X Number of User


Number of User
    Acquisition


Revenue per User
    Retention
    Monetization
    Life Time Value
Life Time Value
 Life Time Value = Total Revenue you get from 1 user until they cease
  to be your user.
    Profit = (Cost per User – Life   Time Value) X Number of User.
 Most reliable Life Time Value is historical data.
 Historical data = history, you need some way to predict, or project
  your Life Time Value
 2 most simple Life Time Value Models on Cohort basis:

  LTV = ARPPU x Paying Rate x User Life Time = ARPU X User Life Time

          LTV = ARPPU x Paying User x Paying User Life Time
Life Time Value – User Life Time
Staying user
 45000
 40000     40945
 35000
 30000
 25000                                                          Staying User
 20000
 15000       14,318
 10000
  5000                                                      6,883
      0
         1   3   5    7   9 11 13 15 17 19 21 23 25 27 29

        Normalization chart for user retention over 1 month.
Life Time Value – User Life Time




        Projecting object lifetime is an old problem.
Life Time Value – Poisson Distribution
Life Time Value - Segmentation




          Segmentation criteria
           Daily cohort basis.
           Marketing Campaign basis.
           User source.
           User behavior.
           User Demographic.
Life Time Value - Segmentation

                                    Banner A user LTV:   1$
                                    Banner A LTV:        1,000$
   Banner A new users:   1,000
                                   Banner A Profit:       500$
   Banner A cost:        500$
   Banner B new users:   5,000
                                    Banner B user LTV:   0.1$
   Banner B cost:        1,000$
                                    Banner B LTV:        500$
   Banner C new users:   500
                                   Banner B Profit:       -500$
   Banner C cost:        500$

                                    Banner C user LTV:   3$
Total new user:           6,500
                                    Banner C LTV:        1,500$
Total banner cost:        2,000$
                                   Banner C Profit:       1,000$
Unit Economy

 Profit = ( Revenue per User – Cost per User ) X Number of Users


Number of Users
    Acquisition


Revenue per User
    Retention
    Monetization
    Life Time Value
Thank you !




My Contact: hieunc@vng.com.vn

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OGDC2012 Data centric Design & Operation_Mr. Hieu, Nguyen Chi

  • 1. Data centric Design & Operation A data-driven and scientific approach for game business Nguyễn Chí Hiếu - Japan Dept – VNG Corporation
  • 2. Table of content  Methodology of data-centric approach  What is data ?  Disclaimers  Unit economy
  • 3. Methodology of data centric approach Japanese Methodology & Principle buzzword:  Kaizen  Just-in-time principle
  • 4. Methodology of data centric approach Good at Math Bad at Math Opposite of Good at Math is not good at Literature or Creativity Data-Centric # Limitation of Creativity
  • 5. What is data ? Is this the “data” we looking for ?
  • 6. Data-centric: Disclaimer Option B Option A We still need a good game to start with
  • 7. Unit Economy Profit = ( Revenue per User – Cost per User ) X Number of User Number of User  Acquisition Revenue per User  Retention  Monetization  Life Time Value
  • 8. Acquisition – User funnels  Everyone  Internet user  Gamer  Platform user base  Target Segment  Ads Awareness  Interest  Desire  Action  Registration  Download client  Chose character  Tutorial  Play  Stay  Regular player  Payer  Regular payer  …….
  • 9. Acquisition – Viral K-factor  K-factor measurement needs reliable viral mechanic.  Viral is becoming less and less effective.
  • 10. Unit Economy Profit = ( Revenue per User – Cost per User ) X Number of User Number of User  Acquisition Revenue per User  Retention  Monetization  Life Time Value
  • 11. Retention  Let’s have a look at how new users stay in our games.
  • 12. Retention Percentage of staying user/total user 100.00% 90.00% 80.00% 28-02-12 70.00% 27-02-12 60.00% 26-02-12 50.00% 25-02-12 40.00% 24-02-12 30.00% = 23-02-12 20.00% 10.00% 0.00% Date 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28  Normalization chart for user retention over 1 month on daily basis.
  • 13. Retention Staying user 45000 40000 40945 35000 30000 25000 Staying User 20000 15000 14,318 10000 5000 6,883 0 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29  Normalization chart for user retention over 1 month.  How do we keep user ?  How did they leave ?
  • 14. Retention  Begging the players: “Don’t leave me, I can change for you” ?
  • 15. Retention  Lock them up ?  Any better idea ?  Let’s stay by asking ourself: “Why do users stay ?”
  • 16. Retention User retention at a closer look.  How users funnel into your game.  How do you impress your player.  “Don’t make me think” - KISS (Keep It Stupidly Simple).  How can user understand “core design”.  Do you have Retention Features in your game cycle.  What is your Retention Feature KPIs.  1st Login to 2nd Login.  Define your Hardcore/Reg user.  ……
  • 17. Unit Economy Profit = ( Revenue per User – Cost per User ) X Number of User Number of User  Acquisition Revenue per User  Retention  Monetization  Life Time Value
  • 18. Monetization How we frequently look at the most important part of our business:  ARPU : Average Revenue Per User  ARPPU : Average Revenue Per Paying User  DARPU : Daily Average Revenue Per Paying User  MARPU : Monthly Average Revenue Per Paying User  Conversion Rate.  Paying User Rate.  Sale charts. Is that all ? Can we do better ? Why do user pay ?
  • 19. Unit Economy Profit = ( Revenue per User – Cost per User ) X Number of User Number of User  Acquisition Revenue per User  Retention  Monetization  Life Time Value
  • 20. Life Time Value  Life Time Value = Total Revenue you get from 1 user until they cease to be your user. Profit = (Cost per User – Life Time Value) X Number of User.  Most reliable Life Time Value is historical data.  Historical data = history, you need some way to predict, or project your Life Time Value  2 most simple Life Time Value Models on Cohort basis: LTV = ARPPU x Paying Rate x User Life Time = ARPU X User Life Time LTV = ARPPU x Paying User x Paying User Life Time
  • 21. Life Time Value – User Life Time Staying user 45000 40000 40945 35000 30000 25000 Staying User 20000 15000 14,318 10000 5000 6,883 0 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29  Normalization chart for user retention over 1 month.
  • 22. Life Time Value – User Life Time  Projecting object lifetime is an old problem.
  • 23. Life Time Value – Poisson Distribution
  • 24. Life Time Value - Segmentation Segmentation criteria  Daily cohort basis.  Marketing Campaign basis.  User source.  User behavior.  User Demographic.
  • 25. Life Time Value - Segmentation  Banner A user LTV: 1$  Banner A LTV: 1,000$  Banner A new users: 1,000 Banner A Profit: 500$  Banner A cost: 500$  Banner B new users: 5,000  Banner B user LTV: 0.1$  Banner B cost: 1,000$  Banner B LTV: 500$  Banner C new users: 500 Banner B Profit: -500$  Banner C cost: 500$  Banner C user LTV: 3$ Total new user: 6,500  Banner C LTV: 1,500$ Total banner cost: 2,000$ Banner C Profit: 1,000$
  • 26. Unit Economy Profit = ( Revenue per User – Cost per User ) X Number of Users Number of Users  Acquisition Revenue per User  Retention  Monetization  Life Time Value
  • 27. Thank you ! My Contact: hieunc@vng.com.vn