Dissec&ng	
  User	
  Behavior	
  in	
  Games	
  
Casual	
  Connect	
  Asia	
  Day	
  2	
  
Presenter:	
  Elvin	
  Li,	
  CEO,	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  .	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
What is User Gaming Behavior?
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
How do you study
it?
How is it helpful to
you?
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
What keeps people playing?
What people pay for?
What people trade for fun?
gameplay	
  
biz	
  model	
  
increase	
  	
  
#	
  of	
  players	
  
social	
  features	
  
friends	
  
messages	
  
ac&ons	
  
personalize	
  
feedback	
  
connect	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
BIG	
  DATA	
   BIG	
  ANALYSIS	
  
Collect	
  
	
  
Analyze	
  
	
  
Ac&on	
  
GOLD	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Many	
  tools	
  Available	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
LEVERAGE	
  =	
  SUCCESS	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Candy Crush is Evil?
Youtube	
  video:	
  hQp://www.youtube.com/watch?v=aeLTx-­‐ZhlFQ	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Persona	
  –	
  The	
  Casual	
  Gamer	
  
Characteris=c	
  
•  Time	
  Stressed	
  
•  Seek	
  moments	
  of	
  escape	
  
•  Family	
  Oriented	
  
•  Well	
  Organized	
  
•  Adept	
  Purchaser	
  of	
  Goods	
  
and	
  Services	
  online	
  
Sarah	
  
Age:	
  39	
  
Execu&ve	
  
Assistant	
  
“During	
  a	
  busy	
  day	
  at	
  the	
  office,	
  online	
  
games	
  are	
  a	
  fun	
  stress	
  reliever	
  that	
  allow	
  
me	
  to	
  have	
  a	
  bit	
  of	
  fun	
  and	
  they	
  help	
  
break	
  up	
  the	
  day”	
  
Behavior	
  
•  Short	
  burst	
  of	
  fun	
  
•  Some	
  skill/	
  challenge	
  
involved	
  
•  Connect	
  with	
  friends	
  
•  Play	
  on	
  the	
  move/go/	
  
anywhere	
  
CRITICAL	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Leverage	
  User	
  Behavior	
  
Behavior	
  
•  Playing	
  on	
  Mobile/	
  Any	
  
where	
  
Leverage	
  
•  Short	
  
•  Mul&ple	
  &mes	
  
•  Daily/	
  frequently	
  
•  Casual	
  &	
  Low	
  Commitment	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Leverage	
  User	
  Behavior	
  
Behavior	
  
•  Compe&&ve	
  
•  Social	
  
•  Love	
  Challenge	
  
ADDICTIVE
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Leverage	
  User	
  Behavior	
  
Leverage	
  
•  In-­‐App	
  Purchases	
  
•  Purchases	
  for	
  advantages	
  
•  Purchases	
  for	
  less	
  wai&ng	
  
&me	
  (less	
  frustra&on)	
  
•  Small	
  amounts	
  for	
  people	
  
who	
  are	
  not	
  comfortable	
  
with	
  online	
  payments	
  
•  Bigger	
  amounts	
  for	
  people	
  
comfortable	
  with	
  online	
  
purchases	
  
BUY STUFF
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Leverage	
  User	
  Behavior	
  
Learned	
  Social	
  Behavior	
  
•  Majority	
  Non-­‐paying	
  Users	
  
•  Limited	
  “Lives”	
  
•  Invite	
  friends	
  for	
  “Lives”	
  
Law	
  of	
  Equivalent	
  Exchange	
  
Life	
  Concept	
  
INFECTIOUS
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
WHAT	
  DID	
  THEY	
  DO	
  WELL?	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Courtesy	
  of	
  Slideshare:	
  Sebas&an	
  Deterding	
  
Managing FUN!
Schedules	
  of	
  Reinforcement	
  
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Courtesy	
  of	
  Slideshare:	
  Sebas&an	
  Deterding	
  
Incremental Difficulty
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Identify Trigger Points within Action Paths
Take Action here!!
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
OUR CASE STUDY: TARGETED ACTIONS
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
GOAL:
INCREASE VIRTUAL ITEM CONSUMPTION
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
SOGAMO IS NOW GOD
Divine Intervention
USER BEHAVIOR
PREDICT
&
ANALYZE
Suggest what a user needs
Shop Highlighting
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
VIRTUAL CURRENCY CONSUMPTION
RATE INCREASE AS HIGH AS ~60%
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Collaborative Filtering
Other Context:
•  Level
•  Dungeon
•  Player Actions
•  Demographics
•  Time
CURRENCY USAGE
Chart: Individual Session-Action Activity
Activities seem to peak on Monday & Wednesday afternoons
where Positive Responses occur more frequently on
average ~40% and peaks at ~60%.
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
SUMMARY
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
SUMMARY	
  2013	
  
Understand	
  
Gamer	
  
Behavior	
  
	
  
Design	
  your	
  game	
  
beQer	
   User	
  
Ac&ons	
  
	
  
Decide	
  where	
  are	
  
the	
  key	
  trigger	
  
points	
  
NEXT	
  
	
  
	
  
	
  
This Session was made possible by your kind attendance. Thank you!
Dissec&ng	
  User	
  Behavior	
  in	
  Games	
   Casual	
  Connect	
  Asia	
  2013	
  
Elvin	
  Li	
  
CEO,	
  	
  
Email:	
  elvin@sogamo.com	
  

Understanding Gamers’ Behaviors

  • 1.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  Day  2   Presenter:  Elvin  Li,  CEO,                                            .  
  • 2.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   What is User Gaming Behavior?
  • 3.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   How do you study it? How is it helpful to you?
  • 4.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   What keeps people playing? What people pay for? What people trade for fun? gameplay   biz  model   increase     #  of  players   social  features   friends   messages   ac&ons   personalize   feedback   connect  
  • 5.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   BIG  DATA   BIG  ANALYSIS   Collect     Analyze     Ac&on   GOLD  
  • 6.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Many  tools  Available  
  • 7.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   LEVERAGE  =  SUCCESS  
  • 8.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Candy Crush is Evil? Youtube  video:  hQp://www.youtube.com/watch?v=aeLTx-­‐ZhlFQ  
  • 9.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Persona  –  The  Casual  Gamer   Characteris=c   •  Time  Stressed   •  Seek  moments  of  escape   •  Family  Oriented   •  Well  Organized   •  Adept  Purchaser  of  Goods   and  Services  online   Sarah   Age:  39   Execu&ve   Assistant   “During  a  busy  day  at  the  office,  online   games  are  a  fun  stress  reliever  that  allow   me  to  have  a  bit  of  fun  and  they  help   break  up  the  day”   Behavior   •  Short  burst  of  fun   •  Some  skill/  challenge   involved   •  Connect  with  friends   •  Play  on  the  move/go/   anywhere   CRITICAL  
  • 10.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Leverage  User  Behavior   Behavior   •  Playing  on  Mobile/  Any   where   Leverage   •  Short   •  Mul&ple  &mes   •  Daily/  frequently   •  Casual  &  Low  Commitment  
  • 11.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Leverage  User  Behavior   Behavior   •  Compe&&ve   •  Social   •  Love  Challenge   ADDICTIVE
  • 12.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Leverage  User  Behavior   Leverage   •  In-­‐App  Purchases   •  Purchases  for  advantages   •  Purchases  for  less  wai&ng   &me  (less  frustra&on)   •  Small  amounts  for  people   who  are  not  comfortable   with  online  payments   •  Bigger  amounts  for  people   comfortable  with  online   purchases   BUY STUFF
  • 13.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Leverage  User  Behavior   Learned  Social  Behavior   •  Majority  Non-­‐paying  Users   •  Limited  “Lives”   •  Invite  friends  for  “Lives”   Law  of  Equivalent  Exchange   Life  Concept   INFECTIOUS
  • 14.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   WHAT  DID  THEY  DO  WELL?  
  • 15.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Courtesy  of  Slideshare:  Sebas&an  Deterding   Managing FUN! Schedules  of  Reinforcement  
  • 16.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Courtesy  of  Slideshare:  Sebas&an  Deterding   Incremental Difficulty
  • 17.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Identify Trigger Points within Action Paths Take Action here!!
  • 18.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   OUR CASE STUDY: TARGETED ACTIONS
  • 19.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   GOAL: INCREASE VIRTUAL ITEM CONSUMPTION
  • 20.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   SOGAMO IS NOW GOD Divine Intervention USER BEHAVIOR PREDICT & ANALYZE Suggest what a user needs Shop Highlighting
  • 21.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   VIRTUAL CURRENCY CONSUMPTION RATE INCREASE AS HIGH AS ~60%
  • 22.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Collaborative Filtering Other Context: •  Level •  Dungeon •  Player Actions •  Demographics •  Time CURRENCY USAGE Chart: Individual Session-Action Activity Activities seem to peak on Monday & Wednesday afternoons where Positive Responses occur more frequently on average ~40% and peaks at ~60%.
  • 23.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   SUMMARY
  • 24.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   SUMMARY  2013   Understand   Gamer   Behavior     Design  your  game   beQer   User   Ac&ons     Decide  where  are   the  key  trigger   points   NEXT         This Session was made possible by your kind attendance. Thank you!
  • 25.
    Dissec&ng  User  Behavior  in  Games   Casual  Connect  Asia  2013   Elvin  Li   CEO,     Email:  elvin@sogamo.com