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                       Analytics 101 – A crash course on why you should care
                       October 2011




Copyright GamesAnalytics ©2011
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Who am I?
                                 16 years in the games industry

        Involved in over 10 console games and over 100 mobile games




                                                                      2
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Analytics, boring?




                                     3
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How Zynga changed the world




                                     4
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Analytics Tips For Games
 Copyright GamesAnalytics ©2011
Focus on the player               `




 Copyright GamesAnalytics ©2011
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Focus On The Player



                       Focusing on the Player



                                                7
Copyright GamesAnalytics ©2011
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Focus On The Player
• Build a player centric view of game design

• Model your expected user base

• Understand how different players interact with the game

• Customise the game based on player behaviour




                                                            8
Copyright GamesAnalytics ©2011
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Focus On The Player
• Aim to make the players enjoy the gameplay – in the different ways
     they play – sociable, completers, explorers

• Length of gameplay is generally a good indication of monetisation

• Analytics allows the game to be tailored to individual types of players




                                                                            9
Copyright GamesAnalytics ©2011
Collect the right
                                 `




 Data



Copyright GamesAnalytics ©2011
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Collect The Right Data
• Understand the information you want to analyse

• Focus on player level, not game level information

• Identify significant events in the game

• Build good data integrity




                                                      11
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Collect The Right Data
Good Events                          Bad Events
Player Progress                      Browser & Device Type
Player Tasks                         Bugs and Crashes
Items Bought & Sold                  Movement
Items Gifted                         Buttons Clicked
Levels                               Page Views
Missions
Friends


                                                             12
Copyright GamesAnalytics ©2011
Understand the metrics            `




 Copyright GamesAnalytics ©2011
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Understand The Metrics
• Metrics generally means dashboards

• This provides historic information

• It tells you the health of your game

• Use metrics to identify the areas of the
     game that need focus


                                             14
Copyright GamesAnalytics ©2011
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Understand The Metrics
• Retention                            • DAU / MAU

• Engagement                           • Player Behaviour

• Life Time Value                      • Demographics

• ARPU / ARPPU                         • Game specific metrics

• Whales                               • Virality

• Time to First & Second Payment


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                                     Segment
                                     Player
                                     Behaviour
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Segment Player Behaviour
                                          7%
                                                                                     %Volume
                                         0.55                                6%
                                                                            0.34
                                                                                     %Paying
                                         36%              25%               57%      7Day Ret
    Virality Potential



                                         $0.75
                                                         1.30%              $4.4
                                                                              0        CAC
                                                          26%
                                                  31%    $2.21
                                                 0.89%
                                                  22%
                         Focusing on the Player  $1.75
                                                          14%
                                                                     12%
                                                                     0.86
                                                                     59%
                                                                     $3.5
                                                                                   Early Enthusiasts
                                                                                   Confident Completers
                                                          0.97        7
                                  5%                      21%                      Social Involver
                                  0.19                    $1.9
                                  9%                        4
                                  $2.3                                             Sporadic Semi Engaged
                                   8
                                                                                   Losing Momentum

                                                                                   Need Guidance
                                          Revenue Potential                        Borderline Incompetent

 Copyright GamesAnalytics ©2011
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                                     interaction
                                     Social
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Social Interaction
• Connectedness

• Centrality

• Cohesion

• Reciprocity

• Social Influence


                                     19
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Social Interaction
 • Identify player ‘bridges’
 • Isolated players
 • Gaps and holes, leading to group fragmentation
                        Focusing on the Player
 • Reward highly influential players
 • Manage cohesion, caused by influential players
 • Reconnect isolated players
 • Build bridges and connect sub networks
                                                    20
 Copyright GamesAnalytics ©2011
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Identify player value
 Copyright GamesAnalytics ©2011
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Identify Player Value
•    Time to first payment (2-4 weeks drive high LTV)
•    Payment patterns (regular, increasing, decreasing)
•    Triggers for first spend (why now?)
•    Time lag to second spend (be quick)
•    Reasons for reactivation (paying players stick around)

• All actionable to raise LTV
• Overlay profiles to refine targets
                                                              22
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Pattern analysis
 Copyright GamesAnalytics ©2011
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Pattern Analysis
                             1st Event     2nd Event                   3rd Event

                                         61%

                                         12%
                                 Focusing on the Player
                                         9%                                        Challenge Start

                                                                                   Gifted item

                                                                                   Visited Home
                                                   Intervention here
  Use event order to predict and                                                   Invite Neighbour
     encourage next action                                                         Bought Item

                                                                                                  24
Copyright GamesAnalytics ©2011
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Pattern Analysis
• Pattern analysis is a powerful technique

• Using it allows behaviours to be tracked and identified

• This can be used to react to next best option

• This can also be used to identify actions that precede abandonment




                                                                   25
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Predictive Modelling
Copyright GamesAnalytics ©2011
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Predictive Modeling
• Ability to predict player behaviour

• Identify players likely to undertake an action if encouraged

• Provide the means to deliver a marketing intervention that is:
      • Timely

      • Personal

      • Appropriate

                                                                   27
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Simple Multivariate Predictive Model
         Variable Contribution
                                                                                             Likelihood    N       Y
                   0.25
                                                                                             Least        99.5%   0.5%

                     0.2                                                                     2            98.9%   1.1%
                                                                                             3            99.5%   0.5%
                   0.15
                                                                                             4            99.5%   0.5%
 #Sessions
   11+                 Focusing on the Player
                     0.1
                                                                                             5
                                                                                             6
                                                                                                          98.4%
                                                                                                          95.8%
                                                                                                                  1.6%
                                                                                                                  4.2%
                   0.05                                                                      7            95.3%   4.7%
 Gifted Item
                                                                                             8            93.6%   6.4%
     Total             0
                                 1     2       3      4       5       6       7       8      9            85.2%   14.8%
   Stamina
    5000+                                                                                    Most         62.2%   37.8%
                 Highest             Wounded       Accepted        Friend
                                                                                  Run Away   Total        92.8%   7.2%
                Level 10+             Giant         Invite        Count 10+

                                                                                                                          28
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                                     Actionable
                                     results
Copyright GamesAnalytics ©2011
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Actionable Results
• The key to Analytics is to provide the tools to improve the game
• This can be:
      • Improve Gameplay
      • Increase Revenue
      • Reduce Abandonment
      • Increase Retention
      • Reward Loyalty
                                                                     30
Copyright GamesAnalytics ©2011
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Actionable Results
• Analytics provides the means to identify these traits

• To group players into manageable segments

• To predict their future behaviour

• To intervene to change behaviours and move the graph




                                                          31
Copyright GamesAnalytics ©2011
`
Actionable Results




                                     32
Copyright GamesAnalytics ©2011
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Analytics in Games
 Copyright GamesAnalytics ©2011
`
The Industry
• Analytics is becoming a key skill in game development

• Zynga has a 60 person Analytics team

• Analytics allows game design to understand the player

• Games are increasingly becoming data driven

• Games that adapt to the player is the future
                                 (the one size fits all is dead)
                                                                   34
Copyright GamesAnalytics ©2011
`




                       Any Questions?




Copyright GamesAnalytics ©2011

Chris Wright: Games Analytics

  • 1.
    ` Analytics 101 – A crash course on why you should care October 2011 Copyright GamesAnalytics ©2011
  • 2.
    ` Who am I? 16 years in the games industry Involved in over 10 console games and over 100 mobile games 2 Copyright GamesAnalytics ©2011
  • 3.
    ` Analytics, boring? 3 Copyright GamesAnalytics ©2011
  • 4.
    ` How Zynga changedthe world 4 Copyright GamesAnalytics ©2011
  • 5.
    ` Analytics Tips ForGames Copyright GamesAnalytics ©2011
  • 6.
    Focus on theplayer ` Copyright GamesAnalytics ©2011
  • 7.
    ` Focus On ThePlayer Focusing on the Player 7 Copyright GamesAnalytics ©2011
  • 8.
    ` Focus On ThePlayer • Build a player centric view of game design • Model your expected user base • Understand how different players interact with the game • Customise the game based on player behaviour 8 Copyright GamesAnalytics ©2011
  • 9.
    ` Focus On ThePlayer • Aim to make the players enjoy the gameplay – in the different ways they play – sociable, completers, explorers • Length of gameplay is generally a good indication of monetisation • Analytics allows the game to be tailored to individual types of players 9 Copyright GamesAnalytics ©2011
  • 10.
    Collect the right ` Data Copyright GamesAnalytics ©2011
  • 11.
    ` Collect The RightData • Understand the information you want to analyse • Focus on player level, not game level information • Identify significant events in the game • Build good data integrity 11 Copyright GamesAnalytics ©2011
  • 12.
    ` Collect The RightData Good Events Bad Events Player Progress Browser & Device Type Player Tasks Bugs and Crashes Items Bought & Sold Movement Items Gifted Buttons Clicked Levels Page Views Missions Friends 12 Copyright GamesAnalytics ©2011
  • 13.
    Understand the metrics ` Copyright GamesAnalytics ©2011
  • 14.
    ` Understand The Metrics •Metrics generally means dashboards • This provides historic information • It tells you the health of your game • Use metrics to identify the areas of the game that need focus 14 Copyright GamesAnalytics ©2011
  • 15.
    ` Understand The Metrics •Retention • DAU / MAU • Engagement • Player Behaviour • Life Time Value • Demographics • ARPU / ARPPU • Game specific metrics • Whales • Virality • Time to First & Second Payment 15 Copyright GamesAnalytics ©2011
  • 16.
    ` Segment Player Behaviour Copyright GamesAnalytics ©2011
  • 17.
    ` Segment Player Behaviour 7% %Volume 0.55 6% 0.34 %Paying 36% 25% 57% 7Day Ret Virality Potential $0.75 1.30% $4.4 0 CAC 26% 31% $2.21 0.89% 22% Focusing on the Player $1.75 14% 12% 0.86 59% $3.5 Early Enthusiasts Confident Completers 0.97 7 5% 21% Social Involver 0.19 $1.9 9% 4 $2.3 Sporadic Semi Engaged 8 Losing Momentum Need Guidance Revenue Potential Borderline Incompetent Copyright GamesAnalytics ©2011
  • 18.
    ` interaction Social Copyright GamesAnalytics ©2011
  • 19.
    ` Social Interaction • Connectedness •Centrality • Cohesion • Reciprocity • Social Influence 19 Copyright GamesAnalytics ©2011
  • 20.
    ` Social Interaction •Identify player ‘bridges’ • Isolated players • Gaps and holes, leading to group fragmentation Focusing on the Player • Reward highly influential players • Manage cohesion, caused by influential players • Reconnect isolated players • Build bridges and connect sub networks 20 Copyright GamesAnalytics ©2011
  • 21.
    ` Identify player value Copyright GamesAnalytics ©2011
  • 22.
    ` Identify Player Value • Time to first payment (2-4 weeks drive high LTV) • Payment patterns (regular, increasing, decreasing) • Triggers for first spend (why now?) • Time lag to second spend (be quick) • Reasons for reactivation (paying players stick around) • All actionable to raise LTV • Overlay profiles to refine targets 22 Copyright GamesAnalytics ©2011
  • 23.
    ` Pattern analysis CopyrightGamesAnalytics ©2011
  • 24.
    ` Pattern Analysis 1st Event 2nd Event 3rd Event 61% 12% Focusing on the Player 9% Challenge Start Gifted item Visited Home Intervention here Use event order to predict and Invite Neighbour encourage next action Bought Item 24 Copyright GamesAnalytics ©2011
  • 25.
    ` Pattern Analysis • Patternanalysis is a powerful technique • Using it allows behaviours to be tracked and identified • This can be used to react to next best option • This can also be used to identify actions that precede abandonment 25 Copyright GamesAnalytics ©2011
  • 26.
  • 27.
    ` Predictive Modeling • Abilityto predict player behaviour • Identify players likely to undertake an action if encouraged • Provide the means to deliver a marketing intervention that is: • Timely • Personal • Appropriate 27 Copyright GamesAnalytics ©2011
  • 28.
    ` Simple Multivariate PredictiveModel Variable Contribution Likelihood N Y 0.25 Least 99.5% 0.5% 0.2 2 98.9% 1.1% 3 99.5% 0.5% 0.15 4 99.5% 0.5% #Sessions 11+ Focusing on the Player 0.1 5 6 98.4% 95.8% 1.6% 4.2% 0.05 7 95.3% 4.7% Gifted Item 8 93.6% 6.4% Total 0 1 2 3 4 5 6 7 8 9 85.2% 14.8% Stamina 5000+ Most 62.2% 37.8% Highest Wounded Accepted Friend Run Away Total 92.8% 7.2% Level 10+ Giant Invite Count 10+ 28 Copyright GamesAnalytics ©2011
  • 29.
    ` Actionable results Copyright GamesAnalytics ©2011
  • 30.
    ` Actionable Results • Thekey to Analytics is to provide the tools to improve the game • This can be: • Improve Gameplay • Increase Revenue • Reduce Abandonment • Increase Retention • Reward Loyalty 30 Copyright GamesAnalytics ©2011
  • 31.
    ` Actionable Results • Analyticsprovides the means to identify these traits • To group players into manageable segments • To predict their future behaviour • To intervene to change behaviours and move the graph 31 Copyright GamesAnalytics ©2011
  • 32.
    ` Actionable Results 32 Copyright GamesAnalytics ©2011
  • 33.
    ` Analytics in Games Copyright GamesAnalytics ©2011
  • 34.
    ` The Industry • Analyticsis becoming a key skill in game development • Zynga has a 60 person Analytics team • Analytics allows game design to understand the player • Games are increasingly becoming data driven • Games that adapt to the player is the future (the one size fits all is dead) 34 Copyright GamesAnalytics ©2011
  • 35.
    ` Any Questions? Copyright GamesAnalytics ©2011