Presentation hold on Nov 19th in Frankfurt / Offenbach at the browsergames forum 2011.
It gives you a quick intro based on examples on HOW to use game analytics and metrics effectively.
Mark's HoneyTracks presentation at Casual Connect 2012 in Hamburg on Feb 9th: What metrics / KPIs should you focus on along the different life cylce stages of your game.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
Mark's HoneyTracks presentation at Casual Connect 2012 in Hamburg on Feb 9th: What metrics / KPIs should you focus on along the different life cylce stages of your game.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
In this talk I discussed the various ways in which we utilise Neo4j and data modelling with graphs to helps us model and automate the complex in-game economy in our MMORPG title Here Be Monsters.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
In this talk I discussed the various ways in which we utilise Neo4j and data modelling with graphs to helps us model and automate the complex in-game economy in our MMORPG title Here Be Monsters.
The biggest challenge when running Free to Play games as a service, is to create a healthy balance between fun and difficulty per level. With billions of game events stored in our Amazon cloud based databases we apply statistical analysis and machine learning algorithms to understand the dependencies when designing new content.
Data movies add an innovative, visual take on looking at Player behaviour and allow our designers to get a ‘feel’ for the data and the way our players play our games.
Cutest technology of them all - Forum Nokia Qt Webinar December 2009Nokia
Qt now and in the future - overview of Qt and the plans for Nokia platforms. Newest features of Qt including animation framework, gestures etc. Qt for Symbian and Maemo. Qt Mobility APIs. Hybrid Applications.
Smartphone User Persona Report 2015 - MalaysiaVserv
Smartphone User Persona Report is a comprehensive study conducted by Nielsen Informate to understand the behavioral patterns of smartphone users in Malaysia.
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
Designing video games is commonly understood to be a creative task,
drawing on a designer's talent, inspiration, and personal experience.
The last ten years have seen multiple calls from the design community to
produce reusable knowledge about the structure of games and the design
process itself. These designers would like to establish a standardized
language and libraries of design patterns so that the next generation of
designers can benefit from the best of past generations. The
realization of such a move can be read as a transition from thinking
about game design as a playable-artifact creation process to a science
of play in which we might see the designer's goal as discovering new
gameplay structures and their production of concrete games as a side
effect of this process.
Thirty years ago, a similar-yet-disconnected thread of research in
artificial intelligence was just being born. First marked by Doug
Lenat's AM (an “automated mathematician”), discovery systems aim to
automatically produce new and interesting knowledge. Such systems
contrast sharply with the then-popular expert systems which applied
fixed libraries of “expert” knowledge to various tasks. Discovery
systems, which have commonly operated in the domains of natural science
and mathematics, are now seen as distant ancestors of contemporary,
statistical machine learning techniques which find extensive application
in a wide array of industries. Contrary to the current emphasis on the
optimal learning statistical descriptions of data, some recent
developments in machine learning, specifically combined abductive and
inductive logic learning systems, are bringing the production and
revision of structured, symbolic knowledge back into focus.
Simultaneous research in computational creativity is making inroads into
modeling the creative process and the production of creative artifacts.
This is the question I aim to answer: If we squint a bit to see game
design as the science-of-play that some designers imagine it to be, can
we build a discovery system that really works in the domain of game
design? Can we build an intelligent game designer?
In my thesis proposal I lay out a plan to build an intelligent game
designer that learns from the process of game design, including the
observation of human players, and exports newly discovered design
knowledge. This will require an operationalization of game design as an
automatable, scientific process and a detailed re-synthesis of the
creative design of expressive artifacts as a knowledge-seeking effort.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering
Baidu Indonesia Research by GfK to capture Mobile Apps Market Potential in Indonesia.
Mobile Apps Market Study, Mobile Apps Potential, Mobile User Behaviour based on Apps, Mobile Market Indonesia, Mobile Apps Indonesia, Mobile Apps Market size Indonesia.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
This report looks at all the important Malaysia trends - mobile, social, ecommerce. Malaysia is clearly ahead of the pack in south-east Asia - it's higher income, better connected, and more affluent compared to its neighbours like Indonesia, Thailand, Vietnam and others.
Games Analytics fournit des solutions d'analyses statistiques puissantes, uniques et multi-plateformes, 100% dédiées aux éditeurs de jeux en ligne, qu'il s'agisse de jeux sociaux (jeux Facebook...), de MMOG ou de jeux mobiles et tablettes, et quel que soit le mode de monétisation (abonnements, items virtuels et micro-transactions, publicité, téléchargement...).
Games Analytics propose une gamme complète d'outils d'analyse comportementale et prédictive qui permettent d'augmenter de manière très significative la rétention et la monétisation des jeux en ligne.
Using predictions to improve profitability of digital gamesSonamine
Online and mobile game developers should use predictions to improve their bottom line. This whitepaper by Sonamine explains the key concepts and how to apply predictions in practice.
Monetizing Social Games - RockYou at GDCshayrockyou
Monetization and Business Models for Social Games - Lisa Marino, CRO of RockYou presentation from GDC 2010.
"Social games are addictive, so addictive that developers are making millions of dollars from them. There are multiple models emerging in the industry for monetizing social games. Whether it's sponsorships, virtual currencies, CPM or CPE, the opportunities to make money in this space continues to grow. The question is: How do you do it? In order to be successful, developers must choose which business models to pursue and where to focus their efforts."
The Games Industry Analytics Forum returned for its third gathering of the year in San Francisco and its 10th meet-up, on Monday August 10th.
Featuring presentations and expert panel discussions, the GIAF is a unique opportunity for practitioners looking to generate insight and value from big data game analytics; one of the most important trends in games.
Talks at this GIAF:
Nurturing the player journey
Kady Srinivasan, Sr Director of Player Engagement - Mobile at Electronic Arts
Lean analytics
Will Perone, CTO at Wicked Fun
Analytics architecture at IMVU
Jon Watte, VP of Technology at IMVU
Using data to prove the value of haptics
Nick Thomas*, Head of Gaming at Immersion Corporation.
The event is free for game analytics practitioners. For more info on future GIAF events, visit www.deltadna.com/GIAF
*Slides from Immersion are not included in this slide deck at present
Presentation from Casual Connect Seattle 2012 on The Importance of the Future, new opportunities to use business intelligence in the social gaming space.
Analytics is much more than data collection and dashboards. Predictive modeling enables behavioral segmentation that provides actionable insights not only through marketing but also game design to deliver greater player satisfaction.
This presentation sets out how to use data collection and player analytics in online games to create better experiences and environments for players. The Games Industry can use data and analytics to create pro-active Player Relationship Management and increase revenues and engagements.
"How to Market Digital Games" Game Connection presentationSteve Fowler
The presentation deck from my recent talk at Game Connection Paris. This deck focuses on the practice of marketing videogames in the new era of digital distribution and the changes that marketers face. Primary focus is payed to the difference in marketing games as a service vs. games as a product.
metrics driven design/ how to define just right kpi for mobile gameLeo Cui
Competition stiffens in mobile games sector today. Deeper data analytics becomes critical for game developers/publishers to understand details of their business operation and get maximum out of it. How to define reasonable KPIs for different types of games? And how to calculate all these metrics such as LTV, CAC, and 1-7-14-30 days Retention? How to read and analysis these metrics in different phases of a game's lifecycle? And how does these metrics play compared with industry benchmarks?Answers in this session.
What are the main advantages of using HR recruiter services.pdfHumanResourceDimensi1
HR recruiter services offer top talents to companies according to their specific needs. They handle all recruitment tasks from job posting to onboarding and help companies concentrate on their business growth. With their expertise and years of experience, they streamline the hiring process and save time and resources for the company.
Affordable Stationery Printing Services in Jaipur | Navpack n PrintNavpack & Print
Looking for professional printing services in Jaipur? Navpack n Print offers high-quality and affordable stationery printing for all your business needs. Stand out with custom stationery designs and fast turnaround times. Contact us today for a quote!
Accpac to QuickBooks Conversion Navigating the Transition with Online Account...PaulBryant58
This article provides a comprehensive guide on how to
effectively manage the convert Accpac to QuickBooks , with a particular focus on utilizing online accounting services to streamline the process.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
What is the TDS Return Filing Due Date for FY 2024-25.pdfseoforlegalpillers
It is crucial for the taxpayers to understand about the TDS Return Filing Due Date, so that they can fulfill your TDS obligations efficiently. Taxpayers can avoid penalties by sticking to the deadlines and by accurate filing of TDS. Timely filing of TDS will make sure about the availability of tax credits. You can also seek the professional guidance of experts like Legal Pillers for timely filing of the TDS Return.
Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
Memorandum Of Association Constitution of Company.pptseri bangash
www.seribangash.com
A Memorandum of Association (MOA) is a legal document that outlines the fundamental principles and objectives upon which a company operates. It serves as the company's charter or constitution and defines the scope of its activities. Here's a detailed note on the MOA:
Contents of Memorandum of Association:
Name Clause: This clause states the name of the company, which should end with words like "Limited" or "Ltd." for a public limited company and "Private Limited" or "Pvt. Ltd." for a private limited company.
https://seribangash.com/article-of-association-is-legal-doc-of-company/
Registered Office Clause: It specifies the location where the company's registered office is situated. This office is where all official communications and notices are sent.
Objective Clause: This clause delineates the main objectives for which the company is formed. It's important to define these objectives clearly, as the company cannot undertake activities beyond those mentioned in this clause.
www.seribangash.com
Liability Clause: It outlines the extent of liability of the company's members. In the case of companies limited by shares, the liability of members is limited to the amount unpaid on their shares. For companies limited by guarantee, members' liability is limited to the amount they undertake to contribute if the company is wound up.
https://seribangash.com/promotors-is-person-conceived-formation-company/
Capital Clause: This clause specifies the authorized capital of the company, i.e., the maximum amount of share capital the company is authorized to issue. It also mentions the division of this capital into shares and their respective nominal value.
Association Clause: It simply states that the subscribers wish to form a company and agree to become members of it, in accordance with the terms of the MOA.
Importance of Memorandum of Association:
Legal Requirement: The MOA is a legal requirement for the formation of a company. It must be filed with the Registrar of Companies during the incorporation process.
Constitutional Document: It serves as the company's constitutional document, defining its scope, powers, and limitations.
Protection of Members: It protects the interests of the company's members by clearly defining the objectives and limiting their liability.
External Communication: It provides clarity to external parties, such as investors, creditors, and regulatory authorities, regarding the company's objectives and powers.
https://seribangash.com/difference-public-and-private-company-law/
Binding Authority: The company and its members are bound by the provisions of the MOA. Any action taken beyond its scope may be considered ultra vires (beyond the powers) of the company and therefore void.
Amendment of MOA:
While the MOA lays down the company's fundamental principles, it is not entirely immutable. It can be amended, but only under specific circumstances and in compliance with legal procedures. Amendments typically require shareholder
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Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
Game Monetization Analytics: How to use game metrics effectively
1. Game Monetization Analytics: How to use game metrics effectively
Browsergames forum 2011 – Frankfurt-Offenbach
19. November 2011
Tom Sente, CEO - HoneyTracks GmbH
2. Game Analytics
Why it matters
Games portfolio monetization (example from 6Waves)*
DAU vs ARPU
3,50
3,00
ARPUs vary
2,50 significantly
within
2,00 GAME GENRES.
ARPU
Game analytics
1,50 can help you to
make the most of
1,00 your game
0,50
0,00
-500.000 0 500.000 1.000.000 1.500.000 2.000.000 2.500.000 3.000.000
Management Gambling
DAU (Daily Active User)
Social RPG Mini-games
Caretaking
Copyright HoneyTracks * Source: 6waves.com/ 2
3. Game Analytics
Market insiders view analytics as increasingly important
“As more free-to-play games become the norm and selling virtual goods
becomes the way to make money, game companies are relying more and
more on a small fraction of players (typically 1 to 3 percent) paying to
level up or for that shiny new virtual sword. Finding that 1 to 3 percent
of players or getting more to pay for virtual goods can have a big
impact on game revenues.”
(TechCrunch, 6 April 2010)
“Virtual economy optimization is now becoming a core competency
as competition stiffens.”
(Justin Smith, Inside Social Networks, Speech at Casual Connect 2010)
Copyright HoneyTracks 3
4. Game Analytics
How to approach it right
what matters
in game analytics
Monitor the entire Layer by layer: It is an For the
monetization funnel „peel the onion“ ongoing process whole company
Every step matters: Aggregated metrics rarely Your game and its Each department / team
Starting with user tell the full story monetization changes has „their“ KPIs
acqusition matter all the time
Actionable insights are not Easy to use for everyone
gained from aggregated
metrics
Over the lifetime of a game different metrics matter at a different point in time
Copyright HoneyTracks 4
5. Game Analytics
Metrics along the entire monetization funnel
Monetization Funnel
User
Virality Retention Conversion Revenue
Generation
• DAU • % viral signups • Churn-rate • Paying users • Revenue
• MAU • K-factor 1-7 day • % paying users • ARPU
• Sign-ups • Viral invites 1-3 mths • New paying • ARPPU
• Organic • % invite accept • User lifetime users • User lifetime
selected)
Metrics (selected
signups • Invites • DAU / MAU • # charges revenues
• Mkting signups sent/DAU • User log-ins • Amount per • Virtual currency
• Click-to-registr. • Viral invites by • Log-ins per charge purchased
• Reg-to-active message user • Time to first • Virtual currency
• Viral invites by • 3/5/10-day charge (days) spent
message active users • Level of first • Virtual currency
acceptance charge spent / DAU
• Payment types • Virt. good types
purchased
Custom Metrics (your game specifics)
• Track metrics along the entire monetization funnel
• Both standard metrics and game-specific metrics matter
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6. Game Analytics: Example I
„Peel the onion“: ARPU cohort analysis
Screenshot: ARPU cohort analysis
Aggregate ARPU
is 2 Euro
Monthly cohorts show
... and we see that that ARPU actually
ARPU improved from becomes 4 Euro!
April to May cohort
• Aggregate numbers don‘t tell the
truth
• As a next step we would dig
deeper into the May-cohort to
understand why it generated
better ARPU
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7. Game Analytics: Example II
„Peel the onion“: Revenue & user conversion
Screenshot: Revenue analysis by level
Pretty effective at
Majority of revenues monetizing advanced
achieved in levels 20-30 users ...
0 10 20 30 40 50
0 10 20 30 40
... but what about users
in earlier levels?
Can we push users
into making purchases
earlier?
What are virtual goods
that are useful at earlier
levels?
0 10 20 30 40 50
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8. Game Analytics: Example III
„Peel the onion“: Virtual goods economy
At lower levels „food“ is
being purchased relatively
higher
... so this may be the
virtual good, which
converts users into „first
time buyers“
... even though „food“
doesn‘t play a major role
in revenues
We could improve the game:
• Offering „food“ specials to users at lower
levels
• Try lower prices for food to generate more
first time buyers
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9. Game Analytics: Example IV
„Peel the onion“: Marketing channel
Screenshot: Channel profitability
... shows that Channel 1
has 50% of Channel 32
revenues despite
having 2.5x in DAU
Segmenting users by
marketing channel ...
1 32
Marketing Channel
1 2 3 4 5 6 7 8 9 1 11 32 33
0
Marketing Channel Comparing payouts to
„revenues“ shows that
Channel 1 has more „lost
revenue“, i.e. issues in the
We could improve the game: payment process
• Focus on user aquisition from ch32
• Double check payment type (SMS) and charge
backs in ch1
• Switch off certain payment methods at special times
1 Marketing Channel 32
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10. Game Analytics: Example V
„Peel the onion“: Whales Analysis
What is her
profile
Who are my
Whales?
What, when and how
much of each item
works best for her?
What payment
We could improve the game does she use
• See what works best for whales and offer
higher variety of same type
• Increase prices stepwise for new items
and monitor closely
• Try out special offers for items that work
for other whales Different colors indicate different
• Optimize payment options for her to feature/item types - “mouse over “shows
details
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11. Game Analytics
Analytics is an ongoing task
• Your game changes
• Monetization changes
• Analytics help you to understand those ongoing
changes and optimize the game effectively
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12. Game Analytics
Metrics matter for the entire company
Metrics for each team Information at your fingertips
• Product management • Metrics must be accessible at once
• Marketing • Drill-down capability without having
• Management to go back to tech-team every time
• Investors
• Others
Easy to use Insights – not data-dumps
• Every one must be able to use the • Insights that lead to action
analytics system • Real time data not data-dumps
• Graphical user interface • KPI and performance management
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13. Game Analytics
Makes fun and pays off
http://www.penny-arcade.com/comic/2011/6/10
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14. Contact information
Want to see HoneyTracks in action?
Check out:
www.honeytracks.com
@HoneyTracks
HoneyTracks GmbH
Schellingstr. 35
80799 München, Germany ts@honeytracks.com
+49 (0)89 2872 3995
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