In this talk, the speaker shows how data science and behavioral science can help to design better games, increase retention, and in-app purchases, and achieve viral growth. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Soft launching a game - from dev and marketing perspective. TapTap Games case...GameCamp
How to so soft launch of a game? How to work with this from marketing and development perspective? How to use gaming data to make decision? Presentation based on TapTap Games case study
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
The evolution of tracking incrementality in gaming. Case study for mobile mar...GameCamp
Evolution of tracking incrementality from PSA to continuous uplift tracking. Why retargeting in Gaming is challenging. Calculating retargeting effects. How to approach mobile retargeting?
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
Strategic and operational approach. Learnings taken from Huuuge Games campaigns. Which best practices I saw especially important, which ones can be skipped? Presentation delivered by Itay Milstein, Head of Growth from Huuuge Games at 8th edition of GameCamp (www.GameCamp.io).
Using data and different measurement approaches to understand incrementality...GameCamp
How should you measure your retargeting campaigns correctly? Retargeting statistics and trends in mobile gaming How can you use attribution data to measure incrementality? When should you stop? How based on data understand if your players got annoyed about retargeting already?
Creative testing: art or science? Learnings from Bidalgo data, framework and ...GameCamp
How designers should work with data people? What is good approach to test creatives? Bidalgo is sharing learnings from its data, case studies and cooperation with clients.
A/B testing of ad monetisation based on experience from Outfit7 tests (9 billions+ downloads). Which aspects of ad monentisation are easier to test which ones are more difficult? How to look for hypothesis, ideas to test? Which points you should start A/B testing. Which ones require more resources, which ones require less. What kind of improvements can we expect?
A/B testing in Firebase. Intermediate and advanced approachGameCamp
Intermediate and advanced use cases for A/B tests using Firebase. Monetisation and developments tests. How to do it right? Where Firebase can be especially helpful, where it can be not enough?
Soft launching a game - from dev and marketing perspective. TapTap Games case...GameCamp
How to so soft launch of a game? How to work with this from marketing and development perspective? How to use gaming data to make decision? Presentation based on TapTap Games case study
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
The evolution of tracking incrementality in gaming. Case study for mobile mar...GameCamp
Evolution of tracking incrementality from PSA to continuous uplift tracking. Why retargeting in Gaming is challenging. Calculating retargeting effects. How to approach mobile retargeting?
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
Strategic and operational approach. Learnings taken from Huuuge Games campaigns. Which best practices I saw especially important, which ones can be skipped? Presentation delivered by Itay Milstein, Head of Growth from Huuuge Games at 8th edition of GameCamp (www.GameCamp.io).
Using data and different measurement approaches to understand incrementality...GameCamp
How should you measure your retargeting campaigns correctly? Retargeting statistics and trends in mobile gaming How can you use attribution data to measure incrementality? When should you stop? How based on data understand if your players got annoyed about retargeting already?
Creative testing: art or science? Learnings from Bidalgo data, framework and ...GameCamp
How designers should work with data people? What is good approach to test creatives? Bidalgo is sharing learnings from its data, case studies and cooperation with clients.
A/B testing of ad monetisation based on experience from Outfit7 tests (9 billions+ downloads). Which aspects of ad monentisation are easier to test which ones are more difficult? How to look for hypothesis, ideas to test? Which points you should start A/B testing. Which ones require more resources, which ones require less. What kind of improvements can we expect?
A/B testing in Firebase. Intermediate and advanced approachGameCamp
Intermediate and advanced use cases for A/B tests using Firebase. Monetisation and developments tests. How to do it right? Where Firebase can be especially helpful, where it can be not enough?
In-app offers monetization from basics to advanced technics based on Crazy Pa...GameCamp
From simple user segmentation to a complex interconnected system, we will follow Crazy Panda`s progress in developing personalized monetization. The key message of the session is not only about when or who to show those offers to, but also about how to make them truly personal. Presentation delivered by Ivan Kozyev, Head of Analytics of Crazy Panda at 8th edition of GameCamp (www.GameCamp.io).
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
Ad LTV in mobile gaming: deep dive into industryGameCamp
What is the situation in Ad LTV right now, what is a good benchmark for mobile game today? Data based on analyzing unique and granular data collected over a period of months and based on billions of in-app ad impressions. What are good and bad best practices looking at games from many genres? What is must have and what is nice to have? What should be most important for smaller company, what should be the focus for bigger organisation?
How To Maximise ROI With Creative OptimizationironSource
Linh Le, Kongregate's Senior Marketing Manager speaking at our Developer Series at China Joy 2017 on how best to use creative optimization to supercharge UA efforts for developers.
Big Problem, BigQuery: User Feature Engineering in Event-driven AnalyticsGameCamp
How to find best predictor of good LTV in a game (feature/event in a game) ? What is needed for good feature selection? How to construct and aggregate data well? How it can be used in practical way? Strategic and operational approach.
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
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Rewarded Video: Benefits and Best PracticesironSource
ironSource's Head of Monetization talks about how best to integrate RV for maximum revenue, great user experience, and increased engagement in your app.
Enhancing user experience with rewarded ad monetizationironSource
App monetization shouldn’t come at the expense of user experience. In fact, when done right, it can actually enhance both user engagement and enjoyment. In this presentation, originally presented by Tal Shoham at Casual Connect Kyiv, learn actionable ways to improve ad engagement and usage rates, and how to better understand The Golden Ratio of ads within your app. Understand how the virtuous cycle of monetization can turn your app into a successful, sustainable business (with happy users).
In-app offers monetization from basics to advanced technics based on Crazy Pa...GameCamp
From simple user segmentation to a complex interconnected system, we will follow Crazy Panda`s progress in developing personalized monetization. The key message of the session is not only about when or who to show those offers to, but also about how to make them truly personal. Presentation delivered by Ivan Kozyev, Head of Analytics of Crazy Panda at 8th edition of GameCamp (www.GameCamp.io).
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
Ad LTV in mobile gaming: deep dive into industryGameCamp
What is the situation in Ad LTV right now, what is a good benchmark for mobile game today? Data based on analyzing unique and granular data collected over a period of months and based on billions of in-app ad impressions. What are good and bad best practices looking at games from many genres? What is must have and what is nice to have? What should be most important for smaller company, what should be the focus for bigger organisation?
How To Maximise ROI With Creative OptimizationironSource
Linh Le, Kongregate's Senior Marketing Manager speaking at our Developer Series at China Joy 2017 on how best to use creative optimization to supercharge UA efforts for developers.
Big Problem, BigQuery: User Feature Engineering in Event-driven AnalyticsGameCamp
How to find best predictor of good LTV in a game (feature/event in a game) ? What is needed for good feature selection? How to construct and aggregate data well? How it can be used in practical way? Strategic and operational approach.
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
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Rewarded Video: Benefits and Best PracticesironSource
ironSource's Head of Monetization talks about how best to integrate RV for maximum revenue, great user experience, and increased engagement in your app.
Enhancing user experience with rewarded ad monetizationironSource
App monetization shouldn’t come at the expense of user experience. In fact, when done right, it can actually enhance both user engagement and enjoyment. In this presentation, originally presented by Tal Shoham at Casual Connect Kyiv, learn actionable ways to improve ad engagement and usage rates, and how to better understand The Golden Ratio of ads within your app. Understand how the virtuous cycle of monetization can turn your app into a successful, sustainable business (with happy users).
20 Things Successful Game Developers Do Beyond Making GamesVlad Micu
This presentation with outline a collection of stories, examples and tricks that will offer the audience the solutions to some of the most recurring challenges game developers are confronted with in the areas of business and PR & Marketing.
GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive Disabilities
Downtown: Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway
We are using learnig analytics for evaluating the game and for knowing how the user is doing in the game
This work is part of the H2020 BEACONING project
Downtown is a game
20 Questions You Should Ask Yourself and Your Team If You Want To Be A Succes...Vlad Micu
This presentation will outline a collection of stories, examples and tricks neatly curated into a list of questions that will allow the audience to ask themselves some questions regarding the most recurring challenges game developers are confronted with today in the areas of Business, PR and Marketing.
The questions covered are:
#1 Should we even Jam?
#2 How much time did we spend to make first 0-15 minutes of your game count the MOST?
#3 Where are all our players going?
#4 In what ways can our game already be popular before it’s finished?
#5 How do we describe ‘our LOOK’?
#6 How much do we test our game with strangers?
#7 When was the last time we applied for indie game festivals and competitions?
#8 Are we even prepared for big business?
#9 Where’s our investor deck?
#10 How smart are we about EVERYTHING we do?
#11 How much info and research have we gathered before making a decision?
#12 How well do we know ourselves, our product and our market?
#13 Are we pitching to everyone we can?
#14 How much do we measure?
#15 What are we sharing?
#16 What kind of partnerships would we need to flourish?
#17 Are we becoming better people?
#18 How have we embraced the power of timing?
#19 In what ways can we work with YouTubers & Streamers?
#20 How do we get out of the trenches enough?
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Betty Adamou, President and Founder of Research Through Gaming teams up with Survey Analytics to show you why and how to incorporate gamification into your surveys and research efforts.
Betty presents "How to Design a Gamified Survey: 7 Things You Need to Do" and her portion of the presentation can be found on Prezi at: http://prezi.com/em-eiascrq5h/how-to-design-a-gamified-survey-7-things-you-need-to-do/
Following Betty's presentation, Survey Analytics Chief Growth Officer of Survey Analytics shows us some small tweaks we can make in our surveys to make them more engaging and interactive if we aren't ready to go all the way with gamification just yet.
Learning Experience Journey Using Gamification & Serious Games - Ahmed Hossam...SeriousGamesAssoc
For the past 20 years Serious Games have been one of the most successful strategies to create an impact, and since 2011 Gamification has been one of the most successful strategies to increase Learning Engagement.
In this session we will learn how to combine both strategies into 1 framework to design a complete Learning Experience Journey, that would be fun, engaging and with measurable ROI.
“Dollars as Points: Marrying Real and In-Game Progress”
Serious game creators want good play to create measurable real-world benefit. Players want games to provide positive feedback for good play. Learn strategies to satisfy both of these requirements in a harmonious, efficient way, and how to identify warning signs that your game may be missing the mark.
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
Similar to Using Data Science for Behavioural Game Design (20)
Practical approach to creative testing and creative optimisation at Google UA...GameCamp
Presentation delivered by Jussi Napuri from Rovio at one of GameCamp webinars (www.gamecamp.io) dedicated to topics of creative testing and creative optimisation.
During the session Jussi covered best practices they use at Rovio to optimise creatives on Google Ads + what to keep in mind. Additionally he will share what creative learnings they get from Google Ads to use elsewhere, and vice versa And finally how to approach ad groups and testing creative themes.
Creativity and science behind creative testing. creative testing framework an...GameCamp
Presentation of Claire Rozain (from Product Madness) delivered at one of GameCamp webinars dedicated to Creative testing and optimisation (www.gamecamp.io).
How to combine creative and data approach in creative testing? How to make it as the process and learning loop and not one-off? Presentation based on examples and learnings from different campaigns and traffic sources.
Blog of Claire Rozain: https://ClaireRozain.fr.
How to boost your ASO with data analytics?GameCamp
Presenation of Marek Pasieczny from Gamesture at ASO GameCamp webinar.
No matter if you optimize your paid or organic traffic, even simple data analysis is a must in today's world of App Store Optimization. The best conclusions come from the most creative approaches, i.e. those that allows you to save some time and make the right decisions. I'll give you 3 examples of ASO data analytics in practice.
Building the BI system and analytics capabilities at the company based on Rea...GameCamp
Building the BI system and analytics capabilities at the company. How we built it and grew its capabilities?
How we developed our analytics capabilities? What was easy, what was more difficult. Preparation, process step by step. Presentation from GameCamp webinar: http://www.gamecamp.io/events/webinar-growing-measurement-capabilities-of-gaming-and-apps-company/
Ad-hoc tasks in the Data Scientist team based on Outfit7 exampleGameCamp
Different types of ad hoc analyses that we are doing at Outfit7. How do we work on them? What tasks are we trying to automate, which ones staying manual? Presentation delivered by Sara Krk, Senior Data Scientist from Outfit7 at 8th edition of GameCamp
Scaling UA activity - the challenges of growthGameCamp
What to look out for when trying to scale up the user acquisition. What metrics to choose, how to approach this topic, what to measure and how to decide if we are successful or not. Presentation run by Lukasz Kwiecien, Head of Marketing of Gamesture at 8th edition of GameCamp (www.GameCamp.io).
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.GameCamp
To have a sustainable, repeatable and balanced Acquisition Strategy you’ll need to think of it as system of compounding loops. And although the Paid Acquisition loop (UA) is crucial part of it, ignoring the Organic Acquisition loop (ASO) might mean the difference between a game that generates 7-figures or 8-figures revenue per year. Presentation based on examples and case studies. Presentation delivered by Erik Hegely, Head of Growth of Pixel Federation at 8th edition of GameCamp (www.GameCamp.io).
Growth trends in mobile gaming based on the dataGameCamp
What Growth trends can we see in different gaming genres and in different countries? How Organic and Paid is behaving in Growth? Based on the Google and industry data. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
Practical learnings from Huuuge Games' experience at Facebook creatives. What worked for us what did not. How Facebook creatives should be different than Google creatives? Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...GameCamp
GameAnalytics shares global gaming trends surfaced from the Benchmarks+ platform. Their analysis spans more than 88,000 games, 150 million transactions, 1.2 billion players and 16 billion sessions on average each month - with performance insights dating back to 2016. Expect to learn the latest industry trends for core engagement and monetization KPIs like retention, session length, ARPPU and conversion across all major genres and sub-genres, now including aggregated insights for the top 5%, 10%, and 20% of market performance. This is one of the most detailed pieces of gaming analysis currently available for developers, studios and publishers of all shapes and sizes.
Building cost-effective mobile product & marketing app analytics based on GCP...GameCamp
Ever wondered whether it makes sense for your company to build your own app analytics stack? This session will feature a case study about us doing just that, using tools like Google Firebase, BigQuery, and Data Studio. Martin Jelinek guided the audience through the whole process, including the initial decision making (why we chose to build, what tools to use), execution (events and metrics definitions, implementation and testing, cost control), and a final evaluation of pros and cons of such an approach & our learnings. Presentation run by Martin Jelinek (www.appagent.co) at 8th edition of GameCamp (www.gamecamp.io)
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...GameCamp
Session about experience of Creative Mobile in A/B testing game creatives on Google Play with their mobile title ZooCraft: Animal Family. Optimization Tips and Tricks for Early 2020 and ASO loop as they see in their company. Presentation delivered by Denis Larionov and Serg Kharchenko at 8th edition of GameCamp (www.gamecamp.io).
How to create good BI for UA activities? How we did it at Pixel Federation? How we structure our systems and our teams? What we can say based on our experience? Presentation run by Michal Grno at 8th edition of GameCamp (www.gamecamp.io).
Enabling the growth of the game through performance marketing in 2020GameCamp
Every year performance marketing is changing and with it, growth strategies. This session covers in this topic, at the beginning some of the general rules in today's market and how to grow a game profitably through performance marketing channels and what are the most important metrics to keep in mind. In the next part, we will connect those growth metrics with signals which can be given to the Product/Game teams to help make good decisions. Presentation is be based on activities that Nordeus is doing to achieve such goals. Presentation delivered by Andrej Kugonic at 8th edition of GameCamp (www.GameCamp.io)
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
Which markets you should focus on in mobile gaming? Where is the highest LTV versus CPI. Based on Google data. Abstract from presentation from 7th edition of GameCamp
LTV measurement and multi-touch attributionGameCamp
Can multi touch attribution models help you increase the LTV of your campaigns? How should you split the credit for revenue generated by users who saw multiple ads? What is easy what is more difficult?
Optimising user acquisition through LTV predictionGameCamp
Have you ever burnt money on unprofitable UA? Was there an opportunity to scale that you missed? Identifying potentially long-term profitable campaigns as soon as possible using LTV prediction can double or triple profits of the mobile game. In this talk, we will look at how to effectively reallocate user acquisition investments early in campaigns’ lifetime using Machine Learning. We will shed light on some of the challenges game studios face when building a fully automatic LTV prediction pipeline for games with investment optimisation in mind.
Not so trivial lessons learned from launching mid-core games.GameCamp
Key points on understanding future marketing and analytics challenges when developing ideas for your future games. We analyzed 1000 games of different genres and extracted common types of how the key metrics of apps develop after worldwide launch. We analyzed only notable games with the 1st year sum of revenue + downloads more than 2M and compared their performance during their first year. Learnings from the analysis.
What monetisation trends can we see? Based on the data and predictions Which gaming genres are getting better in monetisation, which ones are getting more challenging? Abstract of presentation shown at 7th edition of GameCamp
2. The Me,
The Game Design,
The Machine Learning
• Three months ago Google
Launchpad Mentoring
• 7 startups
• 12+ years in AI, published 10
research papers, 80+ events/
28 countries invited speaker,
Author of ‘Creating Value with
AI’
3. My Goal
• Coming from non-Gaming background, Give an
alternative perspective and Give new ideas
4. My ‘humble’ Observations
• Collecting Data to perform Low-level optimizations
• Listen to your users vs Understand your users
• In ‘silo’ optimizations without connecting all the other
stages of the players journey
6. Why Data Unification is Critical for Gaming Companies to Understand Their
Customers and Overall Level of content by Dan Schoenbaum
“Very few gaming companies have a clear understanding
of the player journey and corresponding insights into
player retention. Just take one of the the most popular and
successful online games, Star Wars Galaxy of Heroes,
which only has a 4.5% user retention rate after 30 days.”
7. An Unified Approach to
Game Design
• Understand motivation of players and their actions
• Build the retention model with an unified approach
18. The Ugly: Where does
Machine Learning fits in here?
• Test the Hypothesis
• Incentive structure
• Prediction
https://www.facebook.com/English-Thinking-Cap-1772343609669343/
25. Extracted
Features
Q 1
Q 2
Q 3
Q 4
h1
h2
h3
h4
h5
High
Medi
um
Low
INPUT LAYER OUTPUT LAYER
Prediction: Supervised
Learning (feature extraction)
Age, Location, Behavior
26. Long Short Term Memory
Picture taken from http://colah.github.io/posts/2015-08-
Understanding-LSTMs/
Prediction: Time Series
27. Sentiment Analysis: Review
and incentive structure
https://monkeylearn.com/sentiment-analysis/
Incentivize based on sentiment!
28. Conclusion
• Understand the motivation of players
• Build a mental map
• Start with hypothesis and gather data to test
• Build your game to segment the users, and give the right
incentivize at the right moment.