Professional Documents
Culture Documents
P4228429 Markus
Ltveit Game Analytics
Game Telemetry is raw data collected from the game. This can be the attributes of different objects in a
broad sense such as people, static objects, processes systems etc. The term is derived from the 19th
Century when the first data transmission circuits were developed. (Game Analytics, 2013) This can be
data such as a player dying, an item bought, time spent on level and so on.
2.
Game Metrics is taking the raw data stored in a database and converting it to interpretable measures such
as average time on level completion, and lifetime network value(LTNV) of a player .(Game Analytics,
2013)
3.
For example could the data collected show there is a surge of users leaving the game once they reach the
max level in an MMO. Does this mean there is a lack of post-game content? If so what content? Do we
need more raids? More social features? Using the data at hand to formulate a plan of action is the final
part of Game Analytics.
That is not to say that user experience research (UX) did not exist until recently. UX has existed for many
years. The difference between UX now and then is the shift from only qualitative research to both
quantitative and qualitative research combined to get a more accurate picture of the games players.
Programmers
Designers
Marketing
(EEDAR, 2013)
Comparison to peers
(Dotabuff, 2015)
What appeals?
In 1996 Richard Bartle one of
the pioneers in the MMO
genre and the creator of the
Multi User Dungeon (MUD)
released a paper outlining 4
major player types. In order
to reach a broader audience it
is vital to incorporate
functions that appeal to all of
the groups.
(Caron, 2011)
(SmileGate, 2009)
Fixed Ratio
(Wikispaces, 2015)
Allows for high retention but can be very hard to balance due to the increasing returns.
Return Triggers
1.
Appointment Triggers
Competitive Triggers
(Anthony, 2013)
Most useful for games with long term monetization model such as Free2Play games with
microtransactions.
Up to 95% of users spend nothing on Free2Play games with a significant portion of revenue
coming from big spenders or so called Whales
By converting a user to a paying user chances are they will purchase again.
First purchase deals should give a good amount of content for a very cheap price.
(Anastasia, 2013)
LifetimeNetwork(LTNV) Value is the amount of revenue that can be expected from your average
user over the course of their playtime.
Goal is to have higher LTNV than CPA(Cost per acquisition)
By monitoring conversion rate from nonpaying to paying users as well as the Average Revenue
Per User (ARPU) and Average Revenue Per Paying user (ARPPU) its possible to track problems
with your monetization approach.
(Gree, 2012)
10
Pros:
Good amount of
control
Offline functionality
1 time payment
Cons:
Expensive up front
Non automatic updates/installs
2.
(tableu, 2015)
Pros:
Cons:
No offline functionality
Less control
Technical Implementation
First of you have to
record variables within
the game that you are
going to track.
Second step is to use the
API of the software or
service to send variables
over for processing.
Third step is sorting
throught he data to
begin analysis.
11
Standards variables such as Retention, ARPU, ARRPU, LTNV and Conversion rate
Variables specific to your game. (Time trial times, Damage done during match, Heatmap etc)
EED to monitor what appeals with your game
XED to monitor if your sessioning is working right
Start with as few as possible then expand
Formulating a goal
When trying to analyze data that has been collected always keep in mind the purpose of the investigation.
Is it a descriptive analysis with focus on unveiling patterns in the data? Is it a classifying analysis that
aims to classify what users are most likely to become paying users? Are you trying to predict the future of
a function or the size of the player base? Is it the statistical outliers that are of interest? Or is it your
average player? These questions needs to be answered before moving on to step 2.
2.
What data algorithms will be used? Cluster Analysis? Supervised Learning? Once the relevant data has
been siphoned through and the data has been collected its time to move on to step 3.
3.
By combining variables and presenting them, together as one it is possible to gain more insight in to
player behavior. Instead of just logging the amount of deaths in a shooter, combining it with the amount
of kills for a K/D ratio gives more valuable insight into how the player is performing.
12
(VideoGameTesterHub, Unkown)
13
Fix issues, this is up to the designer/programmer or other relevant stakeholders to find a solution
14
References
Bungie(2013)Halo3DeathEvents.
Available at:
http://blog.gameanalytics.com/blog
/heatmapping.html (Accessed 16
January 2015)
Dotabuff(2015) Available at:
http://www.dotabuff.com/
(Accessed 30 January 2015)
EEDAR(2013)Among mobile gamers,
males are the whales, and women don't
pay to play. Available at:
http://venturebeat.com/2013/08/22
/among-mobile-gamers-males-arethe-whales-and-women-dont-pay-toplay/ (Accessed 14 January 2014)
El-Nasr,Magy. Seif Drachen, Anders.
Canossa, Alessandro(2013 Game
Analytics: Maximizing the Value of
Player Data. London: Springer
Fields, T(2014)Mobile and Social Game
Design: Monetization: Methods and
Mechanics. Second Edition. Boca
Raton, FL: CRC Press.
Frank Caron(2011)On Mapping
Bartles Player Types To Employees
Available at:
http://frankcaron.com/Flogger/wpcontent/uploads/2011/07/frankcaro
n_playerTypes_flat.png (Accessed 25
November 2014)
Game Analytics(2013)What is Game
Analytics(GA)? Available at:
http://support.gameanalytics.com/h
c/en-us/articles/200842106-What-isGameAnalytics-GA- (Accessed 30
January 2015)
Game Analytics(2015)Showcase.
Available at:
http://www.gameanalytics.com/ind
ex.html (Accessed 14 January 2015)
15
http://dxezhqhj7t42i.cloudfront.net/i
mage/0d90b21f-e3a5-497f-83ea3c92b1e45c1a (Accessed 2 February
2015)
GameTesterHub(Unknown)How to
Report a Bug ofa Game by Game Tester?.
Availableat:
http://www.videogametesterhub.co
m/wpcontent/uploads/2010/10/gametester-bug-report.jpg (Accessed16
January2015)
Interaction Design
Foundation(2013)Engagement Loop at:
https://www.interactiondesign.org/images/books/gamificati
on_at_work/Fig6.18_Core_engageme
nt_loop_illustrationSmaller.jpg
(Accessed 1 February 2015)
Jansson, C(2010)Consumer Psychology.
Maiden Head: Open University
Press. p.73.
Luton, W(2013)Free2Play: How to
Make Money From Games You Give
Away. VentureBeat: Kyle Orland
Pecorella, A. (2013) F2P Design
Crash Course Casual Connect,
Kongregate, Kiev, 23-25 October
2013.
Pecorella, A. (2013) F2P Design
Crash Course Casual Connect,
Kongregate, Kiev, 23-25 October
2013.
Resmini, E. (2012) Why Mobile Social
Games Need a PlatformNow More
than EverDesign Unknown, Gree,
Unknown, 23 May 2012.
SmileGate(2007)Crossfire[C
omputer game]. Available
at:
http://crossfire.z8games.c
om/downloads2.aspx
(Accessed 5 December
2014)
tableau(2015)Logo.
Availableat:
http://www.tableausoftw
are.com/ (Accessed16
January2015)
Tsykalyuk, A. (2013)
Opportunities in Free to
Play: How Big Fish is
expanding into Free to Play
gaming on Mobile and PC
Unknown, Big Fish, Unown,
Unown, 2013
WikispacesEDU(2015)Reinf
orcment Theory at:
https://wikispaces.psu.edu
/download/attachments/4
0050309/schrein.gif?versio
n=1&modificationDate=12
75600425000&api=v2
(Accessed 2 February 2015)