game analytics challenges and visions of. what lies beneath?

44
Game Analytics Challenges and Visions of

Upload: colin-powers

Post on 23-Dec-2015

218 views

Category:

Documents


0 download

TRANSCRIPT

Game AnalyticsChallenges and Visions of

What Lies Beneath?

Definitions

Analytics

Game Analytics

Game Telemetry

Game Metrics

Analytics

The process of discovering and communicating patterns in data towards solving problems in business

Supporting enterprise decision management Driving action Improving performance

Or for purely frivolous and artistic reasons!

Game Analytics A specific domain of analytics: game development and game

research

The game as a product: user experience, revenue …

The game as a project: the process of developing the game

Game telemetry Quantitative, unprocessed data obtained over any distance,

which pertain to game development or game research.

Describes attributes about objects

Many sources: Installed clients, game servers, mobile units, user testing/playtesting

Game metrics Interpretable, quantitative measure of one or more attributes

of one or more objects – operating in the context of games

Object: virtual item, player, user, process, developer, forum post ....

Attribute: an aspect of the object

Context: tied to process, performance or users of games.

7 challenges

1. Standards

Lack of standards

Makes it hard to communicate and share knowledge

Need a ”game analytics association” – to develop standards of terminology, practices and ethical guidelines

2. Unique beasts Games are not websites

Goal of games: user experience – not selling running shoes (virtual shoes maybe)

Games can be immensely complex information systems 100+ possible user/system and user/user interactions Extended periods of user-game interaction From 1 to lots of people interacting in-game

Hard to directly import methods from other IT-fields – adaptation needed

3. Social online focus Most advanced analytics currently in social online games/F2P

– and focused on monetization A/B Classification Prediction Segmentation Etc.

Rest of industry ”mostly” basic behavior analysis

Need analytics to improve UX, not just sell Farm Potions +5

Knowledge transfer image

4. Knowledge transfer

What is going on?

Minimal knowledge flow about methods, algorithms, ideas

No dedicated conferences or workshops

Presentations at events high level Not oriented towards application More high-level, marketing and ”bragging” than helping ...

4. Knowledge transfer Analytics is business intelligence – holds direct monetary

value A strong predictive algorithm can make a game Value: therefore kept confidential

Problem: re-inventing the deep platter

Need the front-runners to take charge: everybody benefits from knowledge transfer

5. Knowledge gulf Knowledge gulf: academia – industry

Academia provides a strong partner in analytics 1000´s of specialists in dozens of fields Can do explorative/blue sky research

Zynga, Wooga, Blizzard, EA ... – can build the expertise in-house – what about small/medium devs? – collaborate to innovate!

6. Lots´n lots of data Even a mid-size game can generate TBs of data per week –

> storage/processing

Reporting needs to be fast -> rapid analysis

Bandwidth vs. data coverage -> feature selection

Coverage vs. speed -> sampling

"You are no longer an individual, you are a data

cluster bound to a vast global network" –

7. Unrivaled power

”Never before have so few

known so much

about so many”

Unrivaled power2 powerful tools for monetization:

User knowledge

Analytics

Unrivaled power

User knowledge In-game Purchasing From game platforms (Facebook etc.) From Net tracking (Google etc.) Clickstreams From mining the Net (social mining) Geodata (mobile phones) National person databases ...

In the future knowledge of users will increase

Unrivaled power

Analytics & user researchLarge-scale, data miningPrediction, clustering, etc. Behavioral BiologyBehavioral PsychologySocial/community behavior science

When playing games, the barriers are down

Unrivaled power

User knowledge

Analytics

Great games

Luke skywalker image

Unrivaled power

User knowledge

Analytics

Revenue requirement

(potential for) Great evil

Darth vader image

The future

Game data mining

Huge untapped potential in dozens of fields/sectors: Human behavior analysis Spatial analytics Behavioral economics Insurance, banking and finance Social and community research Ecology and large-scale biological modeling ...

Game data mining

3 high-potential areas of game data mining:

Prediction: inform about future behavior of users

Behavioral clustering: making high-dimensional behavior datasets accessible

Association and sequence: finding the patterns and associations in how games are played

Behavioral clustering

SIVM: finding extreme profiles

Assassins Veterans Target dummies

Assault-Recon Medic-Engineer Driver Assault wannabee

Behavioral clustering

Each different playstyles, and different things that keep them in the game

”Driver”: drives, flies, sails – all the time and favors maps with vehicles

”Assassin”: kills – afar or close – no vehicles ”Target dummies”: unskilled newbies

Behavioral clustering

Use behavioral clustering to find profiles, then cater to them – in real-time

Monitor players´ profiles to track behavior changes: target dummy -> veteran

Spatial analytics

Games are experienced spatio-temporally All games require movement All games take time to play

Why is analytics then mainly temporal?

Beyond the heatmap

(Images: Ubisoft, Microsoft, Square Enix)

Spatial analytics Spatio-temporal analytics

Does not reduce the dimensions of game metrics data Deals with the actual dimensions of play.

(Image: Ubisoft)

Spatial analytics

(Image: Square Enix)

Spatial analytics

Decades of knowledge in spatial analytics outside of games – ripe for harvesting Trajectory analysis (how do users play the game? Move

in 3D?) Spatial outlier detection (finding exploitation spots, bugs) Spatial clustering (are players distributed across maps?) Spatial co-location patterns/trends (army composition in

RTS)

Adaptive games

Games that respond to the actions of the user in order to maximise UX (and/or revenue)

Left 4 Dead, Borderlands, Terraria, Virus ... – these relatively primitive but powerful – tip of the iceberg

Sizeable European/US community of researchers working for a decade on adaptive games

Future: Real-Time Analytics driving the game experience, within pre-planned frame (think pen-and-paper RPGs)

Automatization

Problem: time consuming analysis and reporting

Huge potential for automating analysis and reporting, interactive reports, etc.

Future: More effective analytics

Future: More interactive, tailored reports

Diversification

Currently focus on: Player behavior and monetization

Game analytics is much more: (Almost) all aspects of a game development can be measured Integrating and synchronizing data and sources Do not regulate the creative process! Games are diversifying! – analytics must follow suit

Knowledge sharing Game Analytics – maximizing the value of player data

50+ experts from industry and research

2 intro/foundation chapters (on website below): Game Analytics: The Basics Game Data Mining

IGDA GUR SIG

Slides from presentation will be available on: www.andersdrachen.wordpress.com

Blogs: blog.gameanalytics.com, engineroom.ubi.com, www.gamesbrief.com etc.

Contact: [email protected]