how to define just right kpis for game operation
DESCRIPTION
Keynote speech at GDC China 2012, by Leo Cui, founder & CEO, TalkingdataTRANSCRIPT
How to Define Just Right KPIs for Game Operation
TalkingData Leo Cui
Ta
“TalkingData is a professional data service platform for mobile applications,
serving 2,500+ active apps presently , with almost 1,000 apps are mobile games”
• Third-party mobile app statistical analysis tools
• Professional mobile app data analysis/consulting service
• Specialized product and methodology for mobile games
• Personalized recommendation engine/data mining service
• Forecast model and emulation service
• User attributes tagging and preferences mining service
TalkingData Analytics
TalkingData Insight
TalkingData Product Line
TalkingData Campaign
• Mobile app campaign monitoring and assessment platform
• iOS monitoring tool released in Jun, 2012
• Currently tracking about 1 million valid app activations per day in App Store
• TalkingData Analytics is the fastest growing mobile data analysis platform, already covering over 5 millions devices 6 months after the official release. Monthly growth rate holds at above 100%
2012.5 2012.6 2012.7 2012.8 2012.9
3M7M
14M
30M
TalkingData analytics official release published in May, 2012, the right timing to witness the high growth of mobile Internet in China.
1M
Game developers need continuous data analysis to enhance products
Most developers don't have professional knowledge to analyze data systematically, and in the mean time, facing the pressure of tight schedule, high costs of man power and hardware
App store tracking
Paying player conversion
Game balance
Game improvement
Mobile game developer
Operation based on data through out the whole game life cycle
Player levels/progressesplayers classified by their activeness
How many registrations?How about DAU 、 MAU ?…….
Game release
Marketing campaign
Campaign result tracking
Player conversion/retention
Whale users
Props purchase stats
Virtual Economy
Joint operation/release
... Data
Platform
Mobile game developers facing "data dilemma"
Apr May Jun Jul Aug0%
25%
50%
75%
100%
Casual RPG Strategy
Casual games are gradually falling out of favor evidenced by the
number of games, while strategy and RPG games are becoming hotter
since they are more suitable for revenue generating through IAP
Game vendors' favorite game types are changing
Data source: “Mobile App Data Analysis Q3 Report 2012 ", joint released by TalkingData and NetEase
New players
+1 +2 +3 +4 +5 +6 +7 +8 +9 +100.0%
25.0%
50.0%
75.0%
100.0%
Strategy Action RPG Casual Puzzle Desktop
Desktop games excelling at retention, with more well polished
products; more rough ones in other types of games, especially
RPG, dragging down the whole average rate.
New player day 10 retention of different types of games
Data source: “Mobile App Data Analysis Q3 Report 2012 ", joint released by TalkingData and NetEase
Day 1
Day 2
~3
day
4~7
Day 8
~14
Day 1
5~30
Day 3
1~90
Day 9
1~18
0
Day 1
81~36
5
1 ye
ar+
-10.00%
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
StrategyActionRPGCasualPuzzleDesktop
Life time distribution of diff. types of gamesHard core players usually have shorter life time, therefore need to be motivated by
continuous flow of new contents. Desktop games have more well defined playing
routes, but with lots of variations, and have higher player stickiness.
Data source: “Mobile App Data Analysis Q3 Report 2012 ", joint released by TalkingData and NetEase
User preferences aggregation distribution research – hard core player
Data source: TalkingData data mining research
team
角色扮演 射击游戏 动作游戏 战略游戏0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
战略
休闲
射击
体育
动作
益智
角色扮演
冒险
棋牌
养成
经营
模拟器
网游
KPI ! =Superficial metrics• Superficial metrics
– Cannot be changed– Non-executable– Lack of benchmark
• KPI– Focusing on commercial
purpose– Approved by
management– Executable– Benchmark available
Fine operation
Superficial metric
DAU
Registration
Downloads
Conversion rate
Cost/Revenue
CAC VS LTV ?
Monetization(LTV)
Customer Acquisition
cost(CAC)
• Free• Virally• campaign
KPI needs standardized metrics definition
• Install / Sign-upsBy campaign/channel CAC ( Channel )Conversion ( Channel )
• Organic Users• Marketing Users• Click -to- Install -to- Sync• Fake Users• New User Perception
Perception by Channel
• DAU• MAU• Next Day Activities• Usage
Login timesLogin length
• Monthly Active Days
• DAU/MAU• Retention
1 day/7day30day
• EngagementMonthly Logins per UserLifetime sessions1 ~ 10-day activity after Install
• User lifetime
RetentionActivationAcquisition
ACQ = F(Campaign,channel, Users , CAC, Conv%)
ACT = F(First time Experience , Usage,Design/UX)
RET = F(User guide , operation , task , alert)
• ARPU ( Monthly )• ARPPU ( Avg. Revenue per Paying
User• LTV ( lifetime value )• Virtual currency
purchased/spentBy level/By dateBy types purchased
• Paying users ( % )• New paying users• Time/level of first charge• Whale
Revenue Refer
REV = F(Charge trap,whale, Conv%)
• K-factor• Invites
Per DAUPer who send invite
• Invite accept ( % )• Times By type
MassagesE-mail
• Cohort by inviteeRevenueARPU
REF = F(Excitation,UX)
KPI for AARRR
Activ
atio
n
Guide 、 first time
experience
ACQUISITION
• Social Networks• Apps Store(New/update)• Lowest price promotion,
Limited Free
Retention
Emails & Alerts
• User guide
• Task
REFER• Excitatio
n
• Viral
KPI Model- needs professional methodology
• Ads/Campaigns• PR/Forum/Download sites• SEO/SEM• EDM
• Publisher• Traffic exchange
Revenue $
$$
Ads 、 IAP、 Freemi
um
Degree of difficulty, time,
interests
Red Infinity was established in 2010 and has rich experience in product development and publishing. The company has become one of the industry leaders in just one year.
SNS, , SLG , Poker , Puzzle
40Million
MAU 4,000,000
Make money ? Metrics-driven design
Description ★ TouchArcade.com HOT
NEW GAME ★
VersionsInitial release : Sep 14, 2012Current version : Nov 1, 2012
Puzzle + Battle + Collection + EDU
Test in App store , Without Marketing.
DAU Day 1 retention Day 7 retention Virtual income Marketing Users
How to optimize? KPIDashboards and Alerts – Why did it Happen? – Advantage - Dashboards
The most Important Metric between Initial release.
Day 1 Retention
The first experience
WHY ? It’s been relatively Low
Day 1 Retention
18.2%Alert
Avg.
Bad Day 1 retention , but kind of okay after day 2. Cause: new players
Why?
LoadingConnect
Sign up
100% Users
40% Users
Abruptly lost introduction
Bad Connetion
Move to more reliable data center Consider domestic and overseas server distribution Simplify introduction, less steps Embellish introduction Polish pet UI to make it more attractive
What can I do ?
Advantage
Difficulty ? Operation.
Day 7 Retention
Daily awards
Know players progress
Pay attention to degree of difficulty of early levels
Daily task Login bonus Scheduled copy Bonus pet Friends aid
Only 9 % , WHY ?
Difficulty ?
Make more money.
Virtual income
A/B test
Drill down
Whale
Extra gems?
Bonus pets?
What’s your opinions?
Compared to revenue graph, purchase is distributed more
balanced and forwarding
Is it possible to let more players make purchase earlier?
Immense visual appeal – Premade PowerPoint Templates
Standardized metricsAlarm monitoring
Talkingdata Game Analytics
Data statistics
Data analysis
Data mining
• Standard reports (something wrong with the game?)
• Custom reports (find problem: when? where? who?)
• Metrics monitoring (need any action?)
• user segmentation (specific user group analysis)
• multi-dimensional analysis (multiple dimensions combo analysis)
• cohort analysis (time slice analysis)
• A/B Test (functional analysis)
• Statistics (regression analysis, association analysis)
• Forecast model (revenue/active users)
• Pattern recognition (Probability of loss, probability of paying)
数据运营之路依然漫长!TalkingData Game Analytics
Web: www.talkingdata.net
Sina micro-blog: Leo_Cui
Thank You