The document summarizes information about the field of game design. It discusses what game designers do, such as making creative decisions. It also outlines the pros and cons of the profession, including dream fulfillment but also worrying about budgets. Finally, it provides tips for becoming a game designer, such as having good communication skills and a critical eye for games.
The document discusses games and their key elements. It analyzes whether activities like painting, slot machines, and jigsaw puzzles are considered games based on traits like having a form of play, objectives, rules, feedback, conflict, and choices. It then provides examples of different game mediums, player formats, and other game design concepts like objectives, rules, resources, and themes.
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
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 document analyzes trends in the global mobile gaming market in 2022. It finds that the Hypercasual genre, which had seen huge growth during the pandemic, declined substantially in 2022. However, the new Hybridcasual model, which combines elements of casual, hypercasual, and mid-core games, saw significant download growth as many developers transitioned to this approach. The document also examines revenue trends for different genres, finding declines in most top genres except for Action and Tabletop games.
The game is an open world RPG inspired by Xenoblade Chronicles but aims to avoid repetitive features. The player controls a customizable hero who bands together with up to 6 other playable characters to defeat a corrupt force taking over their land. The diverse open world encourages exploration of different environments and secret areas for rewards. Combat involves a party of 3 characters where switching between characters and strengthening bonds between them enhances combinations. The game targets a wide audience from casual to expert gamers.
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
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnSimon Hade
Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects.
For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/
The document discusses a project by Carnegie Mellon University Libraries to create educational games. It notes that games can be effective learning tools as learning can be fun without consequences for failure. The project timeline included deciding on games from March 2006 to August 2006, designing and producing the games from September 2006 to February 2007, and testing and marketing the games from March 2007 to August 2007. The document provides references and links to other library gaming projects and information on game players and culture.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
This document discusses improving monetization in games through personalized live operations offers using the case study of Hill Climb Racing 2. It describes segmenting players based on both their purchasing behavior and gameplay interactions to create targeted offers. Machine learning models were used to predict player preferences and maximize revenue. This approach resulted in a 52% increase in lifetime value for Hill Climb Racing 2 players through more relevant offers.
Intro to Game Development and the Game Industry (She Codes TLV)Nataly Eliyahu
Overview of games, the game industry (esp. in Israel), challenges unique to game programming, and tips on where to start. Lecture for women at She Codes event in Google Campus TLV.
The document discusses the early history of electronic and computer games. It describes the first computer game created in 1952 by A.S. Douglas, a tic-tac-toe game programmed on the EDSAC computer. It then discusses "Tennis for Two", created in 1958 by William Higinbotham, considered one of the earliest video games. Finally, it summarizes the development of arcade games in the 1970s including early hits like Computer Space, Pong, Asteroids, Space Invaders, Pac-Man, Centipede, and Donkey Kong.
Test & Learn: Building Habits That Matter - How WSJ Models Subscriber Behavio...Optimizely
In creating experiments to increase product sales or customer acquisition, the end goal is clear: the more orders placed, the more dollars back to the business. But how should we think about prioritizing tests to increase product engagement?
In a world where we can encourage users to take a wide variety of actions with unclear business benefits, it seems almost impossible to determine what is best. How can we promote behaviors that build habits and promote retention? The answer is simple: we analyze what habits matter most. In this session Olivia will share:
How she created the Wall Street Journal’s first habit model
How the team identified which actions influence member tenure
How WSJ uses habit data to inform their testing and engagement strategies
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
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
This document discusses idle clicker games and why they are popular. It begins by introducing the author and his background in the games industry. It then defines idle clicker games and explains their origins on PC and rise in popularity on mobile. Key points made include that these games have strong retention rates, are popular with players due to short sessions, and are profitable for developers and publishers. The document provides tips on idle clicker game monetization through in-app purchases and ads, and recommends features like limited time events and leaderboards to drive engagement.
Game development has evolved significantly from early board and dice games to modern electronic games. Early pioneers like William Higginbotham and Ralph Baer experimented with electronic games for computers and arcades in the 1950s-1960s. The arcade phenomenon of the late 1970s, driven by games like Space Invaders and Pac-Man, helped launch the commercial video game industry. This led to the creation of early video game consoles in the 1970s-1980s by companies like Atari, Nintendo, and SEGA. However, a video game crash in 1983 caused a temporary slump before the industry rebounded with the NES. Now the game industry has converged across multiple platforms including consoles, computers, mobile
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).
This document provides an overview of common game mechanics for player retention and engagement. It discusses daily bonuses and mini-games to encourage repetitive gameplay, progression systems like leveling up and unlocking content to give a sense of achievement, and incentives including achievements and regenerating abilities to motivate players. It also covers careers, public quests, and mastery systems for generating specialized gameplay and replayability. The goal is to use these types of game elements and incentives to keep players engaged with a game over an extended period of time.
The document provides guidance on designing effective analytics for mobile apps and games. It discusses collecting data on user behaviors and key events while balancing performance and data usage. Analytics should track what is most important to development goals and be updated over time. On-device analysis of user milestones and aggregate data can provide insights with minimal overhead. In the future, more powerful mobile devices may allow greater on-device data processing and analytics.
This document provides guidance on projecting revenues for mobile apps. It discusses key metrics for customer acquisition and retention like DAU, MAU, and retention rates. Industry benchmarks are given for metrics like ARPPU, which can vary significantly by genre and region. The document then explains how to calculate app revenues by estimating the number of monthly active users, daily active users, conversion rates to paying users, and average revenue per paying user or transaction. Sample calculations are shown using common industry metrics to illustrate potential revenue projections.
This document outlines the aims and objectives of research into making loyalty programs within mobile applications more effective through the use of random number generators (RNG). The research aims to:
1. Determine if video games using RNG are more effective at retaining users than those without RNG.
2. Assess if loyalty programs with gamification elements are more appealing than those without.
3. Develop a simple RNG-based game in collaboration with a small business to test its effectiveness at engaging users of a mobile loyalty program.
The objectives detail plans to conduct studies comparing user retention and engagement between games/programs with and without RNG/gamification components. The overall goal is to prove RNG can improve
Qualitative analytics provides insight into user experience that quantitative analytics alone cannot. It allows mobile teams to watch recordings of user sessions to understand why users take certain actions or abandon tasks. This helps optimize key areas like onboarding flows, checkout processes, and troubleshooting app crashes and support issues. Qualitative analytics complements traditional metrics by explaining the reasons behind user behaviors, leading to a more comprehensive understanding of how to improve the app.
Rafael presents data-driven recommendations to double revenue for the game "Catch The Pink Flamingo" in the next month. Key insights from data analysis include identifying high spending "High Rollers", focusing on premium platforms, and pursuing a 2.31x increase in user sessions through improved engagement. Recommendations center on leveraging player demographics for ads, developing social features like chat, and coordination across departments to keep users engaged.
In our digital world, customer experiences are delivered primarily through the mobile. There are several compelling reasons why businesses should utilize this opportunity to build their brand.
Codelattice built a review aggregation engine called Reviewlattice that crunches over 8 million reviews across 10,000 European campgrounds from 16 review sources in 15 languages. The engine addresses the challenges of managing reviews from multiple sources by providing a centralized dashboard with sentiment analysis, ratings aggregation, translation, and insights. Campground owners report being able to address customer issues more promptly and see an average 15% increase in annual sales through using Reviewlattice.
This doc dives into the world of data, explaining our philosophy of it in the agency world, and how we leverage data for our clients in a smart way. From collection to storage to visualization to action, we will explore each of these areas and show inspiring examples of how organizations are using data in a smarter way to attract and retain their customers. Regardless of how much data you have and where it is coming from, there are ways to identify just the right insights and nuggets to make your data understandable, actionable and simply beautiful to look at.
China App Index: Mad for Mid-core: Card Games Collect GamersWandouLabs
This document summarizes app trends in China from December 2013 based on data from Wandoujia, a Chinese Android app store. The top trends included the popularity of "mid-core" card games that combine casual and immersive gameplay. It also discussed how some apps like card games and Temple Run had longer lifespans than viral apps like WePop and MomentCam that saw rapid growth and decline. Finally, it covered the rise of personalized travel apps like BreadTrip that allow users to share photos and itineraries from their trips.
Survey on Fraud Malware Detection in Google Play Store IRJET Journal
This document discusses methods for detecting fraud and malware in mobile applications on the Google Play Store. It proposes an incremental learning framework that aggregates evidence from an app's ratings, reviews, and rankings over time to detect suspicious changes that may indicate fraud. The framework characterizes large datasets of apps and can be extended with additional evidence sources. An experiment on real app data validated that the proposed approach more effectively detects fraud compared to existing methods. The framework provides accurate fraud assessments while being scalable to the large number of apps on Google Play.
This document contains a summary and details of Sarvesh Upadhyay's work experience and qualifications. It summarizes his experience as a mobile application developer with over 4 years of experience developing Android applications. It lists several projects he worked on, including applications for Avon Sales, Essar Oil, OCSbox Biometric, ZenCare, and PumpKart. It also provides his educational background, personal details, and declares that all information provided is true.
Top 15 instagram analytics tools - Keyhole.coAlexandreB
To help our fellow marketers, we've created a list of the top 15 Instagram Analytics Tool! We've also added the core metrics every marketers should know and focus on when running and reporting on an Instagram campaign.
It's definitely something to have in its Marketing stack as a Social Media Marketer.
Ninja Metrics created the Katana Social Analytics Engine to help companies identify, understand, monetize, and retain their most valuable and influential customers using social graph analysis and predictive analytics. The Katana Engine analyzes social influence within networks to measure a user's "Social Value" and can predict user behavior related to payment, churn, conversion, time spent and more. It provides insights through customizable dashboards and integrates through a REST API.
P5 Learners plan the development of their own new social media website, including:
a) purpose
b) content
c) target user/membership
d) production plan with
launch date
e) possible revenue
streams
This document discusses how mobile technology has become integrated into the restaurant dining experience. It provides a list of common activities people engage in using their mobile devices at restaurants, such as searching for nearby restaurants, reading reviews, getting directions, checking in on social media, taking photos of food and sharing on social networks, and posting reviews of the dining experience. The document suggests that mobile devices have become people's main connection to online applications, services and their social lives, and that this is shifting people's focus away from the food, company and atmosphere at restaurants and more towards interacting with applications on their mobile devices.
This document provides summaries of three case studies for design projects:
1. A redesign of the Fidelity mobile banking app to improve the user experience and interface. Research was conducted and steps included wireframing, user flows, and final digital execution.
2. A web-based game console called Katapult to teach children coding using block coding. Research on games and coding was conducted and steps included user flows, wireframing, and digital assets.
3. A health app called Vits to track vitals and connect devices. Research identified issues with healthcare in Africa. Steps included collaborating on user flows and redesigning the interface based on usability testing.
Running head FINAL REPORT2FINAL REPORT2.docxjeanettehully
Running head: FINAL REPORT 2
FINAL REPORT 2
Data Analytics and prediction for Travel Companies
Umair Afzal
IGlobal University
EXECUTIVE OVERVIEW
Customers demand more personalized services, presented to them without even having to look for themselves, with faster access. It is that time, companies are proactively notifying customers of what is relevant to their preferences and push customers to act. This is no different in the travel industry. As a matter of fact, travel industry is one of the industries that need the magic of Big Data Analytics the most, to please their customers. Therefore, our company “Global Tech” will collect and analyze the big data generated from social media pertaining to travel industry. We will get our required data via a subscription to NapoleonCat, a social media marketing and analytics platform. Our analytical tools will provide information allowing our customers to understand and predict consumers patterns, behaviors, pre and post travel feedback. In other words, our company will gather, analyze, and sell social media trends and predictions to companies across the travel industry.
Who is our customer? Everyone related to travel industry companies are our customers. Travel agencies travel focused marketing companies, foreign and domestic tourist and travel government agencies. What need will our company fill? Our company will help the customer’s design business strategy by leveraging customer insights, allowing them to personalize their offerings, improving their marketing and pricing strategies, and gaining competitive differentiation. We believe that companies need to understand their customer’s preferences to build business strategies. Our company’s Big data analytics will allow travel companies to understand their consumers patterns, behaviors, and feedback collected from various sources to help our customers design the right business and marketing strategy. Tracking, analyzing and understanding this valuable data will help our customers determine what offerings and services they should offer in the future.
According to our initial research, most travel agencies are either not performing social media analysis or are doing it in house. Most of the research articles outlined that the companies performing big data analysis within the travel industry employ B2C business model, which makes my offering quite unique in the current marketplace. Furthermore, our company will provide analytical report, and consulting and explanatory services regarding our analytics, the tools we use, and our insights gained from these tool and methods.
Our company’s expenses will be divided to three main categories: infrastructure, software and human resources. Estimated cost of $160,000/month for infrastructure, $200,000/month for software, $100,000/month for human resources, and $40,000 as miscellaneous cost are budgeted. The total amount of $500,000 per month is required to run Global Tech smo ...
Grow your business with the power of Graph Database. We take a look at how a social graph database could help legal professionals Grow their Legal Practice
MUWP SOLUTION by MUWPAY Bridging the current defi world to the future withYvesTshefu1
To MUWP [mu-oop] :
facilitate transfers and payments of multiple tokens from various wallets across different blockchains networks simultaneously, in a single operation
1. Mobile Game Analysis - Liad Traube | LinkedIn
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Mobile Game Analysis
By Liad Traube
TL; DR
This project goal is to simulate a mobile game database and make an
analysis based on data from that database, including KPI's and game
economy.
1. Introduction
For many days I wandered around web-sites like "Kaggle" and "Maven
Analytics" searching for interesting datasets that I could use to create a
big and impressive project, downloading files, loading the datasets in
MSSQL and Tableau, preparing queries in SQL but It was all for vain.
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none of the datasets were good enough for my needs from my point of
view and it seemed to me a lot the datasets in Kaggle were tailored for
data-science and machine learning projects and some of the datasets
were simply not "rich" enough in data or did not have what I needed for
the kind of project that I had in mind.
As a result of my frustration in finding a proper dataset I decided that I
have to address this challenge and build a database myself.
As a consequence of having the creative freedom with the mission of
building a database by myself I decided to choose a subject that I find
interesting and I want to study more from the "developers" side.
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1.1 Mobile Game Introduction
As you will see in this project, I tried to simulate a real mobile game
database as best as I could, using randomly generated data thanks to
websites like "generate data" and various functions in Microsoft Excel.
The database contains data about a mobile game called "Empire Of
Crabs" (I tasked chat-GPT to generate me 10 names for mobile games
and this was my favorite name).
*This image was randomly found in google and was added to illustrate the idea, this image doesn’t belong to me
Game description:
Embark on a crustacean adventure like no other in "Empire of Crabs"! Dive into a
captivating underwater world where you take command of a vibrant and resourceful
crab colony. Your mission? Build, strategize, and conquer to create the ultimate crab
empire!
As the wise and ambitious leader of your crab civilization, you'll navigate the
challenges of the ocean depths, from treacherous currents to rival crab factions.
Harness the unique abilities of your crab subjects, each with their own strengths, to
gather resources, construct intricate habitats, and defend your territory against
predators.
Explore a visually stunning and immersive aquatic realm, where vibrant coral reefs,
mysterious shipwrecks, and ancient ruins await your discovery. Collect rare
treasures, unlock hidden secrets, and uncover the history of your crab civilization as
you expand your dominion.
But it's not all peaceful tides and clear waters. Engage in epic battles against rival
crab colonies for dominance over coveted underwater territories. Strategize your
tactics, deploy your crab forces, and outmaneuver opponents in real-time battles
that will test your leadership skills and wit.
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1.2 Monetization Strategy
Our product, the mobile app is free-to-play with in-app
microtransactions. These transactions allow players to access premium
content, customizations or enhancements within the game.
in our mobile-app the users have the ability to purchase:
cosmetic Items like skins
power-ups and boosts
time-saving mechanisms
premium content (DLC)
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2. Data Base Structure
2.1 Database Tables
The data is stored in 9 different tables
1. GameInstall
Holds data about all the users that installed the game at least once
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2. Users
Holds data about all the users that also opened an account (the other
option is to sign in as "Guest")
3. Log_In
Holds data about when different users logged in and used the app and
for how long (in minutes)
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4. GameRatings
Holds data about what rating each user gave to the app (if the user
chose to do so)
5. Marketing
Holds data about all the money that the company use to advertise the
game and platform fees.
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6. PremiumItems
Holds data about the special items or features that the user can
purchase with real life money.
7. Purchases
Holds data about the purchases users made (using real life money).
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7. game economy
Holds data about the digital in app currency inflows and outflows.
the digital currency we can call "CrabCoins", so the "CrabCoins" that
were generated by various actions made and milestone achieved by the
users actions in game and the "CrabCoins" that were used by the users
and disappeared into the void (or sink, whatever term you like).
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2.2 Data Cleaning and Validation
As consequence of the data being randomly generated, I had to build
queries in SQL to make sure that data make sense,
for example:
a user cannot have data in the log-in table on a date that is earlier than
the date he installed the app for the first time.
Installs table -
Log_in table -
Query to validate the data
*There were 8 other queries to validate the data but I did not include them in this file
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3. Analysis
The analysis will be based on data from the year 2020 only, a yearly
analysis you could say.
3.1 Descriptive Statics
I will start the analysis section with some simple analysis to give a little
snapshot about the mobile app performance in 2020.
just to clarify I will add and say that the app was made by 1 person and
the only expenses were spent on marketing.
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3.2 User Engagement
DAU
daily active users graph shows the number of distinct users that logged
in for each day in 2020.
MAU
monthly active users graph shows the number of distinct users that
logged in at least once for each month.
From the DAU graph we can notice that there is high scattering in term
of daily active users across different days.
Unlike the DAU graph in the MAU graph the number of total distinct
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users each month is steadier and mostly balanced, with around 3,100 –
3300 distinct users per month.
Session Duration
The amount of time a user spends actively using the app during a single
session.
From these graphs we can note that are no significant changes in the
average amount of time users spent in-app in different months, although
there is one noticeable decline in total minutes between March and
April, while the average minutes in-app did not change at all between
these months we can assume from that a decrease in the total number
of distinct users between March and April (which is also noticeable in
the MAU graph).
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Frequency
How often users return to the app over a given period of time (in my
project the period is one year).
From the first graph we can observe a slight trend – higher number of
log in's (right side of the graph) result in more total minutes spent in-app
which make sense but perhaps the difference is not significant enough.
Contrary to the first graph, looking at the second graph we can observe a
clear pattern – users with higher number of log-in's has lower average
amount of minutes in-app.
I wanted to check further if there is correlation between the number of
times a user logged in to the app and his average minutes in-app so I ran
code in python to calculate correlation and got the following results:
The results suggests a very weak positive linear correlation but since the
correlation coefficient (0.014) is extremely close to zero, there is almost
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no linear relationship between the number of times user logged-in and
his avreage minuts in-app.
Retention
Retention rate refers to the percentage of customers or users who
continue to engage with a product, service, or platform over a specific
period of time. It is commonly used as a key performance indicator (KPI)
to measure the effectiveness of an organization's efforts in retaining its
existing customer base.
Retention rate can be calcuated based on user segments in terms of user
activity patterns, for example:
a segment for daily log-in user, a segment for weekly log-in user and so
on..
the higher number of days a "daily log-in" user does not log in to the app
the higher chance he will become " churned customer " (Churn is the
opposite of retention). For a weekly log in user it’s the same idea but
with weeks.
I decided to calculate without dividing the users for segments.
I calcuated the retnetion percentage on weekly basis for all users - how
many users logged in and logged in again the following week.
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Observing the graph we can notice high scattering in the number of
distinct users every week, but a balanced percentage in the weekly
retention rate which may indicate a percentage of loyal customers
between 5% and 7%.
Game Installs
The following graph shows the number of distinct users that installed
our app every month.
The number of installs over the year is inconsistent, the goal should be
positive trend over time.
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Rating
Mobile apps and online platforms often allow users to rate and review
apps, products, or services. These user ratings help others decide
whether to use the app or service.
The following graph shows the how users rated the app.
The graph is mostly balanced with one expectation which is the number of users that
rated the app "1", clearly some users have a serious problem with the app and that
should be looked into.
The following graph shows the rating each user gave compared to the total duration
he spent in-app. bigger circles indicate more based opinions.
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The rational of these graphs is that more minutes in-app equals more
based opinions.
I decided to analyze if there is correlation between user total minutes in-
game and the rating that user gave.
The correlation result was -0.02744
the correlation coefficient is very close to 0, indicating an extremely
weak correlation. This means that there is almost no linear relationship
between the two variables.
Having said that, if usage is high but ratings are consistently low, there
might be an issue affecting overall user satisfaction.
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3.3 Game Economy
Effective mobile game economy design aims to create a cycle where
players are motivated to engage, generate the game currencies /
resources and enjoy spending it.
For better user engagement and monetization, the currency in game
should have meaning so we don’t want to have it inflated too much, but
at the same time we also should consider to not frustrate the users by
making the currencies / resources too scarce. The goal is to strike the
right balance.
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"Crab Coins" is the name of the in-game currency.
The following graph shows the total amount of "Crab Coins" that was in
game: total Crab Coins generated – total Crab Coins spent running total
over the year.
There seems to be an increase in total amount of "Crab Coins" over time.
Not necessarily a bad thing or a worrying sign, it is affected by number of
total players and over the year there was an increase in the number of
new users that joined our game world, but for better monetization as
our mobile game is free-to-play with microtransactions we should
monitor the game currency to make sure it's not inflated too much.
There are few things I would like to analyze in the game economy:
1. Analyzing the relationship between the number of active users and
the total amount of "Crab Coins" that is in the game and not spent.
2. Analyzing the number of actions a user make in game and the amount
of "Crab Coins" he has left (how effective are our "sinks").
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3. Are there enough sinks to control inflation? do users engage with
those sinks?
The logic is that if our "Crab Coins" currency is inflated users will have
less incentive to purchase microtransactions. If our currency is worthless
users will have less incentive to engage with currency generating
activates – less user engagement.
The next graph tries to answer the first questions, what's the
relationship between the number of active players and the total "Crab
Coins" in-game.
The graph shows the total amount of crab coins that active users
generated each month in-game and did not spend (total remaining game
currency) as well as the number of active users each month.
every circle is different month.
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In order to analyze to connection between total currency in-game and
the number of active players I decided to run a liner-regression
calculation when the number of distinct players is the explanatory
variable (x) and total "Crab Coins" in-game is the response variable (y), in
words - how the number of distinct players effect the total-currency not
spent in-game.
*Each circle is different month.
the results of linear regression are the following:
Slope: 61351.623661431004
R-squared: 0.5158445387651833
Slope - A positive slope (like in our results) means that as the number of
distinct active users increases "TotalCrabCoins" tends to increase and the
number 61,351 is the rate of change of "TotalCrabCoins" for a one-unit
change in number distinct active users.
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R-squared – R-squared provides a measure of how well the linear
regression model fits the data. A higher R-squared value indicates that
the model's predictions are closer to the actual data points
the results put into words say that 51% of the variance in
"TotalCrabCoins" can be predicted by the number of active users.
Moving forward, next I tried to analyze the relationship between
number of actions a user made and that user's total "crab coins"
balance.
*we will consider actions as currency generating actions or purchasing
game items using in-game currency and not clicking on different menus /
switching screens.
Observing the graph the relationship between the variables is not clear, I
decided to run regression calculations.
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Slope: 3620.8862488051304
R-squared: 0.018975813281307322
Based on these results, the linear regression model does not appear to
provide a strong fit for the data, and the relationship between the
variables is quite weak.
Carefully interpreting the outcome of the results there is a positive but
very weak relationship between the total "CrabCoins" and the number
actions taken.
The goal should be based on the game strategy, if the game strategy is
based on progression so the more actions a user make the more total
currency he should have (positive relationship between those variables).
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The next graph shows -
total "Crab Coins" user generated, from lower to higher;
compared to total "Crab Coins" user spent from right to left.
I would like to analyze the relationship between currency generated &
currency used, the goal is that there will be a positive correlation
between generating our game currency and spending it.
to put in words – if there is negative correlation then perhaps the users
don't value the game currency enough / hoard it / don’t have enough
incentive to keep engaging with resource generating actions.
The results indicate a negative correlation meaning the higher total
currency the user generated (x) the less total currency they spent (y).
*Correlation does not imply causation and there could be other hidden
variables that influence the relationship between those variables.
With that being said, negative correlation is opposite of our goal.
This may indicate that the more user generated game currency the
greater his "Crab Coins" balance will be, danger of inflation and not
effective resources sinks in game.
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3.4 Expenses
UA Cost
User acquisition is a metric used in marketing and business to measure
the cost of acquiring new customers, users, or clients for a product,
service, or platform.
User Acquisition Cost = Total Marketing and Advertising Expenses /
Number of New Customers Acquired
Judging the graph there is a big jump in UA cost from February onward
that should be looked into.
*As I mentioned earlier in this project, the game was developed by a
single developer and all the expenses are marketing and platform fees
that were included in the marketing table.
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3.5 Monetization
The most important metric.
Essentially, this is how game developers make money from the games
they created.
Our product, the mobile app is free-to-play with in-app
microtransactions. These transactions allow players to access premium
content, customizations or enhancements within the game.
in our mobile-app the users have the ability to purchase:
cosmetic Items like skins
power-ups and boosts
time-saving mechanisms
premium content (DLC)
Category analysis
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First, I would like to analyze how different microtransactions categories perform.
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The most profitable category is power-ups and the least profitable is the
housing category.
In order to improve monetization perheps its advisable to get back to the
"drawing board" for the weak perfoming categories.
The graph below shows how different microtransactions item
performed.
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ARPDAU
Average Revenue Per Daily Active User, pretty much describe the
relationship between the number of daily active users and monetization.
ARPDAU = Total Revenue / Daily Active Users (DAU)
The rational is that our ARPDAU can hint if the daily active users in our
app are the right audience in term of monetization.
if the ARPDAU is low then maybe we need to accurate our marketing
campaigns.
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IAP Conversion Rate
In-App Purchase Conversion Rate refers to the percentage of users who
made purchases in app out of all total users that had the opportunity to
do so.
Improving IAP conversion rates can lead to increased revenue without
necessarily needing to acquire a larger user base.
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4. Conclusions & Suggestions Based on The Analysis
Opening Remarks
First thing first, I would like to note that metrics change over time, the
important thing is to monitor the KPI's and understand what they
mean.
KPI's can give you a snapshot of the product perfomence.
They can help you to check if you are on track to achieve your pre-
defined goals, can help you make informed choices about resource
allocation and strategy adjustments.
KPI's also help identify areas where processes can be improved. When
you track performance over time, you can pinpoint inefficiencies or
areas with high variability and work to optimize them.
Furthermore KPI's can act as an early warning indicators. If certain KPI's
start to decline, it could signal underlying issues.
User Engegment
DAU (Daily Active Users)
There is high scattering in the number of daily users, meaning users
don’t have enough incentive to log in day after day. A suggestion to
Improve this KPI I would like to make is to set-up a daily log-in reward or
daily quest (perheps even both) giving the users an encourgment to log-
in on different days.
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Rating & Number of Installs
user ratings help others decide whether to use the app.
There is a high number of users that rated the app "1".
after analyzing the total minutes users spent in-app compared to the
rating they gave there is indication that the ratings are mostly based –
meaning some user have genuine problem with our app that is
affecting overall user satisfaction and that should be examined.
As long the rating won't improve it will be harder to convince potential
users to download the app.
Frequency & Retention
From the analysis results its quite visible that users with high number of
log-in's have fewer average minutes in-app, on the opposite side of the
scale there are some users with low number of log-in's and high average
minutes in-app.
this kind of user activity pattern means that some users log-in and stay
in the app for an extensive amount of time, which can be good but -
a game with monetization strategy of in-app microtransactions should
probably be designed as "GaaS" (Game As a Service).
The rationale is that users won't invest in a game that they don’t expect
to play it again in the future, meaning that if our game monetization
strategy is microtransactions thus our goal should be on encouraging
higher number of log-in's and retention, less about total time in-app.
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Game Economy
Game Sinks
From the analysis there is negative correlation between the total
currency the user generated and the total currency that user spent.
The interpretation of that outcome is that the higher total currency the
user generated the less total currency they spent citing game currency
sinks don’t work properly as the user progress in game, the more user
progress the higher his currency balance will be – less incentive to
purchase game boosters nor less motivation to keep carrying out actions
that generate game currency.
My suggestion is to design game currency sinks tailored for all levels of
user progression, meaning that users should always have a need to
spend, whether it's paying for utilities (getting stronger, quality of life
upgrades), rare collectibles, crafting or gambling (pay x for a chance to
win y).
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Monetization
Microtransactions Categories
Stems from the analysis a high variance in different categories
performance in terms of revenue.
Concerning the weaker performing categories, it might be good idea to
get back to "drawing board" after analyzing what is good and bad about
the purchasable items in those categories according to user feedback, as
well as doing A/B test and experimenting with changes in order to try to
improve those categories.
Another possible thing to do is to offer limited-time promotions,
discounts, or special incentives to encourage players to explore these
categories.
As for the best performing categories – more of the same.
Analyze the factors contributing to the success of the best performing
categories and consider expanding the offerings within the best
performing categories. Introduce new content, items, or features that
are aligned with what players are enjoying
Mixing - Offer bundle deals that include items from the best performing
categories along with items from other categories.
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Closing Remarks
This data-driven approach can help us to identify strengths, weaknesses,
and opportunities for improvement.
The suggestions put forth based on the KPI's analysis are designed to
capitalize on the game's strengths and address its challenges.
Tools Used in This Project
SQL – to view through GitHub Click Here
Python – to view through GitHub Click Here
Tableau – to view through Tableau Public Click Here
Excel – to download files Click Here
My LinkedIn Profile - Liad Traube | LinkedIn