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How  to  Define  Just  Right  KPIs  for  Game  
                  Operation  
   
                             
                           




                   TalkingData  Leo  Cui  
               
TalkingData  Product  Line  



        TalkingData                            TalkingData                         TalkingData  
         Analytics                              Campaign                              Insight  

  •  Third-party  mobile  app         •  Mobile  app  campaign           •  Personalized  
     statistical  analysis  tools        monitoring  and                     recommendation  engine/
                                            assessment  platform                data  mining  service  
  •  Professional  mobile  app  
     data  analysis/consulting         •  iOS  monitoring  tool           •  Forecast  model  and  
     service                               released  in  Jun,  2012  
                                                                                  emulation  service  
  •  Specialized  product  and        •  Currently  tracking  about  
                                            1  million  valid  app         •  User  attributes  tagging  
     methodology  for  mobile  
     games                                 activations  per  day  in         and  preferences  mining  
                                            App  Store                          service  



  “TalkingData  is  a  professional  data  service  platform  for  mobile  applications,  serving  2,500+
  active  apps  presently,with  almost  1,000  apps  are  mobile  games”  
•  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%  
                                                                       TalkingData  analytics  official  
                                                                       release  published  in  May,  2012,  
                                                                       the  right  timing  to  witness  the  
                                                           30M        high  growth  of  mobile  Internet  
                                                                       in  China.  




                                               14M  
                                   7M  
            1M        3M  

           2012.5     2012.6     2012.7     2012.8     2012.9  
Game  developers  
Mobile  game  developers  facing  "data  dilemma"                                                                  need  continuous  data  
                                                                                                                         analysis  to  enhance  
                                                                                                                         products  
                          Operation  based  on                                                                           
                            data  through  out  the                                                                  Most  developers  don't  
                            whole  game  life  cycle
                                                                                                                        have  professional  
                                                                                                                         knowledge  to  analyze  
                                                                                                                         data  systematically,  and  
                                                                                                                         in  the  mean  time,  facing  
                             Whale  users          Game  balance  
                                                                                            Mobile  game                the  pressure  of  tight  
                                                                                              developer                schedule,  high  costs  of  
                      
                    Paying  player                                                                                      man  power  and  
                      conversion                                         Virtual             Game  release           hardware  
                                                                            Economy  
        Props  purchase  stats  
                                                  ...                                     How  many  registrations?  
    Player  conversion/retention                             Data
                                                                                           How  about  DAU、MAU  ?  
                                                                 Platform                  …….  
     Campaign  result  tracking                       
                                                       Joint  operation
                                                       /release                         Game  improvement  
                        App  store  tracking  
                                                                        Player  levels/progresses  
                           Marketing  campaign                        players  classified  by  their  
                                                                          activeness  
Game  vendors'  favorite  game  types  are  changing  
      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  


               Data  source:  “Mobile  App  Data  Analysis  Q3  Report  2012  ",  joint  released  by  TalkingData  and  NetEase  
100%	
  

 75%	
  

 50%	
  

 25%	
  

   0%	
  
                  Apr	
                    May	
                     Jun	
                      Jul	
                 Aug	
  


                                             Casual	
           RPG	
            Strategy	
  
New  player  day  10  retention  of  different  types  of  games  
        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.  


                  Data  source:  “Mobile  App  Data  Analysis  Q3  Report  2012  ",  joint  released  by  TalkingData  and  NetEase  
100.0%	
  

 75.0%	
  

 50.0%	
  

 25.0%	
  

   0.0%	
  
               New	
        +1	
       +2	
        +3	
       +4	
       +5	
        +6	
       +7	
         +8	
       +9	
        +10	
  
              players	
  
                 Strategy	
            AcEon	
              RPG	
            Casual	
           Puzzle	
              Desktop	
  
Life  time  distribution  of  diff.  types  of  games  
   Hard  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  
60.00%  

50.00%  

40.00%  
                                                                                                                              Strategy  
30.00%                                                                                                                       Action  
                                                                                                                              RPG  
20.00%  
                                                                                                                              Casual  
10.00%                                                                                                                       Puzzle  
                                                                                                                              Desktop  
 0.00%  
User  preferences  aggregation  distribution  research  –  
hard  core  player  
                        Data  source:  TalkingData  data  mining  research  team  
40.00%  


35.00%  
                                                                                            战略  
                                                                                            休闲  
30.00%  
                                                                                            射击  
                                                                                            体育  
25.00%  
                                                                                            动作  
                                                                                            益智  
20.00%  
                                                                                            角色扮演  
                                                                                            冒险  
15.00%  
                                                                                            棋牌  
                                                                                            养成  
10.00%  
                                                                                            经营  
                                                                                            模拟器  
 5.00%  
                                                                                            网游  

 0.00%  
            角色扮演      射击游戏                   动作游戏                   战略游戏  
KPI!=Superficial  metrics  
•  Superficial  metrics  
    –  Cannot  be  changed  
    –  Non-executable                   Fine         Superficial  
    –  Lack  of  benchmark          operation        metric  


•  KPI                                                 Downloads  
    –  Focusing  on  commercial        Cost/
       purpose                          Revenue      Registration  
    –  Approved  by  
                                       Conversion  
       management                        rate           DAU  
    –  Executable  
    –  Benchmark  available  
CAC	
  VS	
  LTV?
•    Free	
  
•    Virally	
  
•    campaign	
  




                                          Mone%za%on	
  
                                             (LTV)	
  



      Customer	
  
     Acquisi%on	
  
         cost	
  
        (CAC)	
  
KPI    needs  standardized  metrics  definition  

                   Acquisition                                    Activation                Retention  

ACQ = F(Campaign,channel, ACT = F(First time Experience, RET = F(User guide,
Users,CAC, Conv%)         Usage,Design/UX)               operation,task,alert)

•  Install	
  /	
  Sign-­‐ups	
                         •      DAU	
                          •  DAU/MAU	
  
     By	
  campaign/channel	
  	
   •                          MAU	
                          •  RetenEon	
  
     CAC(Channel)	
                                     •      Next	
  Day	
  AcEviEes	
           1	
  day/	
  
     Conversion	
  (Channel)	
   •                             Usage	
                             7day	
  
•  Organic	
  Users	
                                            Login	
  Emes	
                   30day	
  
•  MarkeEng	
  Users	
                                           Login	
  length	
            •  Engagement	
  
•  Click	
  -­‐to-­‐	
  Install	
  -­‐to-­‐	
  Sync	
   •      Monthly	
  AcEve	
  Days	
          Monthly	
  Logins	
  per	
  User	
  
•  Fake	
  Users	
                                      	
                                         LifeEme	
  sessions	
  
•  New	
  User	
  PercepEon	
                                                                      1~10-­‐day	
  acEvity	
  aer	
  
     PercepEon	
  by	
  Channel	
                                                                  Install	
  
     	
                                                                                       •  User	
  lifeEme	
  
                                                                                              	
  
KPI  for  AARRR  


          Revenue                                   Refer  

REV = F(Charge trap,whale,                       REF = F(Excitation,UX)
Conv%)
 •  ARPU(Monthly)	
                      •  K-­‐factor	
  
                                         •  Invites	
  
 •  ARPPU(Avg.	
  Revenue	
  per	
  Paying	
  
    User	
                                      Per	
  DAU	
  
 •  LTV	
  (lifeEme	
  value)	
                 Per	
  who	
  send	
  invite	
  
 •  Virtual currency purchased/spent	
   •  Invite	
  accept(%)	
  
      By	
  level/By	
  date	
           •  Times	
  By	
  type	
  
        By	
  types	
  purchased	
                       Massages	
  
 •  Paying	
  users(%)	
                                 E-­‐mail	
  
 •  New	
  paying	
  users	
                      •  Cohort	
  by	
  invitee	
  
 •  Time/level	
  of	
  first	
  charge	
              Revenue	
  
 •  Whale	
                                           ARPU	
  
KPI  Model-  needs  professional  methodology  
                                                                                 •  Ads/Campaigns  
•  Social  Networks                            •  Publisher  
                                                                                 •  PR/Forum/Download  sites  
•  Apps  Store(New/update)                     •  Traffic  exchange  
                                                                                 •  SEO/SEM  
•  Lowest  price  promotion,  
   Limited  Free                                                               •  EDM  

                                              ACQUISITION  



                                                                                                             •  Excitation  
                                                                                                                   •  Viral  
           Emails  &                                         Guide  、  first  
            Alerts                                                time  
                                                               experience  
                         n tion
                    Rete

                            •  User  guide  
                                 •  Task                          Ads、IAP、
                                                                   Freemium  

                       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	
  
       Make money?
leaders	
  in	
  just	
  one	
  year.	
  	
  
      Metrics-driven design
 SNS,,SLG,Poker,Puzzle

 MAU 4,000,000
Versions	
  
IniEal	
  release:Sep	
  14,	
  2012	
  
Current	
  version:Nov	
  1,	
  2012
Descrip%on	
  
★	
  TouchArcade.com	
  HOT	
  
NEW	
  GAME	
  ★	
  

Puzzle	
  +	
  BaCle	
  	
  
+	
  Collec%on	
  +	
  EDU	
  
	
  Test	
  in	
  App	
  store,Without	
  MarkeEng.
KPI                                 How	
  to	
  op%mize?
       Dashboards and Alerts – Why did it Happen? – Advantage - Dashboards



n    DAU
n    Day 1 retention
n    Day 7 retention
n    Virtual income
n    Marketing Users  
The most Important Metric between Initial release.

n The first experience  
n WHY? It’s been relatively Low   

  Day 1 Retention                      Alert
  Avg.   18.2%
Bad Day 1 retention,but kind of okay after day 2. Cause: new players  




                                                            Why?
Sign up
          Connect
Loading
Bad Connetion

                Abruptly  lost  
                introduction  
What can I do?
n    Move to more reliable data center
n    Consider domestic and overseas server distribution
n    Simplify introduction, less steps
n    Embellish introduction
                                           Advantage
n    Polish pet UI to make it more attractive  
Difficulty? Operation.

n Daily awards  
n Know players progress   
n Pay attention to degree of difficulty of early levels  
n    Daily task
n    Login bonus
n    Scheduled copy
n    Bonus pet
n    Friends aid


 Only 9 %,WHY?
Difficulty?
Make more money.

n A/B test  
n Drill down   
n Whale  
What’s your
opinions?

  Extra	
  gems?




  Bonus	
  pets?
Is  it  possible  to  let  
                                   more  players  make  
                                    purchase  earlier?  




  Compared  to  revenue  
     graph,  purchase  is  
distributed  more  balanced  
      and  forwarding  
Talkingdata  Game  Analytics  




     Standardized  metrics  
       Alarm  monitoring  
                                    Immense  visual  appeal  –    
                                    Premade  PowerPoint  Templates  
数据运营之路依然漫长!  
TalkingData  Game  Analytics  


                                                  Data  mining  

                                                                          •   Statistics  (regression  analysis,  association  
                                                                          analysis)  
                                                                          •   Forecast  model  (revenue/active  users)  

                      Data  analysis
                                                                         •   Pattern  recognition  (Probability  of  loss,  
                                                                          probability  of  paying)  

                                      •   user  segmentation  (specific  user  group  analysis)  
                                      •   multi-dimensional  analysis  (multiple  dimensions  combo  analysis)  
                                      •   cohort  analysis  (time  slice  analysis)  
Data  statistics
                  
                                      •   A/B  Test  (functional  analysis)  

      •   Standard  reports  (something  wrong  with  the  game?)  
      •   Custom  reports  (find  problem:  when?  where?  who?)  
      •   Metrics  monitoring  (need  any  action?)  
Sina  micro-blog:  Leo_Cui  
  Web:  www.talkingdata.net  




                    Thank  You  

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How to define reasonable KPIs for mobile games

  • 1. How  to  Define  Just  Right  KPIs  for  Game   Operation         TalkingData  Leo  Cui    
  • 2. TalkingData  Product  Line   TalkingData   TalkingData   TalkingData   Analytics   Campaign   Insight   •  Third-party  mobile  app   •  Mobile  app  campaign   •  Personalized   statistical  analysis  tools   monitoring  and   recommendation  engine/ assessment  platform   data  mining  service   •  Professional  mobile  app   data  analysis/consulting   •  iOS  monitoring  tool   •  Forecast  model  and   service   released  in  Jun,  2012   emulation  service   •  Specialized  product  and   •  Currently  tracking  about   1  million  valid  app   •  User  attributes  tagging   methodology  for  mobile   games   activations  per  day  in   and  preferences  mining   App  Store   service    “TalkingData  is  a  professional  data  service  platform  for  mobile  applications,  serving  2,500+  active  apps  presently,with  almost  1,000  apps  are  mobile  games”  
  • 3. •  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%   TalkingData  analytics  official   release  published  in  May,  2012,   the  right  timing  to  witness  the   30M   high  growth  of  mobile  Internet   in  China.   14M   7M   1M   3M   2012.5   2012.6   2012.7   2012.8   2012.9  
  • 4. Game  developers   Mobile  game  developers  facing  "data  dilemma"   need  continuous  data   analysis  to  enhance   products   Operation  based  on    data  through  out  the Most  developers  don't    whole  game  life  cycle   have  professional   knowledge  to  analyze   data  systematically,  and   in  the  mean  time,  facing   Whale  users   Game  balance   Mobile  game the  pressure  of  tight    developer   schedule,  high  costs  of     Paying  player man  power  and    conversion   Virtual Game  release   hardware      Economy   Props  purchase  stats    ...     How  many  registrations?   Player  conversion/retention   Data     How  about  DAU、MAU  ?    Platform   …….   Campaign  result  tracking     Joint  operation /release   Game  improvement   App  store  tracking   Player  levels/progresses   Marketing  campaign   players  classified  by  their    activeness  
  • 5. Game  vendors'  favorite  game  types  are  changing   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   Data  source:  “Mobile  App  Data  Analysis  Q3  Report  2012  ",  joint  released  by  TalkingData  and  NetEase   100%   75%   50%   25%   0%   Apr   May   Jun   Jul   Aug   Casual   RPG   Strategy  
  • 6. New  player  day  10  retention  of  different  types  of  games   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.   Data  source:  “Mobile  App  Data  Analysis  Q3  Report  2012  ",  joint  released  by  TalkingData  and  NetEase   100.0%   75.0%   50.0%   25.0%   0.0%   New   +1   +2   +3   +4   +5   +6   +7   +8   +9   +10   players   Strategy   AcEon   RPG   Casual   Puzzle   Desktop  
  • 7. Life  time  distribution  of  diff.  types  of  games   Hard  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   60.00%   50.00%   40.00%   Strategy   30.00%   Action   RPG   20.00%   Casual   10.00%   Puzzle   Desktop   0.00%  
  • 8. User  preferences  aggregation  distribution  research  –   hard  core  player   Data  source:  TalkingData  data  mining  research  team   40.00%   35.00%   战略   休闲   30.00%   射击   体育   25.00%   动作   益智   20.00%   角色扮演   冒险   15.00%   棋牌   养成   10.00%   经营   模拟器   5.00%   网游   0.00%   角色扮演   射击游戏   动作游戏   战略游戏  
  • 9. KPI!=Superficial  metrics   •  Superficial  metrics   –  Cannot  be  changed   –  Non-executable   Fine   Superficial   –  Lack  of  benchmark   operation   metric   •  KPI   Downloads   –  Focusing  on  commercial   Cost/ purpose   Revenue   Registration   –  Approved  by   Conversion   management   rate   DAU   –  Executable   –  Benchmark  available  
  • 10. CAC  VS  LTV? •  Free   •  Virally   •  campaign   Mone%za%on   (LTV)   Customer   Acquisi%on   cost   (CAC)  
  • 11. KPI    needs  standardized  metrics  definition   Acquisition   Activation   Retention   ACQ = F(Campaign,channel, ACT = F(First time Experience, RET = F(User guide, Users,CAC, Conv%) Usage,Design/UX) operation,task,alert) •  Install  /  Sign-­‐ups   •  DAU   •  DAU/MAU   By  campaign/channel     •  MAU   •  RetenEon   CAC(Channel)   •  Next  Day  AcEviEes   1  day/   Conversion  (Channel)   •  Usage   7day   •  Organic  Users   Login  Emes   30day   •  MarkeEng  Users   Login  length   •  Engagement   •  Click  -­‐to-­‐  Install  -­‐to-­‐  Sync   •  Monthly  AcEve  Days   Monthly  Logins  per  User   •  Fake  Users     LifeEme  sessions   •  New  User  PercepEon   1~10-­‐day  acEvity  aer   PercepEon  by  Channel   Install     •  User  lifeEme    
  • 12. KPI  for  AARRR   Revenue   Refer   REV = F(Charge trap,whale, REF = F(Excitation,UX) Conv%) •  ARPU(Monthly)   •  K-­‐factor   •  Invites   •  ARPPU(Avg.  Revenue  per  Paying   User   Per  DAU   •  LTV  (lifeEme  value)   Per  who  send  invite   •  Virtual currency purchased/spent   •  Invite  accept(%)   By  level/By  date   •  Times  By  type   By  types  purchased   Massages   •  Paying  users(%)   E-­‐mail   •  New  paying  users   •  Cohort  by  invitee   •  Time/level  of  first  charge   Revenue   •  Whale   ARPU  
  • 13. KPI  Model-  needs  professional  methodology   •  Ads/Campaigns   •  Social  Networks   •  Publisher   •  PR/Forum/Download  sites   •  Apps  Store(New/update)   •  Traffic  exchange   •  SEO/SEM   •  Lowest  price  promotion,   Limited  Free   •  EDM   ACQUISITION   •  Excitation   •  Viral   Emails  &   Guide  、  first   Alerts   time     experience   n tion Rete •  User  guide   •  Task   Ads、IAP、 Freemium   Degree  of   difficulty,  time,   interests  
  • 14. Red  Infinity  was  established  in  2010  and   has  rich  experience  in  product   development  and  publishing.  The   company  has  become  one  of  the  industry   Make money? leaders  in  just  one  year.     Metrics-driven design SNS,,SLG,Poker,Puzzle MAU 4,000,000
  • 15. Versions   IniEal  release:Sep  14,  2012   Current  version:Nov  1,  2012 Descrip%on   ★  TouchArcade.com  HOT   NEW  GAME  ★   Puzzle  +  BaCle     +  Collec%on  +  EDU  
  • 16.   Test  in  App  store,Without  MarkeEng.
  • 17. KPI How  to  op%mize? Dashboards and Alerts – Why did it Happen? – Advantage - Dashboards n  DAU n  Day 1 retention n  Day 7 retention n  Virtual income n  Marketing Users  
  • 18. The most Important Metric between Initial release. n The first experience   n WHY? It’s been relatively Low   Day 1 Retention Alert Avg. 18.2%
  • 19. Bad Day 1 retention,but kind of okay after day 2. Cause: new players   Why?
  • 20. Sign up Connect Loading
  • 21. Bad Connetion Abruptly  lost   introduction  
  • 22. What can I do? n  Move to more reliable data center n  Consider domestic and overseas server distribution n  Simplify introduction, less steps n  Embellish introduction Advantage n  Polish pet UI to make it more attractive  
  • 23. Difficulty? Operation. n Daily awards   n Know players progress   n Pay attention to degree of difficulty of early levels  
  • 24. n  Daily task n  Login bonus n  Scheduled copy n  Bonus pet n  Friends aid Only 9 %,WHY?
  • 26. Make more money. n A/B test   n Drill down   n Whale  
  • 27.
  • 28. What’s your opinions? Extra  gems? Bonus  pets?
  • 29. Is  it  possible  to  let   more  players  make   purchase  earlier?   Compared  to  revenue   graph,  purchase  is   distributed  more  balanced   and  forwarding  
  • 30. Talkingdata  Game  Analytics   Standardized  metrics   Alarm  monitoring   Immense  visual  appeal  –     Premade  PowerPoint  Templates  
  • 31. 数据运营之路依然漫长!   TalkingData  Game  Analytics   Data  mining   •   Statistics  (regression  analysis,  association   analysis)   •   Forecast  model  (revenue/active  users)   Data  analysis   •   Pattern  recognition  (Probability  of  loss,   probability  of  paying)   •   user  segmentation  (specific  user  group  analysis)   •   multi-dimensional  analysis  (multiple  dimensions  combo  analysis)   •   cohort  analysis  (time  slice  analysis)   Data  statistics   •   A/B  Test  (functional  analysis)   •   Standard  reports  (something  wrong  with  the  game?)   •   Custom  reports  (find  problem:  when?  where?  who?)   •   Metrics  monitoring  (need  any  action?)  
  • 32. Sina  micro-blog:  Leo_Cui    Web:  www.talkingdata.net   Thank  You