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
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
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
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?
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
29. Is it possible to let
more players make
purchase earlier?
Compared to revenue
graph, purchase is
distributed more balanced
and forwarding