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Social Games – Metrics that Matter
     Girl Geek Dinner #ggdphl
            23 July 2012
Today’s Topics
2


       Why is this topic important?
       Which metrics & how to measure them
        (calculations & tools)
       How do you know what’s good?
       The two sides of metrics and reporting: for your
        investors, and for you
       How to iteratively improve them
       The importance of prioritization

                   (c) 2012 Sepiida - Proprietary & Confidential
A bit about me
3

       15 years in Internet/E-commerce/Technology Product
        Management – most of it in San Francisco
           Led product for several startups
               One funded by Benchmark, sold to AT&T/YellowPages.com
               Another spun out of Microsoft Ventures in social networking
           Most recently VP, E-commerce Nutrisystem ($750mil+ in
            revenue, most of it online)
           Search and advertising, B-to-B and B-to-C
            platforms, telephony, social networks, gaming, online marketing
       Currently Founder & CEO of Sepiida
           Clients include Zynga, Haymarket Media, Coveroo, JumpRamp
            Games, Ryzing
       BA Politics (NYU), MS Computer Science (Stanford)

                          (c) 2012 Sepiida - Proprietary & Confidential
Why is this topic important?
4


       People think of gaming as creative - it is!
       Just like with any interface-enabled product or
        technology, there is a business behind it
       “Nowadays” business is measured through data and
        metrics
       Big social gaming studios like Zynga think of
        themselves as analytics companies:
        http://on.wsj.com/nJsdT9
       Great designers have a strong sense of, and respect
        for, data and analytics
       Investors care about the metrics

                    (c) 2012 Sepiida - Proprietary & Confidential
So, what are these metrics?
5


       Game-agnostic Metrics
         DAU, WAU,   MAU
         D1, D7, D30 Retention (and so on…)

         DAU/MAU

         Installs/DAU

         K-factor

         ARP/DAU

       Game-specific Metrics


                    (c) 2012 Sepiida - Proprietary & Confidential
Metrics: DAU, WAU, MAU
6


       DAU = Daily Active User
       WAU = Weekly Active User
       MAU = Monthly Active User
       Active User – someone with a session in a given time
        period
       Many game-hosting platforms
        (Yahoo, Facebook, Google, etc.) provide this data 
        publicly!
           You should reconcile against your own DB
       How valuable is a “session”? Does this metric matter?
                       (c) 2012 Sepiida - Proprietary & Confidential
Metrics: D1, D7, D30 Retention
7


       “D” = Day
       D0 is the day the user first installs the app
       D1 is the next day, D7 the 7th day after, and so on
       Two ways to compute:
         On the day (industry standard)
         Within the period (more helpful for running your biz)

       Need to compute this from your DB
       Use this for cohort analysis as you change features

                    (c) 2012 Sepiida - Proprietary & Confidential
Metrics: DAU/MAU
8


       DAU divided by MAU
       If this value is 1, then all of the people who logged
        in over the course of the past 30 days also came
        every day within that 30 day period  highly
        retentive game
       If this value is close to 0, people are not using this
        anywhere near daily



                    (c) 2012 Sepiida - Proprietary & Confidential
Metrics: Installs/DAU
9


       An Install is a new user to your game
       # of Installs on that day divided by the DAU for that
        day
       This is a measurement of how many new users you
        are getting
       But you don’t want this to be close to 1 (especially
        well after launch)
         Thismeans that people aren’t coming back
         Unless you can explain it with big acquisition
          marketing efforts
                     (c) 2012 Sepiida - Proprietary & Confidential
Metrics: K-factor
10


        Measures the virality of your social game
        Viral channels are: emails, social network
         communication channels, other user-shared
         links/entry points
        One standard way to measure: Viral Installs / Total
         Installs
        Metric is beholden to the tempers of the platform
         you are running on


                    (c) 2012 Sepiida - Proprietary & Confidential
Metrics: ARP/DAU
11


        Average Revenue Per DAU
        Revenue generated per day / DAU for that day
        In the end, you have to make money!




                    (c) 2012 Sepiida - Proprietary & Confidential
Metrics: Game-specific KPIs
12


        After all the standard ones, you should have a list
         of metrics you are monitoring within your specific
         game
        What makes sense for one game doesn’t for
         another
          Ifyou have a social building feature, there are metrics
           relevant to that
          A decorating game would have others

        Track a lot, but deeply monitor a few

                     (c) 2012 Sepiida - Proprietary & Confidential
Metrics: Tools for tracking
13


        Need to capture the data in your DB
        Better to do this from the beginning, as you build
         each new feature. THINK DATA.
        Simple DB queries can help, but that gets old soon.
        Tools like Kontagent are big-ticket resources for
         social gaming analytics. We also like RJ Metrics for
         this.
          It’s
              all about database analytics that contain
           behavioral and transactional data.

                     (c) 2012 Sepiida - Proprietary & Confidential
What’s a good value for a metric?
14


        It depends 
          On the state of the social network platform you’re
           running on
          On the nature of your particular game

          On where you are in your evolution

          On what you need to succeed as a business

          On the state of the industry




                     (c) 2012 Sepiida - Proprietary & Confidential
Good values for metrics (cont’d)
15


        Need to look at your own business deeply –
         connecting one metric with another to draw
         conclusions
        For example, let’s say MAU is growing really nicely.
         DAU is flattish.
        What does that mean?
        It means you have a lot of churn.
        Is that bad or good?
        The answer to that is in the eye of the beholder!

                     (c) 2012 Sepiida - Proprietary & Confidential
Good values for metrics (cont’d)
16


        Beware of researching benchmarks
        You’ll get every possible answer if you read online
        Older news is old news
        Talking to people – they usually inflate
        Figure out WHAT YOU NEED




                    (c) 2012 Sepiida - Proprietary & Confidential
Investors!
17

        They want data
        They are talking to their friends who have data
        But what data?
        Typically, what you need to be looking at to actively
         manage your business is pretty different than what the
         investors want to look at
        For example, what are you supposed to do with the DAU
         metric when it’s flat??
            Takes much deeper set of analytics to fix it
            But the investor just wants to see DAU growing
        Have an investor dashboard and then have an internal set
         of analytics/reports  Keep them separate!

                         (c) 2012 Sepiida - Proprietary & Confidential
Improving your metrics by using
18
     data
        It starts with capturing the data
            Go for breadth, go for depth
            Part of every feature design needs to be data
        Don’t debate too much – A/B test lots of things
            If you’re sophisticated enough, tools like Bees & Pollen can be interesting for
             going beyond A/B
        When you find a top-line metric under-performing, understand its
         component parts
            Go deep on data
        Beware of looking at how other games do a particular mechanic or
         feature
        Be ready to kill features and/or abandon optimization
            Beware of “killer features” 
            Most big metrics improvements we’ve achieved have occurred through low-
             cost optimizations rather than high-cost feature development

                            (c) 2012 Sepiida - Proprietary & Confidential
Prioritization
19


        With all this data, you can drown
        Key is PRIORITIZATION!
        If you’re having trouble with D1 retention, don’t
         worry about features that are used by more
         advanced users
          Determine which   features are used by whom by
           looking at data – not based on your opinion
        You’re not going to make a dent in ARP/DAU if you
         can’t get people to come back for a second day!
                     (c) 2012 Sepiida - Proprietary & Confidential
Questions?
20




            (c) 2012 Sepiida - Proprietary & Confidential
Contact Info
21


     Anita Garimella Andrews
     Founder & CEO – Sepiida
     @agarimella
     anita@sepiida.com
     215.600.4987

     @websepiida
     http://www.sepiida.com

                 (c) 2012 Sepiida - Proprietary & Confidential

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Social Gaming Metrics

  • 1. Social Games – Metrics that Matter Girl Geek Dinner #ggdphl 23 July 2012
  • 2. Today’s Topics 2  Why is this topic important?  Which metrics & how to measure them (calculations & tools)  How do you know what’s good?  The two sides of metrics and reporting: for your investors, and for you  How to iteratively improve them  The importance of prioritization (c) 2012 Sepiida - Proprietary & Confidential
  • 3. A bit about me 3  15 years in Internet/E-commerce/Technology Product Management – most of it in San Francisco  Led product for several startups  One funded by Benchmark, sold to AT&T/YellowPages.com  Another spun out of Microsoft Ventures in social networking  Most recently VP, E-commerce Nutrisystem ($750mil+ in revenue, most of it online)  Search and advertising, B-to-B and B-to-C platforms, telephony, social networks, gaming, online marketing  Currently Founder & CEO of Sepiida  Clients include Zynga, Haymarket Media, Coveroo, JumpRamp Games, Ryzing  BA Politics (NYU), MS Computer Science (Stanford) (c) 2012 Sepiida - Proprietary & Confidential
  • 4. Why is this topic important? 4  People think of gaming as creative - it is!  Just like with any interface-enabled product or technology, there is a business behind it  “Nowadays” business is measured through data and metrics  Big social gaming studios like Zynga think of themselves as analytics companies: http://on.wsj.com/nJsdT9  Great designers have a strong sense of, and respect for, data and analytics  Investors care about the metrics (c) 2012 Sepiida - Proprietary & Confidential
  • 5. So, what are these metrics? 5  Game-agnostic Metrics  DAU, WAU, MAU  D1, D7, D30 Retention (and so on…)  DAU/MAU  Installs/DAU  K-factor  ARP/DAU  Game-specific Metrics (c) 2012 Sepiida - Proprietary & Confidential
  • 6. Metrics: DAU, WAU, MAU 6  DAU = Daily Active User  WAU = Weekly Active User  MAU = Monthly Active User  Active User – someone with a session in a given time period  Many game-hosting platforms (Yahoo, Facebook, Google, etc.) provide this data  publicly!  You should reconcile against your own DB  How valuable is a “session”? Does this metric matter? (c) 2012 Sepiida - Proprietary & Confidential
  • 7. Metrics: D1, D7, D30 Retention 7  “D” = Day  D0 is the day the user first installs the app  D1 is the next day, D7 the 7th day after, and so on  Two ways to compute:  On the day (industry standard)  Within the period (more helpful for running your biz)  Need to compute this from your DB  Use this for cohort analysis as you change features (c) 2012 Sepiida - Proprietary & Confidential
  • 8. Metrics: DAU/MAU 8  DAU divided by MAU  If this value is 1, then all of the people who logged in over the course of the past 30 days also came every day within that 30 day period  highly retentive game  If this value is close to 0, people are not using this anywhere near daily (c) 2012 Sepiida - Proprietary & Confidential
  • 9. Metrics: Installs/DAU 9  An Install is a new user to your game  # of Installs on that day divided by the DAU for that day  This is a measurement of how many new users you are getting  But you don’t want this to be close to 1 (especially well after launch)  Thismeans that people aren’t coming back  Unless you can explain it with big acquisition marketing efforts (c) 2012 Sepiida - Proprietary & Confidential
  • 10. Metrics: K-factor 10  Measures the virality of your social game  Viral channels are: emails, social network communication channels, other user-shared links/entry points  One standard way to measure: Viral Installs / Total Installs  Metric is beholden to the tempers of the platform you are running on (c) 2012 Sepiida - Proprietary & Confidential
  • 11. Metrics: ARP/DAU 11  Average Revenue Per DAU  Revenue generated per day / DAU for that day  In the end, you have to make money! (c) 2012 Sepiida - Proprietary & Confidential
  • 12. Metrics: Game-specific KPIs 12  After all the standard ones, you should have a list of metrics you are monitoring within your specific game  What makes sense for one game doesn’t for another  Ifyou have a social building feature, there are metrics relevant to that  A decorating game would have others  Track a lot, but deeply monitor a few (c) 2012 Sepiida - Proprietary & Confidential
  • 13. Metrics: Tools for tracking 13  Need to capture the data in your DB  Better to do this from the beginning, as you build each new feature. THINK DATA.  Simple DB queries can help, but that gets old soon.  Tools like Kontagent are big-ticket resources for social gaming analytics. We also like RJ Metrics for this.  It’s all about database analytics that contain behavioral and transactional data. (c) 2012 Sepiida - Proprietary & Confidential
  • 14. What’s a good value for a metric? 14  It depends   On the state of the social network platform you’re running on  On the nature of your particular game  On where you are in your evolution  On what you need to succeed as a business  On the state of the industry (c) 2012 Sepiida - Proprietary & Confidential
  • 15. Good values for metrics (cont’d) 15  Need to look at your own business deeply – connecting one metric with another to draw conclusions  For example, let’s say MAU is growing really nicely. DAU is flattish.  What does that mean?  It means you have a lot of churn.  Is that bad or good?  The answer to that is in the eye of the beholder! (c) 2012 Sepiida - Proprietary & Confidential
  • 16. Good values for metrics (cont’d) 16  Beware of researching benchmarks  You’ll get every possible answer if you read online  Older news is old news  Talking to people – they usually inflate  Figure out WHAT YOU NEED (c) 2012 Sepiida - Proprietary & Confidential
  • 17. Investors! 17  They want data  They are talking to their friends who have data  But what data?  Typically, what you need to be looking at to actively manage your business is pretty different than what the investors want to look at  For example, what are you supposed to do with the DAU metric when it’s flat??  Takes much deeper set of analytics to fix it  But the investor just wants to see DAU growing  Have an investor dashboard and then have an internal set of analytics/reports  Keep them separate! (c) 2012 Sepiida - Proprietary & Confidential
  • 18. Improving your metrics by using 18 data  It starts with capturing the data  Go for breadth, go for depth  Part of every feature design needs to be data  Don’t debate too much – A/B test lots of things  If you’re sophisticated enough, tools like Bees & Pollen can be interesting for going beyond A/B  When you find a top-line metric under-performing, understand its component parts  Go deep on data  Beware of looking at how other games do a particular mechanic or feature  Be ready to kill features and/or abandon optimization  Beware of “killer features”   Most big metrics improvements we’ve achieved have occurred through low- cost optimizations rather than high-cost feature development (c) 2012 Sepiida - Proprietary & Confidential
  • 19. Prioritization 19  With all this data, you can drown  Key is PRIORITIZATION!  If you’re having trouble with D1 retention, don’t worry about features that are used by more advanced users  Determine which features are used by whom by looking at data – not based on your opinion  You’re not going to make a dent in ARP/DAU if you can’t get people to come back for a second day! (c) 2012 Sepiida - Proprietary & Confidential
  • 20. Questions? 20 (c) 2012 Sepiida - Proprietary & Confidential
  • 21. Contact Info 21 Anita Garimella Andrews Founder & CEO – Sepiida @agarimella anita@sepiida.com 215.600.4987 @websepiida http://www.sepiida.com (c) 2012 Sepiida - Proprietary & Confidential

Notes de l'éditeur

  1. Show of hands – what are the relative perspectives, what businesses, etc.
  2. Show wide/thin and thick/breadth. Low-hanging fruit. Look for commonly used tricks – don’t reinvent the wheel there.
  3. Show concentric circles