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The	
  Quest	
  for	
  Aesthe-cs	
  in	
  a	
  
  Metrics-­‐driven	
  Business	
  

         Games	
  Conven-on	
  Online	
  
           Leipzig,	
  July	
  9,	
  2010	
  

                                              Aki	
  Järvinen	
  
                                   Lead	
  Social	
  Designer	
  
                                             July	
  11,	
  2010	
  
Aki	
  Järvinen,	
  	
  
          Social	
  Game	
  Developer,	
  Ph.D	
  
Aki Järvinen has a unique mix of experience from:

Mobile game design
Online & Social game design
Online gambling design
Board game design
User experience design
Business development
Academic research & development

Since 2009, focusing on Social Games:
    •  first doing contract work for startups in both
    in the US & Scandinavia
    •  from 2010, as the Lead Social Designer &
    Product Owner at Digital Chocolate, Sumea
    Studio, in Helsinki, Finland
DChoc:	
  From	
  Mobile	
  to	
  Social	
  Games
                                                      	
  
                                            http://apps.facebook.com/mmaprofighter/




                                            http://apps.facebook.com/nanostarsiege/




http://apps.facebook.com/millionairecity/

                                            http://apps.facebook.com/safarikingdom/
The	
  Problem	
  
•  The	
  session	
  -tle:	
  ‘How	
  to	
  get	
  the	
  player	
  playing’	
  
•  Context	
  of	
  the	
  talk:	
  Social	
  Games	
  Business	
  
   Development	
  from	
  a	
  player	
  experience	
  perspec-ve	
  
•  =	
  ‘How	
  to	
  acquire	
  &	
  retain	
  players	
  in	
  the	
  social	
  
   games	
  market’	
  
•  ...	
  and,	
  according	
  to	
  the	
  freemium	
  model,	
  ul-mately	
  
   mone-ze	
  a	
  percentage	
  of	
  them	
  
•  ...	
  while	
  they	
  have	
  social	
  fun	
  
On	
  to	
  specifics
                                          	
  
•  What	
  do	
  the	
  aesthe-c	
  aspects	
  of	
  social	
  games	
  
   mean	
  for	
  acquisi-on,	
  reten-on,	
  and	
  
   mone-za-on?	
  
    –  What	
  characterizes	
  ‘aesthe-cs’	
  of	
  social	
  games?	
  
    –  How	
  does	
  it	
  relate	
  to	
  common	
  metrics	
  used	
  to	
  
       evaluate	
  social	
  games?	
  
    –  How	
  can	
  we	
  employ	
  the	
  discourse	
  of	
  online	
  
       business	
  development	
  to,	
  actually,	
  talk	
  about	
  
       aesthe-cs?	
  	
  
What	
  makes	
  social	
  games	
  ‘tasty’?	
  




http://www.flickr.com/photos/anitajamal/
Solu-on	
  
•    Social	
  &	
  Service	
  Design	
  Contexts	
  
•    Social	
  Games	
  as	
  metrics-­‐driven	
  products	
  
•    Social	
  games’	
  aesthe-cs	
  -­‐	
  what	
  is	
  that?	
  
•    Aesthe-cs	
  vs	
  Metrics:	
  Who	
  wins?	
  

•  Take-­‐away:	
  Metrics-­‐conscious	
  yet	
  aesthe-cs-­‐
   driven	
  mindset	
  for	
  itera-ve	
  social	
  game	
  
   development	
  	
  
Solu-on	
  
•    Social	
  &	
  Service	
  Design	
  Contexts	
  
•    Social	
  Games	
  as	
  metrics-­‐driven	
  products	
  
•    Social	
  games’	
  aesthe-cs	
  -­‐	
  what	
  is	
  that?	
  
•    Aesthe-cs	
  vs	
  Metrics:	
  Who	
  wins?	
  
Social	
  design	
  
•  ‘The	
  gameplay	
  experience	
  ends	
  
   up	
  simply	
  being	
  another	
  point	
  
   along	
  that	
  service	
  
   chain.’	
  (Andrew	
  Meyer)	
  
•  Social	
  design	
  is	
  the	
  concep-on,	
  
   planning,	
  and	
  produc-on	
  of	
  
   web	
  sites	
  and	
  applica-ons	
  that	
  
   support	
  social	
  interac-on.
   (Joshua	
  Porter)	
  
                                                     10
Service	
  Design	
  
•  ‘A	
  service	
  is	
  a	
  chain	
  of	
  ac-vi-es	
  that	
  form	
  a	
  
   process	
  and	
  have	
  value	
  for	
  the	
  end	
  user.’	
  	
  
   (Dan	
  Saffer)	
  

•  service	
  design	
  focuses	
  on	
  context,	
  i.e.	
  ‘the	
  
   en-re	
  system	
  of	
  use’.	
  

•  and	
  the	
  context	
  for	
  social	
  games	
  is...?	
  
                                                                                  11
_The_	
  Context
               	
  




     Gameplay	
  




                      12
‘Social	
  games’	
  defined	
  ≈   	
  
 Online	
  games	
  that	
  adapt	
  your	
  online	
  
friendship	
  -es	
  for	
  play	
  purposes,	
  while	
  
   accommoda-ng	
  your	
  daily	
  rou-nes         	
  




                                                             13
Solu-on	
  
•    Social	
  &	
  Service	
  Design	
  Contexts	
  
•    Social	
  Games	
  as	
  metrics-­‐driven	
  products	
  
•    Social	
  games’	
  aesthe-cs	
  -­‐	
  what	
  is	
  that?	
  
•    Aesthe-cs	
  vs	
  Metrics:	
  Who	
  wins?	
  
Metrics	
  vs	
  Aesthe-cs
                             	
  




Mr Metric                    Mr Aesthetic
Metrics-­‐driven	
  vs.	
  Visionary	
  design	
  
•  ‘Consul0ng	
  metrics	
  is	
  no	
  different	
  than	
  consul0ng	
  
   focus	
  groups,	
  only	
  on	
  a	
  much	
  larger	
  scale,	
  and	
  with	
  
   infinitely	
  more	
  frequency	
  and	
  granularity.	
  They	
  can	
  
   tell	
  you	
  if	
  a	
  design	
  choice	
  works	
  or	
  not.	
  	
  
   [...]	
  

   no	
  feature	
  goes	
  into	
  any	
  game	
  unless	
  there's	
  a	
  
   business	
  objec0ve	
  it	
  sa0sfies,	
  be	
  it	
  increased	
  
   engagement,	
  virality,	
  immersion.‘	
  	
  
                –  Chris	
  Pasley,	
  ex-­‐director	
  of	
  Kongregate	
  [reference]
                                                                                      	
  
Metrics	
  vs	
  Aesthe-cs
                             	
  




Mr Metric                    Mr Aesthetic
Pivo-ng	
  your	
  product
                                        	
  
•  Dave	
  McClure’s	
  AARRR	
  ‘pirate’	
  metrics	
  for	
  startups:	
  
   [link]	
  
    –  Acquisi-on	
  
    –  Ac-va-on	
  
    –  Reten-on	
  
    –  Referral	
  
    –  Revenue	
  
•  Metrics	
  are	
  about	
  customer	
  development	
  &	
  product-­‐
   market	
  fit	
  
•  Lean	
  startups	
  combine	
  agile	
  development	
  methods	
  
   with	
  customer	
  insights	
  from	
  metrics	
  	
  
Metrics’	
  quali-es
                                          	
  
•  Ac-onable	
  
    –  inform	
  design/development	
  solu-ons	
  immediately	
  
    –  note	
  the	
  difference	
  to,	
  e.g.,	
  academic	
  research	
  
•  Accessible	
  
    –  understand	
  what	
  they	
  really	
  measure	
  
•  Auditable	
  	
  
    –  ‘metrics	
  are	
  people	
  too’	
  (Eric	
  Ries)	
  
    –  i.e.	
  the	
  qualita-ve	
  dilemma:	
  can	
  we	
  validate	
  that	
  players	
  
       really	
  did	
  what	
  the	
  metrics	
  claimed	
  they	
  did?	
  
Key	
  business	
  metrics
                                                	
  
•  Acquisi-on	
  &	
  Referral	
  metrics:	
                  “Key metrics are 1 day, 3 day, 7 day
     –  DAU	
  –	
  Dailyac-ve	
  users	
                     retention, then long term retention. 1
                                                              day retention target is 30-60%, less
     –  DVU	
  –	
  Daily	
  viral	
  users	
                 than 30% and you may not have a
     –  k	
  –	
  viral	
  coefficient	
                        fixable game.” – from Social Gaming
                                                              Summit 2010 roundtable
•  Ac-va-on	
  metrics:	
  
     –  in-­‐game	
  behavior:	
  gameplay,	
  -me	
  spent,	
  virtual	
  economy,	
  viral	
  ac-vity	
  
•  Reten-on	
  metrics:	
  
     –  DAU	
  –	
  Daily	
  ac-ve	
  users	
  
     –  DAU/WAU	
  –	
  ra-o	
  of	
  daily/weekly	
  players	
  
     –  DAU/MAU	
  –	
  The	
  ‘s-cky	
  factor’,	
  long	
  term	
  reten-on	
  
•  Mone-za-on	
  metrics:	
  
     –  ARPU	
  –	
  Average	
  revenue	
  per	
  user	
  
                                                                                                       20
     –  ARPPU	
  –	
  Average	
  revenue	
  per	
  paying	
  user	
  
Metrics	
  &	
  Marke-ng	
  driven	
  
•  To	
  get	
  to	
  1	
  million	
  DAUs	
  =	
  $2-­‐3	
  million	
  marke-ng	
  
   budget,	
  es-mates	
  RockYou's	
  Jia	
  Shen.	
  
•  Do	
  the	
  math:	
  $2M/360	
  ≈	
  $5,5k	
  marke-ng	
  spend	
  per	
  
   day	
  
•  Bopom	
  line:	
  In	
  today’s	
  Facebook,	
  viral	
  and	
  game	
  
   quality	
  only	
  goes	
  so	
  far	
  
    –  viral,	
  cross-­‐promo-on,	
  and	
  marke-ng	
  contribute	
  roughly	
  
       1/3	
  each	
  to	
  number	
  of	
  users	
  acquired	
  	
  
    –  one	
  can	
  buy	
  players	
  for	
  any	
  app	
  through	
  marke-ng	
  
    –  and	
  earn	
  players	
  through	
  the	
  cross-­‐promo-on	
  leverage	
  
       from	
  a	
  hit	
                                                           21
Acquisi-on	
  &	
  Ac-va-on	
  processes
                                        	
  



•  Viral	
  –	
  persuading	
  via	
  social	
  proof	
  
•  Cross-­‐promo-on	
  –	
  persuading	
  your	
  exis-ng	
  
   customers	
  to	
  spend	
  more	
  -me	
  with	
  you	
  
•  Adver-sing	
  –	
  persuading	
  those	
  are	
  seeking	
  social	
  
   entertainment	
  to	
  click	
  on	
  your	
  ad	
  
•  Each	
  account	
  for	
  roughly	
  1/3	
  of	
  new	
  customer	
  
   acquisi-on	
  
Viral	
  is	
  Social	
  Proof	
  ignored	
  




http://www.flickr.com/photos/designdamage/
Customer	
  Journey	
  through	
  
                 Gameplay    	
  
•  First	
  week:	
  
    –  Completes	
  the	
  tutorial:	
  ‘First	
  five	
  minutes’	
  [
       Gamasutra	
  Feature]	
  
    –  Leveling	
  structure	
  as	
  mo-va-on	
  &	
  reten-on	
  mechanic	
  
    –  Hits	
  The	
  Wall	
  –	
  the	
  -pping	
  point	
  for	
  mone-za-on;	
  
       ‘crea-ng	
  a	
  problem	
  and	
  selling	
  back	
  the	
  solu-on’	
  
    –  80%	
  of	
  players	
  stay	
  if	
  you	
  manage	
  to	
  retain	
  them	
  for	
  the	
  
       first	
  week	
  (Mixpanel)	
  
•  Second	
  week:	
  
    –  Balancing	
  act	
  –	
  how	
  to	
  keep	
  the	
  non-­‐paying	
  customers	
  so	
  
       that	
  they	
  provide	
  value	
  for	
  the	
  paying	
  ones	
  
Game	
  mechanics	
  are	
  key	
  

•  S-ll,	
  gameplay	
  mapers	
  –	
  it	
  is	
  the	
  heart	
  of	
  reten-on,	
  
   referral,	
  revenue	
  
•  Gameplay	
  is	
  experienced	
  through	
  game	
  mechanics	
  
•  Game	
  Mechanics	
  are	
  	
  
    –  ‘a	
  collec-on	
  of	
  tools	
  and	
  systems	
  that	
  an	
  interac-ve	
  
       designer	
  can	
  use	
  to	
  make	
  an	
  experience	
  more	
  fun	
  and	
  
       compelling’.	
  (Amy	
  Jo	
  Kim)	
  	
  
    –  they	
  are	
  the	
  emo-onal	
  basis	
  for	
  game	
  experiences	
  
    –  what	
  makes	
  up	
  (social)	
  game	
  aesthe-cs	
  
Game	
  mechanics	
  drive	
  	
  
                 reten-on	
  &	
  revenue	
  
•  In	
  a	
  freemium	
  
   business	
  model,	
  all	
  
   ‘game	
  mechanics’	
  
   are	
  reten-on	
  
   mechanics	
  
•  ...that	
  gear	
  towards	
  
   mone-za-on,	
  by	
  
   imposing	
  in-­‐game	
  
   goals	
  that	
  become	
  
   The	
  Wall	
  
Solu-on	
  
•    Social	
  &	
  Service	
  Design	
  Contexts	
  
•    Social	
  Games	
  as	
  metrics-­‐driven	
  products	
  
•    Social	
  games’	
  aesthe-cs	
  -­‐	
  what	
  is	
  that?	
  
•    Aesthe-cs	
  vs	
  Metrics:	
  Who	
  wins?	
  
Aesthe-cs:	
  Game	
  Design	
  Context
                                        	
  
•  MDA	
  design	
  framework	
  
   (Hunicke	
  et	
  al.	
  2004):	
  	
  
    –  ‘Aesthe-cs	
  describes	
  the	
  
       desirable	
  emo-onal	
  
       responses	
  evoked	
  in	
  the	
  
       player,	
  when	
  she	
  interacts	
  
       with	
  the	
  game	
  system.’	
  
•  Swink:	
  Game	
  Feel	
  
Aesthe-cs:	
  Game	
  studies	
  context
                                         	
  
1.  Game	
  aesthe-cs	
  refers	
  to	
  the	
  sensory	
  phenomena	
  that	
  the	
  
    player	
  encounters	
  in	
  the	
  game	
  (visual,	
  aural,	
  hap-c,	
  
    embodied).	
  
2.  Game	
  aesthe-cs	
  refers	
  to	
  those	
  aspects	
  of	
  digital	
  games	
  that	
  
    are	
  shared	
  with	
  other	
  art	
  forms.	
  
3.  Game	
  aesthe-cs	
  is	
  an	
  expression	
  of	
  the	
  game	
  experienced	
  
    as	
  pleasure,	
  emo-on,	
  sociability,	
  forgiving,	
  etc	
  (with	
  
    reference	
  to	
  ”the	
  aesthe-c	
  experience”).	
  

•  Simon	
  Niedenthal,	
  Malmö	
  University:	
  ‘What	
  We	
  Talk	
  About	
  
   When	
  We	
  Talk	
  About	
  Game	
  Aesthe-cs’	
  
   hpp://www.digra.org/dl/db/09287.17350.pdf	
  
Aesthe-cs	
  of	
  Social	
  Games	
  
                                          	
  
•  =	
  look	
  &	
  feel,	
  including	
  social	
  interac-on	
  and	
  
   constraints,	
  such	
  as	
  ga-ng	
  content,	
  that	
  the	
  
   freemium	
  business	
  model	
  imposes	
  
•  Social	
  game	
  aesthe-cs	
  are	
  anchored	
  in	
  the	
  
   following	
  aspects:	
  
    –  ‘clickability’	
  
    –  crea-ng	
  &	
  acknowledging	
  social	
  proof	
  both	
  
       through	
  viral	
  &	
  gameplay	
  
    –  unlocking,	
  by	
  grinding	
  and/or	
  paying	
  	
  
Aesthe-cs	
  behind	
  the	
  Metrics
                                         	
  
Aesthe-cs	
              Metrics:	
  examples	
  
clickability	
           -me	
  per	
  session,	
  
                         funnels:	
  tutorial,	
  
                         payment,	
  ...	
  
social	
  graph	
        viral	
  feeds	
  /	
  invites	
  sent,	
  
                         friends	
  in	
  the	
  game,	
  ...	
  

unlocking	
              level	
  progression,	
  money	
  
                         spent,	
  ...	
  
Clickability	
  




http://www.flickr.com/photos/meninos_us/
Playing	
  the	
  Social	
  Graph	
  
Unlocking	
  




http://www.flickr.com/photos/meninos_us/
Solu-on	
  
•    Social	
  &	
  Service	
  Design	
  Contexts	
  
•    Social	
  Games	
  as	
  metrics-­‐driven	
  products	
  
•    Social	
  games’	
  aesthe-cs	
  -­‐	
  what	
  is	
  that?	
  
•    Aesthe-cs	
  vs	
  Metrics:	
  Who	
  wins?	
  
Gameplay	
  Aesthe-cs	
  vs	
  Metrics	
  
                                      	
  
                      We	
  fough
                                      t	
  the	
  
                      metrics	
  	
  

                     and	
  the	
  m
                                    etrics	
  
                     won!	
  
There	
  is	
  no	
  juxtaposi-on	
  




   Aesthetics need Metrics for a Winning Formula
The	
  Problem	
  Revisited	
  
•  ‘Metrics	
  are	
  people	
  too’:	
  They	
  are	
  not	
  the	
  whole	
  
   (qualita-ve)	
  truth	
  
•  Metrics	
  are	
  servants	
  to	
  your	
  ‘games	
  as	
  service’	
  
   development	
  process	
  
•  What	
  you	
  pivot	
  is	
  gameplay	
  and	
  the	
  player	
  
   (customer)	
  experience,	
  and	
  the	
  metrics	
  will	
  follow	
  
•  There	
  is	
  room	
  for	
  innova-on:	
  Create	
  aesthe-cs	
  that	
  
   force	
  you	
  to	
  reinvent	
  metrics!	
  
Thank	
  you.
                         	
  
  http://games4networks.posterous.com

http://www.facebook.com/socialgamesbook




         ajarvinen@digitalchocolate.com	
  
Welcome	
  to	
  GDC	
  Europe!
                                       	
  
•  Talk	
  -tled	
  ‘Uncovering	
  Viral	
  Mechanics’	
  at	
  
   Cologne	
  in	
  August:	
  
   –  Myths	
  about	
  virality	
  
   –  Iden-fying	
  the	
  ‘shareworthy’	
  in	
  your	
  game	
  
   –  Designing	
  viral	
  loops	
  
   –  Case	
  studies	
  &	
  various	
  examples	
  of	
  social	
  games’	
  
      viral	
  mechanics	
  
•  hpps://www.cmpevents.com/GDCE10/a.asp?
   op-on=G&V=3&id=680834	
  

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Quest for Aesthetics in a Metrics-driven Business

  • 1. The  Quest  for  Aesthe-cs  in  a   Metrics-­‐driven  Business   Games  Conven-on  Online   Leipzig,  July  9,  2010   Aki  Järvinen   Lead  Social  Designer   July  11,  2010  
  • 2. Aki  Järvinen,     Social  Game  Developer,  Ph.D   Aki Järvinen has a unique mix of experience from: Mobile game design Online & Social game design Online gambling design Board game design User experience design Business development Academic research & development Since 2009, focusing on Social Games: •  first doing contract work for startups in both in the US & Scandinavia •  from 2010, as the Lead Social Designer & Product Owner at Digital Chocolate, Sumea Studio, in Helsinki, Finland
  • 3. DChoc:  From  Mobile  to  Social  Games   http://apps.facebook.com/mmaprofighter/ http://apps.facebook.com/nanostarsiege/ http://apps.facebook.com/millionairecity/ http://apps.facebook.com/safarikingdom/
  • 4.
  • 5. The  Problem   •  The  session  -tle:  ‘How  to  get  the  player  playing’   •  Context  of  the  talk:  Social  Games  Business   Development  from  a  player  experience  perspec-ve   •  =  ‘How  to  acquire  &  retain  players  in  the  social   games  market’   •  ...  and,  according  to  the  freemium  model,  ul-mately   mone-ze  a  percentage  of  them   •  ...  while  they  have  social  fun  
  • 6. On  to  specifics   •  What  do  the  aesthe-c  aspects  of  social  games   mean  for  acquisi-on,  reten-on,  and   mone-za-on?   –  What  characterizes  ‘aesthe-cs’  of  social  games?   –  How  does  it  relate  to  common  metrics  used  to   evaluate  social  games?   –  How  can  we  employ  the  discourse  of  online   business  development  to,  actually,  talk  about   aesthe-cs?    
  • 7. What  makes  social  games  ‘tasty’?   http://www.flickr.com/photos/anitajamal/
  • 8. Solu-on   •  Social  &  Service  Design  Contexts   •  Social  Games  as  metrics-­‐driven  products   •  Social  games’  aesthe-cs  -­‐  what  is  that?   •  Aesthe-cs  vs  Metrics:  Who  wins?   •  Take-­‐away:  Metrics-­‐conscious  yet  aesthe-cs-­‐ driven  mindset  for  itera-ve  social  game   development    
  • 9. Solu-on   •  Social  &  Service  Design  Contexts   •  Social  Games  as  metrics-­‐driven  products   •  Social  games’  aesthe-cs  -­‐  what  is  that?   •  Aesthe-cs  vs  Metrics:  Who  wins?  
  • 10. Social  design   •  ‘The  gameplay  experience  ends   up  simply  being  another  point   along  that  service   chain.’  (Andrew  Meyer)   •  Social  design  is  the  concep-on,   planning,  and  produc-on  of   web  sites  and  applica-ons  that   support  social  interac-on. (Joshua  Porter)   10
  • 11. Service  Design   •  ‘A  service  is  a  chain  of  ac-vi-es  that  form  a   process  and  have  value  for  the  end  user.’     (Dan  Saffer)   •  service  design  focuses  on  context,  i.e.  ‘the   en-re  system  of  use’.   •  and  the  context  for  social  games  is...?   11
  • 12. _The_  Context   Gameplay   12
  • 13. ‘Social  games’  defined  ≈   Online  games  that  adapt  your  online   friendship  -es  for  play  purposes,  while   accommoda-ng  your  daily  rou-nes   13
  • 14. Solu-on   •  Social  &  Service  Design  Contexts   •  Social  Games  as  metrics-­‐driven  products   •  Social  games’  aesthe-cs  -­‐  what  is  that?   •  Aesthe-cs  vs  Metrics:  Who  wins?  
  • 15. Metrics  vs  Aesthe-cs   Mr Metric Mr Aesthetic
  • 16. Metrics-­‐driven  vs.  Visionary  design   •  ‘Consul0ng  metrics  is  no  different  than  consul0ng   focus  groups,  only  on  a  much  larger  scale,  and  with   infinitely  more  frequency  and  granularity.  They  can   tell  you  if  a  design  choice  works  or  not.     [...]   no  feature  goes  into  any  game  unless  there's  a   business  objec0ve  it  sa0sfies,  be  it  increased   engagement,  virality,  immersion.‘     –  Chris  Pasley,  ex-­‐director  of  Kongregate  [reference]  
  • 17. Metrics  vs  Aesthe-cs   Mr Metric Mr Aesthetic
  • 18. Pivo-ng  your  product   •  Dave  McClure’s  AARRR  ‘pirate’  metrics  for  startups:   [link]   –  Acquisi-on   –  Ac-va-on   –  Reten-on   –  Referral   –  Revenue   •  Metrics  are  about  customer  development  &  product-­‐ market  fit   •  Lean  startups  combine  agile  development  methods   with  customer  insights  from  metrics    
  • 19. Metrics’  quali-es   •  Ac-onable   –  inform  design/development  solu-ons  immediately   –  note  the  difference  to,  e.g.,  academic  research   •  Accessible   –  understand  what  they  really  measure   •  Auditable     –  ‘metrics  are  people  too’  (Eric  Ries)   –  i.e.  the  qualita-ve  dilemma:  can  we  validate  that  players   really  did  what  the  metrics  claimed  they  did?  
  • 20. Key  business  metrics   •  Acquisi-on  &  Referral  metrics:   “Key metrics are 1 day, 3 day, 7 day –  DAU  –  Dailyac-ve  users   retention, then long term retention. 1 day retention target is 30-60%, less –  DVU  –  Daily  viral  users   than 30% and you may not have a –  k  –  viral  coefficient   fixable game.” – from Social Gaming Summit 2010 roundtable •  Ac-va-on  metrics:   –  in-­‐game  behavior:  gameplay,  -me  spent,  virtual  economy,  viral  ac-vity   •  Reten-on  metrics:   –  DAU  –  Daily  ac-ve  users   –  DAU/WAU  –  ra-o  of  daily/weekly  players   –  DAU/MAU  –  The  ‘s-cky  factor’,  long  term  reten-on   •  Mone-za-on  metrics:   –  ARPU  –  Average  revenue  per  user   20 –  ARPPU  –  Average  revenue  per  paying  user  
  • 21. Metrics  &  Marke-ng  driven   •  To  get  to  1  million  DAUs  =  $2-­‐3  million  marke-ng   budget,  es-mates  RockYou's  Jia  Shen.   •  Do  the  math:  $2M/360  ≈  $5,5k  marke-ng  spend  per   day   •  Bopom  line:  In  today’s  Facebook,  viral  and  game   quality  only  goes  so  far   –  viral,  cross-­‐promo-on,  and  marke-ng  contribute  roughly   1/3  each  to  number  of  users  acquired     –  one  can  buy  players  for  any  app  through  marke-ng   –  and  earn  players  through  the  cross-­‐promo-on  leverage   from  a  hit   21
  • 22. Acquisi-on  &  Ac-va-on  processes   •  Viral  –  persuading  via  social  proof   •  Cross-­‐promo-on  –  persuading  your  exis-ng   customers  to  spend  more  -me  with  you   •  Adver-sing  –  persuading  those  are  seeking  social   entertainment  to  click  on  your  ad   •  Each  account  for  roughly  1/3  of  new  customer   acquisi-on  
  • 23. Viral  is  Social  Proof  ignored   http://www.flickr.com/photos/designdamage/
  • 24. Customer  Journey  through   Gameplay   •  First  week:   –  Completes  the  tutorial:  ‘First  five  minutes’  [ Gamasutra  Feature]   –  Leveling  structure  as  mo-va-on  &  reten-on  mechanic   –  Hits  The  Wall  –  the  -pping  point  for  mone-za-on;   ‘crea-ng  a  problem  and  selling  back  the  solu-on’   –  80%  of  players  stay  if  you  manage  to  retain  them  for  the   first  week  (Mixpanel)   •  Second  week:   –  Balancing  act  –  how  to  keep  the  non-­‐paying  customers  so   that  they  provide  value  for  the  paying  ones  
  • 25. Game  mechanics  are  key   •  S-ll,  gameplay  mapers  –  it  is  the  heart  of  reten-on,   referral,  revenue   •  Gameplay  is  experienced  through  game  mechanics   •  Game  Mechanics  are     –  ‘a  collec-on  of  tools  and  systems  that  an  interac-ve   designer  can  use  to  make  an  experience  more  fun  and   compelling’.  (Amy  Jo  Kim)     –  they  are  the  emo-onal  basis  for  game  experiences   –  what  makes  up  (social)  game  aesthe-cs  
  • 26.
  • 27.
  • 28. Game  mechanics  drive     reten-on  &  revenue   •  In  a  freemium   business  model,  all   ‘game  mechanics’   are  reten-on   mechanics   •  ...that  gear  towards   mone-za-on,  by   imposing  in-­‐game   goals  that  become   The  Wall  
  • 29. Solu-on   •  Social  &  Service  Design  Contexts   •  Social  Games  as  metrics-­‐driven  products   •  Social  games’  aesthe-cs  -­‐  what  is  that?   •  Aesthe-cs  vs  Metrics:  Who  wins?  
  • 30. Aesthe-cs:  Game  Design  Context   •  MDA  design  framework   (Hunicke  et  al.  2004):     –  ‘Aesthe-cs  describes  the   desirable  emo-onal   responses  evoked  in  the   player,  when  she  interacts   with  the  game  system.’   •  Swink:  Game  Feel  
  • 31. Aesthe-cs:  Game  studies  context   1.  Game  aesthe-cs  refers  to  the  sensory  phenomena  that  the   player  encounters  in  the  game  (visual,  aural,  hap-c,   embodied).   2.  Game  aesthe-cs  refers  to  those  aspects  of  digital  games  that   are  shared  with  other  art  forms.   3.  Game  aesthe-cs  is  an  expression  of  the  game  experienced   as  pleasure,  emo-on,  sociability,  forgiving,  etc  (with   reference  to  ”the  aesthe-c  experience”).   •  Simon  Niedenthal,  Malmö  University:  ‘What  We  Talk  About   When  We  Talk  About  Game  Aesthe-cs’   hpp://www.digra.org/dl/db/09287.17350.pdf  
  • 32. Aesthe-cs  of  Social  Games     •  =  look  &  feel,  including  social  interac-on  and   constraints,  such  as  ga-ng  content,  that  the   freemium  business  model  imposes   •  Social  game  aesthe-cs  are  anchored  in  the   following  aspects:   –  ‘clickability’   –  crea-ng  &  acknowledging  social  proof  both   through  viral  &  gameplay   –  unlocking,  by  grinding  and/or  paying    
  • 33. Aesthe-cs  behind  the  Metrics   Aesthe-cs   Metrics:  examples   clickability   -me  per  session,   funnels:  tutorial,   payment,  ...   social  graph   viral  feeds  /  invites  sent,   friends  in  the  game,  ...   unlocking   level  progression,  money   spent,  ...  
  • 37. Solu-on   •  Social  &  Service  Design  Contexts   •  Social  Games  as  metrics-­‐driven  products   •  Social  games’  aesthe-cs  -­‐  what  is  that?   •  Aesthe-cs  vs  Metrics:  Who  wins?  
  • 38. Gameplay  Aesthe-cs  vs  Metrics     We  fough t  the   metrics     and  the  m etrics   won!  
  • 39. There  is  no  juxtaposi-on   Aesthetics need Metrics for a Winning Formula
  • 40. The  Problem  Revisited   •  ‘Metrics  are  people  too’:  They  are  not  the  whole   (qualita-ve)  truth   •  Metrics  are  servants  to  your  ‘games  as  service’   development  process   •  What  you  pivot  is  gameplay  and  the  player   (customer)  experience,  and  the  metrics  will  follow   •  There  is  room  for  innova-on:  Create  aesthe-cs  that   force  you  to  reinvent  metrics!  
  • 41. Thank  you.   http://games4networks.posterous.com http://www.facebook.com/socialgamesbook ajarvinen@digitalchocolate.com  
  • 42. Welcome  to  GDC  Europe!   •  Talk  -tled  ‘Uncovering  Viral  Mechanics’  at   Cologne  in  August:   –  Myths  about  virality   –  Iden-fying  the  ‘shareworthy’  in  your  game   –  Designing  viral  loops   –  Case  studies  &  various  examples  of  social  games’   viral  mechanics   •  hpps://www.cmpevents.com/GDCE10/a.asp? op-on=G&V=3&id=680834