3. Methodology of data centric approach
Japanese Methodology & Principle buzzword:
Kaizen
Just-in-time principle
4. Good at Math Bad at Math
Opposite of Good at Math is not good at Literature or Creativity
Data-Centric # Limitation of Creativity
Methodology of data centric approach
5. What is data ?
Is this the “data” we looking for ?
6. Option A
Option B
We still need a good game to start with
Data-centric: Disclaimer
7. Profit = ( Revenue per User – Cost per User ) X Number of User
Number of User
Acquisition
Revenue per User
Retention
Monetization
Life Time Value
Unit Economy
8. Acquisition – User funnels
Everyone
Internet user
Gamer
Platform user base
Target Segment
Ads Awareness
Interest
Desire
Action
Registration
Download client
Chose character
Tutorial
Play
Stay
Regular player
Payer
Regular payer
…….
9. K-factor measurement needs reliable viral mechanic.
Viral is becoming less and less effective.
Acquisition – Viral K-factor
10. Profit = ( Revenue per User – Cost per User ) X Number of User
Number of User
Acquisition
Revenue per User
Retention
Monetization
Life Time Value
Unit Economy
11. Let’s have a look at how new users stay in our games.
Retention
12. Normalization chart for user retention over 1 month on daily basis.
=
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
70.00%
80.00%
90.00%
100.00%
0 2 4 6 8 10 12 14 16 18 20 22 24 26 28
28-02-12
27-02-12
26-02-12
25-02-12
24-02-12
23-02-12
Percentage of staying user/total user
Date
Retention
13. Normalization chart for user retention over 1 month.
How do we keep user ?
How did they leave ?
40945
14,318
6,883
0
5000
10000
15000
20000
25000
30000
35000
40000
45000
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29
Staying User
Staying user
Retention
14. Begging the players: “Don’t leave me, I can change for you” ?
Retention
15. Lock them up ?
Any better idea ?
Let’s stay by asking ourself: “Why do users stay ?”
Retention
16. User retention at a closer look.
How users funnel into your game.
How do you impress your player.
“Don’t make me think” - KISS (Keep It Stupidly Simple).
How can user understand “core design”.
Do you have Retention Features in your game cycle.
What is your Retention Feature KPIs.
1st Login to 2nd Login.
Define your Hardcore/Reg user.
……
Retention
17. Profit = ( Revenue per User – Cost per User ) X Number of User
Number of User
Acquisition
Revenue per User
Retention
Monetization
Life Time Value
Unit Economy
18. How we frequently look at the most important part of our business:
ARPU : Average Revenue Per User
ARPPU : Average Revenue Per Paying User
DARPU : Daily Average Revenue Per Paying User
MARPU : Monthly Average Revenue Per Paying User
Conversion Rate.
Paying User Rate.
Sale charts.
Is that all ?
Can we do better ?
Why do user pay ?
Monetization
19. Profit = ( Revenue per User – Cost per User ) X Number of User
Number of User
Acquisition
Revenue per User
Retention
Monetization
Life Time Value
Unit Economy
20. Life Time Value = Total Revenue you get from 1 user until they cease
to be your user.
Profit = (Cost per User – Life Time Value) X Number of User.
Most reliable Life Time Value is historical data.
Historical data = history, you need some way to predict, or project
your Life Time Value
2 most simple Life Time Value Models on Cohort basis:
LTV = ARPPU x Paying Rate x User Life Time = ARPU X User Life Time
LTV = ARPPU x Paying User x Paying User Life Time
Life Time Value
21. Normalization chart for user retention over 1 month.
40945
14,318
6,883
0
5000
10000
15000
20000
25000
30000
35000
40000
45000
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29
Staying User
Staying user
Life Time Value – User Life Time
22. Life Time Value – User Life Time
Projecting object lifetime is an old problem.
24. Segmentation criteria
Daily cohort basis.
Marketing Campaign basis.
User source.
User behavior.
User Demographic.
Life Time Value - Segmentation
25. Banner A new users: 1,000
Banner A cost: 500$
Banner B new users: 5,000
Banner B cost: 1,000$
Banner C new users: 500
Banner C cost: 500$
Total new user: 6,500
Total banner cost: 2,000$
Banner A user LTV: 1$
Banner A LTV: 1,000$
Banner A Profit: 500$
Banner B user LTV: 0.1$
Banner B LTV: 500$
Banner B Profit: -500$
Banner C user LTV: 3$
Banner C LTV: 1,500$
Banner C Profit: 1,000$
Life Time Value - Segmentation
26. Profit = ( Revenue per User – Cost per User ) X Number of Users
Number of Users
Acquisition
Revenue per User
Retention
Monetization
Life Time Value
Unit Economy