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1
Modeling of players activity
June 20th, 2013
Michel Pierfitte
Director of Game Analytics Research
2
Lifetime Retention
Day 0 1 2 3 n
Game Bus
a cohort gets
in the bus
Metaphor
Lifetime = time spent in the bus, Retention = % of remaining users at each stop
• Lifetime is a random variable, X = last active time - first active time
• Retention(t) = Pr(X > t), probability of lifetime greater than t
3
Lifetime Retention
typical lifetime retention curves of non-paying and payers
negligible
drop-off
significant
drop-off
50% on average
KPI : first day drop-off (50% on average)
4
Lifetime Retention model
?
horizon
Life to date operation of the game modeling retention curves
R(t) = 1 – d * t1/α
t
parameters d and α are found with estimation techniques
• The area under the retention curve is the average lifetime
• KPI : quality of retention Q = log(area)
5
Lifetime Retention benchmark
Web
Mobile
Facebook
HD Online Multiplayer
6 13 months
5 5 months
4 55 days
3 20 days
2 7.4 days
1 2.7 days
0 1 day
Q average lifetime
Criteria for launch : Q ≥ 3 (black line)
6
First day quitters in a mobile game
ZOOM in the first day of the lifetime retention
Decomposition of the 21% drop
• 3% leave within the first 15 seconds
• 4% leave during the next 4 minutes
• 14% leave during the remaining 24 hours
• A lot of variation between games
• Can help designers to understand why
users leave
7
Playtime Retention
• Users with same playtime can
have a very different lifetime,
depending on the intensity
and the frequency of play
• Example : hardcore user
10 h / day on average !
Lifetime view
Playtime view
activity event
• Playtime is a random variable, X = total active time of a user
• Retention(t) = Pr(X > t ∣ lifetime > 1), probability of playtime greater than t
for users with lifetime > 1
8
Playtime Retention of a F2P game
non-paying payers
• We only consider users with a lifetime > 1
day, complementary to first day drop-off
• Impossible to read on a linear time scale
• Playtime follows approximately a log-
normal distribution
KPI : median playtime
9
Population #1 : 39%, mode 0.8 h
Population #2 : 21%, mode 11.7 h
Population #3 : 40%, mode 21.9 h
Playtime Retention of a
HD single player game of 20h
• Modeling of the playtime retention by a
mixture of 3 population with log-normal
playtime distributions
• Automated resolution using excel solver
• Gives information to perform classification of
users (supervised learning)
mode #1 mode #2 mode #3
10
Revenues
from June 4th, 2012 to June 3th, 2013
quickly
stabilized
growth
RpU = CR * AP * PF
Revenue
per User
Conversion
Rate
Average
Payment
Purchasing
Frequency
= * *
= * *
11
quick
start
slow
start
achieve potential
Purchasing Frequency (PF)
• Trend is known in 5 days
of observation
• Potential PF is predicted
by a model based on the
current known value
• Can’t predict wether the
potential will be achieved
• When the curve turns
sharply, most of the time
it’s because of poor
retention of payers
= current value
12
Probability of Purchase
probability of 1st purchasing day = CR
KPI : probability of 2nd purchasing day
• Spiral of probability of (re)purchase : 30 days dial
representation
• Each probability point is the % of payers relative to
the previous point
• The interval between two points is the median time
• The probability to purchase increases
with each purchase
• 1st & 2nd purchases are critical to success
13
Purchasing Days
KPI : percentage of one-shots
one-shots (single purchasing day)
14
Progression
• Ideal case: flat histogram (constant acquisition
of users who keep leveling up)
• Outsanding bars signal levels where users quit
the most
• Main reasons to quit (based on experience) :
 unpredictable time interval between levels
 peak of difficulty in the gameplay
 boredom
• Very often the CR reaches 100% for high levels :
this is a symptom of efficient monetization
hooks
KPI : no outstanding bars in the
histogram of levels
15
Summary of KPIs
• first day drop-off
• Q : quality of lifetime retention
• median playtime
• RpU : revenue per user
• CR : conversion rate
• AP : average payment
• PF : purchasing frequency
• probability of 2nd purchasing day
• percentage of one-shots
• outstanding bars in the histogram of levels
16
Thank you
for your attention

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Modeling of players activity by Michel pierfitte, Director of Game Analytics Research at Ubisoft

  • 1. 1 Modeling of players activity June 20th, 2013 Michel Pierfitte Director of Game Analytics Research
  • 2. 2 Lifetime Retention Day 0 1 2 3 n Game Bus a cohort gets in the bus Metaphor Lifetime = time spent in the bus, Retention = % of remaining users at each stop • Lifetime is a random variable, X = last active time - first active time • Retention(t) = Pr(X > t), probability of lifetime greater than t
  • 3. 3 Lifetime Retention typical lifetime retention curves of non-paying and payers negligible drop-off significant drop-off 50% on average KPI : first day drop-off (50% on average)
  • 4. 4 Lifetime Retention model ? horizon Life to date operation of the game modeling retention curves R(t) = 1 – d * t1/α t parameters d and α are found with estimation techniques • The area under the retention curve is the average lifetime • KPI : quality of retention Q = log(area)
  • 5. 5 Lifetime Retention benchmark Web Mobile Facebook HD Online Multiplayer 6 13 months 5 5 months 4 55 days 3 20 days 2 7.4 days 1 2.7 days 0 1 day Q average lifetime Criteria for launch : Q ≥ 3 (black line)
  • 6. 6 First day quitters in a mobile game ZOOM in the first day of the lifetime retention Decomposition of the 21% drop • 3% leave within the first 15 seconds • 4% leave during the next 4 minutes • 14% leave during the remaining 24 hours • A lot of variation between games • Can help designers to understand why users leave
  • 7. 7 Playtime Retention • Users with same playtime can have a very different lifetime, depending on the intensity and the frequency of play • Example : hardcore user 10 h / day on average ! Lifetime view Playtime view activity event • Playtime is a random variable, X = total active time of a user • Retention(t) = Pr(X > t ∣ lifetime > 1), probability of playtime greater than t for users with lifetime > 1
  • 8. 8 Playtime Retention of a F2P game non-paying payers • We only consider users with a lifetime > 1 day, complementary to first day drop-off • Impossible to read on a linear time scale • Playtime follows approximately a log- normal distribution KPI : median playtime
  • 9. 9 Population #1 : 39%, mode 0.8 h Population #2 : 21%, mode 11.7 h Population #3 : 40%, mode 21.9 h Playtime Retention of a HD single player game of 20h • Modeling of the playtime retention by a mixture of 3 population with log-normal playtime distributions • Automated resolution using excel solver • Gives information to perform classification of users (supervised learning) mode #1 mode #2 mode #3
  • 10. 10 Revenues from June 4th, 2012 to June 3th, 2013 quickly stabilized growth RpU = CR * AP * PF Revenue per User Conversion Rate Average Payment Purchasing Frequency = * * = * *
  • 11. 11 quick start slow start achieve potential Purchasing Frequency (PF) • Trend is known in 5 days of observation • Potential PF is predicted by a model based on the current known value • Can’t predict wether the potential will be achieved • When the curve turns sharply, most of the time it’s because of poor retention of payers = current value
  • 12. 12 Probability of Purchase probability of 1st purchasing day = CR KPI : probability of 2nd purchasing day • Spiral of probability of (re)purchase : 30 days dial representation • Each probability point is the % of payers relative to the previous point • The interval between two points is the median time • The probability to purchase increases with each purchase • 1st & 2nd purchases are critical to success
  • 13. 13 Purchasing Days KPI : percentage of one-shots one-shots (single purchasing day)
  • 14. 14 Progression • Ideal case: flat histogram (constant acquisition of users who keep leveling up) • Outsanding bars signal levels where users quit the most • Main reasons to quit (based on experience) :  unpredictable time interval between levels  peak of difficulty in the gameplay  boredom • Very often the CR reaches 100% for high levels : this is a symptom of efficient monetization hooks KPI : no outstanding bars in the histogram of levels
  • 15. 15 Summary of KPIs • first day drop-off • Q : quality of lifetime retention • median playtime • RpU : revenue per user • CR : conversion rate • AP : average payment • PF : purchasing frequency • probability of 2nd purchasing day • percentage of one-shots • outstanding bars in the histogram of levels