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A live game operations company
Live Game Ops Academy: User Engagement
Thom Robbins (@trobbins)
thomas@playfab.com
@playfabnetwork
Welcome to the Live Game Ops Academy
Everyone who attended all three introductory sessions receives the
PlayFab Live Game Ops 101 Certificate by email!
10/27/2015 1
Beta testers needed!
Live Game Ops Academy 101 Certificate (beta)
We are finalizing a public release of the certificate and need
beta testers help!
Contact: thomas@playfab.com for more information
Live Game Ops Academy: User Engagement
User
engagement
is an
assessment of
an individual's
response to
some type of
offering
10/27/2015 2
Customer engagement cycle
Awareness: Basic branding and positioning of your
game. You can’t progress people through the cycle
before they’ve even heard of you.
Acquisition: I’ve always thought of this as getting
someone into your game. It’s a major step, but it’s
not yet profitable.
Satisfaction: Satisfaction is simply the foundation,
and the minimum requirement, for a continuing
relationship with your player.
Conversion: This one is simply defined as making a
sale. It may or may not be a profitable, but it’s still a
significant stage in the cycle.
Retention: We get them to shop with us again.
Excellent! Repeat sales tend to be more profitable
and almost certainly have lower marketing costs than
first purchases.
Referral: Getting players to engage their friends
10/27/2015 3
Measuring user engagement
An individual's degree of engagement may be determined directly through interaction or may be assessed through observation
of the user's behaviors.
• DAU, WAU and MAU. These abbreviations stand for Daily-, Weekly-, and Monthly Active Users respectively. It shows the
unique amount of users within a given amount of time.
• New users (downloads) are the people that just downloaded an app and have used it for the first time.
• Time in app means the total amount of minutes users spend using your app in a given time period.
• Uninstalls are an important sign of your app’s performance.
• Feature usage indicates if your app is used to its full potential.
• LTV stands for Lifetime (Customer) Value and is defined as the total value of an app user over the app’s or user’s lifetime
• Retention is defined as the percentage of users that use your app again in a given time period after they have downloaded
and launched it for the first time.
• Session length indicates the number of minutes a user spends using the app per interaction.
• Recency reflects how much time expires between two sessions.
• Reviews are a valuable resource to uncover explicit thoughts of users.
• Conversion tracking is a good way of keeping track of what users are doing.
• eCPM is a fundamental metric for apps that are monetized through showing ads.
• ARPU means Average Revenue Per User and is ideal to measure whether your updates are having a positive effect on users’
spending.
10/27/2015 4
Design patterns for 1st time users
• Visual story telling – avoid long
explanations and complexity
• Visual Cues – The power of three
• Tutorials – Onboard as easy as possible
• Reward schedule – “You can’t
over-reward the player in the first ten minutes” Sid Meier, designer of
the game Civilization
10/27/2015 5
Design patterns for a community
• Social feedback (sharing milestones) – Make sharing easy (thank you,
voting, likes and re-tweets)
• Reputation – Enables social status
• Connect community site into game
• (idea) Gated trial – Form a team to get started
10/27/2015 6
Best practices: Pre-launch
• Recommend 4+ weeks in multiple countries
• Test and tune First Time User Experience (FTUE),
economy, monetization, and messaging
• Make this time valuable and actionable
• Set KPI benchmarks (Red, Yellow, Green)
• Identify key experiments (balance, pricing, UI, etc.)
• Setup reporting tools and framework
• After soft launch, revise load testing based on observed
play patterns
10/27/2015 7
Best practices: Onboarding
• Interactive tutorial that quickly exposes best features/play
• Let them play: minimize reading, number of clicks, or forced actions
• Shower with reward and delight during
onboarding
• Don’t force non-core features into the FTUE,
additional lessons can surface when needed
• Include store/purchase tutorial
• Incentivize tutorial completion and immediate
follow-on play
• Allow returning or experienced players to skip
10/27/2015 8
Best practices: Content updates
• 60-90 days of content at launch
• Aim for 4-6 week update cadence after launch
• Roadmap at least one year of content
• Monitor progress and churn to determine correct rate of content
release
• Show content and depth: coming soon, NEW, etc.
• Message updates heavily
• Big updates and new features can get featured placement with publishing partners
• Message client updates in-app and via push with incentive for users to update
(>60% will update within 2 weeks)
• After two weeks, force update
• Make sure servers can support multiple clients simultaneously
10/27/2015 9
Best practices: Long term players
10/27/2015 10
• Design enough long-term content and evergreen play
loops
to keep veterans and spenders engaged
• PvP
• Leaderboards & Tourneys
• World/Saga maps
• Crafting, collecting, breeding
• Evergreen meta game allows value from replaying core
content
• Veterans can be 50%+ of spend, must keep them playing
• Introduce monetization components to elder game modes
Best practices: User Tracking
Guest Mode
• Don’t force login before users experience the game
• Can increase first session start by 90%
Login
• Incentivize social login
• Never force social login before users experience core fun
Cross-Device Saved State
• Ideally, fully-synchronous with server
• Use platforms’ tools for saved game state
• Purchases, inventory, level-data, friends, etc. should all come with.
• Requires persistent server-side player accounts
10/27/2015 11
Best practices: Communication – Push
Permission
• Wait until after a moment of
in-game delight
• Use pre-permission interstitial to
qualify receptive users
• Make a clear value prop relative
to recent in-game experience
10/27/2015 12
Best practices: Communication – Push
10/27/2015 13
Game-Generated
• Allows for automatic, customized
re-engagement
• Transactional events:
• Energy refill
• Build complete
• Freebie available
• Social events:
• Turn notification
• PvP challenges, etc
• Leaderboard position changes
• Gift send/receive
• Prioritize and group PMs to avoid spamming
• Create auto-campaign for lapsed users with
progressive incentives (3, 7, 14, 30 days lapsed)
• Monitor CTR and adjust cadence/content
• Messages triggered by user behavior and
including friend’s name have higher CTR
Communication – Push
Custom
• Notify users of important game
changes and events
• Sales & Promotions
• Updates and new content
• Re-activation campaigns
10/27/2015 14
Communication – Email
• Supplements other out-of app channels (Push, Facebook)
• Good for re-engagement and announcements:
• User-to-user invites
• Lapsed user campaigns
• Transactional receipts
• Marketing notifications
• Include incentive offers whenever possible to improve CTR
• Obtain email permission and address via FB
• Monitor CTR to optimize cadence and content
• Use deep link vanity URLs so email links can open directly
into app
10/27/2015 15
Best practices: Badges & Switching
Badges (Apple)
• Icon counters that notify users of outstanding push notes
• Indicate in-game what incremented counter
• Cap counter at 5-10 to avoid overwhelming users
Fast App Switching
• Game should NOT reload when user gets a call, text, email, etc. and leaves app briefly
• If you must reload, welcome user back and let them know you had to reload
• Return to exact gameplay state as when they left
10/27/2015 16
Best practices: Communication – In-Game
Several formats:
• Interstitials/Overlays
• Banners
• Heads-Up Display (HUD) indicators
• Custom display zones (in-store, etc.)
Deep link interstitials and banners directly to offers/purchase
Time interstitials at launch and between key transitions/loading
moments
• Loading/launch good for game issues, updates, or big promotions
10/27/2015 17
Best practices: Events
Timed Events
• 7-14 day events with deep incentives
• Clearly surface details about event before and
during
• Include unique rewards only available during event
• Make winning hard (target 15-20% for top rewards)
• All users should have access
• Repeat purchases or event-specific currency can
help drive spend
10/27/2015 18
Best practices: Events
10/27/2015 19
Quests
• Help direct gameplay toward desired activities, improve mid-term
engagement
• Tutorializes gameplay and incentivizes engagement with key play elements
• Use interstitials, HUD, and counters to surface quests
• Timed or multi-step quests can improve retention and monetization between
content updates
• Make rewards meaningful and clearly surface them
Best practices: Events
Achievements & Collections
• Rewards engagement with core loop
• Mastery encourages replay
• Don’t bury achievements, surface and celebrate them
• Consider tiering to make achievements repeatable at increased difficulty/reward
• Adding new achievements/collections on a regular basis increases elder game
engagement
• Adding premium-only elements to some achievements can increase conversion
10/27/2015 20
Best practices: Events
Return Mechanics
• Fun, but brief, daily bonus event
• Login rewards are boring, make it fun
• Include purchase options:
• Extra plays
• Better rewards
• Press your luck
• Etc.
• Optimal cadence may not be daily (could be every few hours)
• Include Push Note when new bonus attempt is available
10/27/2015 21
Best practices: Customer Support
• Proactively message planned or significant outages
• Have tools to provide entitlements for problems
• Use forums and social channels to provide direct
communication with users and community managers
• Expose CS email address in-game
10/27/2015 22
Additional Resources
Getting started with Live game
operations E-book
http://bit.ly/playfabebook
Live Game Operations Resource
Center
http://bit.ly/playfabresources
10/27/2015 23
Welcome to the Live Game Ops Academy
Everyone who attended all three introductory sessions receives the
PlayFab Live Game Ops 101 Certificate by email!
10/27/2015 24
Beta testers needed!
Live Game Ops Academy 101 Certificate (beta)
We are finalizing a public release of the certificate and need
beta testers help!
Contact: thomas@playfab.com for more information
Live Ops Training: User Engagement
For more information: http://www.playfab.com
Twitter: @playfabnetwork
Facebook: https://www.facebook.com/playfabnetwork
10/27/2015 25

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Live game ops academy: User engagement

  • 1. A live game operations company Live Game Ops Academy: User Engagement Thom Robbins (@trobbins) thomas@playfab.com @playfabnetwork
  • 2. Welcome to the Live Game Ops Academy Everyone who attended all three introductory sessions receives the PlayFab Live Game Ops 101 Certificate by email! 10/27/2015 1 Beta testers needed! Live Game Ops Academy 101 Certificate (beta) We are finalizing a public release of the certificate and need beta testers help! Contact: thomas@playfab.com for more information
  • 3. Live Game Ops Academy: User Engagement User engagement is an assessment of an individual's response to some type of offering 10/27/2015 2
  • 4. Customer engagement cycle Awareness: Basic branding and positioning of your game. You can’t progress people through the cycle before they’ve even heard of you. Acquisition: I’ve always thought of this as getting someone into your game. It’s a major step, but it’s not yet profitable. Satisfaction: Satisfaction is simply the foundation, and the minimum requirement, for a continuing relationship with your player. Conversion: This one is simply defined as making a sale. It may or may not be a profitable, but it’s still a significant stage in the cycle. Retention: We get them to shop with us again. Excellent! Repeat sales tend to be more profitable and almost certainly have lower marketing costs than first purchases. Referral: Getting players to engage their friends 10/27/2015 3
  • 5. Measuring user engagement An individual's degree of engagement may be determined directly through interaction or may be assessed through observation of the user's behaviors. • DAU, WAU and MAU. These abbreviations stand for Daily-, Weekly-, and Monthly Active Users respectively. It shows the unique amount of users within a given amount of time. • New users (downloads) are the people that just downloaded an app and have used it for the first time. • Time in app means the total amount of minutes users spend using your app in a given time period. • Uninstalls are an important sign of your app’s performance. • Feature usage indicates if your app is used to its full potential. • LTV stands for Lifetime (Customer) Value and is defined as the total value of an app user over the app’s or user’s lifetime • Retention is defined as the percentage of users that use your app again in a given time period after they have downloaded and launched it for the first time. • Session length indicates the number of minutes a user spends using the app per interaction. • Recency reflects how much time expires between two sessions. • Reviews are a valuable resource to uncover explicit thoughts of users. • Conversion tracking is a good way of keeping track of what users are doing. • eCPM is a fundamental metric for apps that are monetized through showing ads. • ARPU means Average Revenue Per User and is ideal to measure whether your updates are having a positive effect on users’ spending. 10/27/2015 4
  • 6. Design patterns for 1st time users • Visual story telling – avoid long explanations and complexity • Visual Cues – The power of three • Tutorials – Onboard as easy as possible • Reward schedule – “You can’t over-reward the player in the first ten minutes” Sid Meier, designer of the game Civilization 10/27/2015 5
  • 7. Design patterns for a community • Social feedback (sharing milestones) – Make sharing easy (thank you, voting, likes and re-tweets) • Reputation – Enables social status • Connect community site into game • (idea) Gated trial – Form a team to get started 10/27/2015 6
  • 8. Best practices: Pre-launch • Recommend 4+ weeks in multiple countries • Test and tune First Time User Experience (FTUE), economy, monetization, and messaging • Make this time valuable and actionable • Set KPI benchmarks (Red, Yellow, Green) • Identify key experiments (balance, pricing, UI, etc.) • Setup reporting tools and framework • After soft launch, revise load testing based on observed play patterns 10/27/2015 7
  • 9. Best practices: Onboarding • Interactive tutorial that quickly exposes best features/play • Let them play: minimize reading, number of clicks, or forced actions • Shower with reward and delight during onboarding • Don’t force non-core features into the FTUE, additional lessons can surface when needed • Include store/purchase tutorial • Incentivize tutorial completion and immediate follow-on play • Allow returning or experienced players to skip 10/27/2015 8
  • 10. Best practices: Content updates • 60-90 days of content at launch • Aim for 4-6 week update cadence after launch • Roadmap at least one year of content • Monitor progress and churn to determine correct rate of content release • Show content and depth: coming soon, NEW, etc. • Message updates heavily • Big updates and new features can get featured placement with publishing partners • Message client updates in-app and via push with incentive for users to update (>60% will update within 2 weeks) • After two weeks, force update • Make sure servers can support multiple clients simultaneously 10/27/2015 9
  • 11. Best practices: Long term players 10/27/2015 10 • Design enough long-term content and evergreen play loops to keep veterans and spenders engaged • PvP • Leaderboards & Tourneys • World/Saga maps • Crafting, collecting, breeding • Evergreen meta game allows value from replaying core content • Veterans can be 50%+ of spend, must keep them playing • Introduce monetization components to elder game modes
  • 12. Best practices: User Tracking Guest Mode • Don’t force login before users experience the game • Can increase first session start by 90% Login • Incentivize social login • Never force social login before users experience core fun Cross-Device Saved State • Ideally, fully-synchronous with server • Use platforms’ tools for saved game state • Purchases, inventory, level-data, friends, etc. should all come with. • Requires persistent server-side player accounts 10/27/2015 11
  • 13. Best practices: Communication – Push Permission • Wait until after a moment of in-game delight • Use pre-permission interstitial to qualify receptive users • Make a clear value prop relative to recent in-game experience 10/27/2015 12
  • 14. Best practices: Communication – Push 10/27/2015 13 Game-Generated • Allows for automatic, customized re-engagement • Transactional events: • Energy refill • Build complete • Freebie available • Social events: • Turn notification • PvP challenges, etc • Leaderboard position changes • Gift send/receive • Prioritize and group PMs to avoid spamming • Create auto-campaign for lapsed users with progressive incentives (3, 7, 14, 30 days lapsed) • Monitor CTR and adjust cadence/content • Messages triggered by user behavior and including friend’s name have higher CTR
  • 15. Communication – Push Custom • Notify users of important game changes and events • Sales & Promotions • Updates and new content • Re-activation campaigns 10/27/2015 14
  • 16. Communication – Email • Supplements other out-of app channels (Push, Facebook) • Good for re-engagement and announcements: • User-to-user invites • Lapsed user campaigns • Transactional receipts • Marketing notifications • Include incentive offers whenever possible to improve CTR • Obtain email permission and address via FB • Monitor CTR to optimize cadence and content • Use deep link vanity URLs so email links can open directly into app 10/27/2015 15
  • 17. Best practices: Badges & Switching Badges (Apple) • Icon counters that notify users of outstanding push notes • Indicate in-game what incremented counter • Cap counter at 5-10 to avoid overwhelming users Fast App Switching • Game should NOT reload when user gets a call, text, email, etc. and leaves app briefly • If you must reload, welcome user back and let them know you had to reload • Return to exact gameplay state as when they left 10/27/2015 16
  • 18. Best practices: Communication – In-Game Several formats: • Interstitials/Overlays • Banners • Heads-Up Display (HUD) indicators • Custom display zones (in-store, etc.) Deep link interstitials and banners directly to offers/purchase Time interstitials at launch and between key transitions/loading moments • Loading/launch good for game issues, updates, or big promotions 10/27/2015 17
  • 19. Best practices: Events Timed Events • 7-14 day events with deep incentives • Clearly surface details about event before and during • Include unique rewards only available during event • Make winning hard (target 15-20% for top rewards) • All users should have access • Repeat purchases or event-specific currency can help drive spend 10/27/2015 18
  • 20. Best practices: Events 10/27/2015 19 Quests • Help direct gameplay toward desired activities, improve mid-term engagement • Tutorializes gameplay and incentivizes engagement with key play elements • Use interstitials, HUD, and counters to surface quests • Timed or multi-step quests can improve retention and monetization between content updates • Make rewards meaningful and clearly surface them
  • 21. Best practices: Events Achievements & Collections • Rewards engagement with core loop • Mastery encourages replay • Don’t bury achievements, surface and celebrate them • Consider tiering to make achievements repeatable at increased difficulty/reward • Adding new achievements/collections on a regular basis increases elder game engagement • Adding premium-only elements to some achievements can increase conversion 10/27/2015 20
  • 22. Best practices: Events Return Mechanics • Fun, but brief, daily bonus event • Login rewards are boring, make it fun • Include purchase options: • Extra plays • Better rewards • Press your luck • Etc. • Optimal cadence may not be daily (could be every few hours) • Include Push Note when new bonus attempt is available 10/27/2015 21
  • 23. Best practices: Customer Support • Proactively message planned or significant outages • Have tools to provide entitlements for problems • Use forums and social channels to provide direct communication with users and community managers • Expose CS email address in-game 10/27/2015 22
  • 24. Additional Resources Getting started with Live game operations E-book http://bit.ly/playfabebook Live Game Operations Resource Center http://bit.ly/playfabresources 10/27/2015 23
  • 25. Welcome to the Live Game Ops Academy Everyone who attended all three introductory sessions receives the PlayFab Live Game Ops 101 Certificate by email! 10/27/2015 24 Beta testers needed! Live Game Ops Academy 101 Certificate (beta) We are finalizing a public release of the certificate and need beta testers help! Contact: thomas@playfab.com for more information
  • 26. Live Ops Training: User Engagement For more information: http://www.playfab.com Twitter: @playfabnetwork Facebook: https://www.facebook.com/playfabnetwork 10/27/2015 25

Notes de l'éditeur

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  3. 7
  4. 24