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Analytics Adventure

SO claritics O. ANAZYTICS The Game of Analytics for Social Game Developers ADVENTURE Cost of acquisition less than $1? Move forward 2 Congrats spaces. on the launch of your game! You've identified your target audience and I done a soft launch. Now it's time I Higher? Remove most I expensive channels and. go back to start! start acquiring users. K-Factor above 1.0? Acquisition Land Move forward 2 spaces. Below 0.5? Fix your gifting, invites and messaging systems. Launch your game and acquire new users Before advancing, understand what Are your DAUS still growing? Cost of acquisition is reasonable? country your users are coming from, what gender they are, and what referral sources I are most effective. Congrats! Move on to Engagement Land. K-Factor might dip as early cohorts stop inviting people, but if it dips below 0.5*, go back 5 spaces. * Benchmarks are typical for social games. Actual KPIS might vary by game genre and category. Closely monitor your Level Ups, Achievements, and I Wall Posts. If these are low, figure out why before advancing. DAU/MAU ("frue" MAU, excluding I impact from recent ad campaigns) should be around 10-15%. If so, move forward 3 spaces. Engagement Land Now that you've got 'em, get 'em hooked Track your users' progress. Where do they get stuck? When do they stop coming back? Fix these issues before going on. Before advancing, study your most popular virtual goods, purchaser demographics, common payment • types, etc. What are the best levels to promote viral outreach? What is your K-Factor by message type? What are your most viral gift items? What is your Customer service strategy? If you have one, advance 1 space, If not, fix this immediately. Monetization Land They love your game-get them to pay for it Time to start paying serious attention to your ARPPU. If it's above $3', move forward 2 spaces. I What's your % of paying users? 3% or higher*? Move on. Under 2%? Go back 4 spaces. Who are your "whales"? What do O they like or dislike? I How can you get more of them? Great job! Now go build another game before players get bored of this one. SO claritics O. ANAZYTICS The Game of Analytics for Social Game Developers ADVENTURE Cost of acquisition less than $1? Move forward 2 Congrats spaces. on the launch of your game! You've identified your target audience and I done a soft launch. Now it's time I Higher? Remove most I expensive channels and. go back to start! start acquiring users. K-Factor above 1.0? Acquisition Land Move forward 2 spaces. Below 0.5? Fix your gifting, invites and messaging systems. Launch your game and acquire new users Before advancing, understand what Are your DAUS still growing? Cost of acquisition is reasonable? country your users are coming from, what gender they are, and what referral sources I are most effective. Congrats! Move on to Engagement Land. K-Factor might dip as early cohorts stop inviting people, but if it dips below 0.5*, go back 5 spaces. * Benchmarks are typical for social games. Actual KPIS might vary by game genre and category. Closely monitor your Level Ups, Achievements, and I Wall Posts. If these are low, figure out why before advancing. DAU/MAU ("frue" MAU, excluding I impact from recent ad campaigns) should be around 10-15%. If so, move forward 3 spaces. Engagement Land Now that you've got 'em, get 'em hooked Track your users' progress. Where do they get stuck? When do they stop coming back? Fix these issues before going on. Before advancing, study your most popular virtual goods, purchaser demographics, common payment • types, etc. What are the best levels to promote viral outreach? What is your K-Factor by message type? What are your most viral gift items? What is your Customer service strategy? If you have one, advance 1 space, If not, fix this immediately. Monetization Land They love your game-get them to pay for it Time to start paying serious attention to your ARPPU. If it's above $3', move forward 2 spaces. I What's your % of paying users? 3% or higher*? Move on. Under 2%? Go back 4 spaces. Who are your "whales"? What do O they like or dislike? I How can you get more of them? Great job! Now go build another game before players get bored of this one. SO claritics O. ANAZYTICS The Game of Analytics for Social Game Developers ADVENTURE Cost of acquisition less than $1? Move forward 2 Congrats spaces. on the launch of your game! You've identified your target audience and I done a soft launch. Now it's time I Higher? Remove most I expensive channels and. go back to start! start acquiring users. K-Factor above 1.0? Acquisition Land Move forward 2 spaces. Below 0.5? Fix your gifting, invites and messaging systems. Launch your game and acquire new users Before advancing, understand what Are your DAUS still growing? Cost of acquisition is reasonable? country your users are coming from, what gender they are, and what referral sources I are most effective. Congrats! Move on to Engagement Land. K-Factor might dip as early cohorts stop inviting people, but if it dips below 0.5*, go back 5 spaces. * Benchmarks are typical for social games. Actual KPIS might vary by game genre and category. Closely monitor your Level Ups, Achievements, and I Wall Posts. If these are low, figure out why before advancing. DAU/MAU ("frue" MAU, excluding I impact from recent ad campaigns) should be around 10-15%. If so, move forward 3 spaces. Engagement Land Now that you've got 'em, get 'em hooked Track your users' progress. Where do they get stuck? When do they stop coming back? Fix these issues before going on. Before advancing, study your most popular virtual goods, purchaser demographics, common payment • types, etc. What are the best levels to promote viral outreach? What is your K-Factor by message type? What are your most viral gift items? What is your Customer service strategy? If you have one, advance 1 space, If not, fix this immediately. Monetization Land They love your game-get them to pay for it Time to start paying serious attention to your ARPPU. If it's above $3', move forward 2 spaces. I What's your % of paying users? 3% or higher*? Move on. Under 2%? Go back 4 spaces. Who are your "whales"? What do O they like or dislike? I How can you get more of them? Great job! Now go build another game before players get bored of this one. SO claritics O. ANAZYTICS The Game of Analytics for Social Game Developers ADVENTURE Cost of acquisition less than $1? Move forward 2 Congrats spaces. on the launch of your game! You've identified your target audience and I done a soft launch. Now it's time I Higher? Remove most I expensive channels and. go back to start! start acquiring users. K-Factor above 1.0? Acquisition Land Move forward 2 spaces. Below 0.5? Fix your gifting, invites and messaging systems. Launch your game and acquire new users Before advancing, understand what Are your DAUS still growing? Cost of acquisition is reasonable? country your users are coming from, what gender they are, and what referral sources I are most effective. Congrats! Move on to Engagement Land. K-Factor might dip as early cohorts stop inviting people, but if it dips below 0.5*, go back 5 spaces. * Benchmarks are typical for social games. Actual KPIS might vary by game genre and category. Closely monitor your Level Ups, Achievements, and I Wall Posts. If these are low, figure out why before advancing. DAU/MAU ("frue" MAU, excluding I impact from recent ad campaigns) should be around 10-15%. If so, move forward 3 spaces. Engagement Land Now that you've got 'em, get 'em hooked Track your users' progress. Where do they get stuck? When do they stop coming back? Fix these issues before going on. Before advancing, study your most popular virtual goods, purchaser demographics, common payment • types, etc. What are the best levels to promote viral outreach? What is your K-Factor by message type? What are your most viral gift items? What is your Customer service strategy? If you have one, advance 1 space, If not, fix this immediately. Monetization Land They love your game-get them to pay for it Time to start paying serious attention to your ARPPU. If it's above $3', move forward 2 spaces. I What's your % of paying users? 3% or higher*? Move on. Under 2%? Go back 4 spaces. Who are your "whales"? What do O they like or dislike? I How can you get more of them? Great job! Now go build another game before players get bored of this one. SO claritics O. ANAZYTICS The Game of Analytics for Social Game Developers ADVENTURE Cost of acquisition less than $1? Move forward 2 Congrats spaces. on the launch of your game! You've identified your target audience and I done a soft launch. Now it's time I Higher? Remove most I expensive channels and. go back to start! start acquiring users. K-Factor above 1.0? Acquisition Land Move forward 2 spaces. Below 0.5? Fix your gifting, invites and messaging systems. Launch your game and acquire new users Before advancing, understand what Are your DAUS still growing? Cost of acquisition is reasonable? country your users are coming from, what gender they are, and what referral sources I are most effective. Congrats! Move on to Engagement Land. K-Factor might dip as early cohorts stop inviting people, but if it dips below 0.5*, go back 5 spaces. * Benchmarks are typical for social games. Actual KPIS might vary by game genre and category. Closely monitor your Level Ups, Achievements, and I Wall Posts. If these are low, figure out why before advancing. DAU/MAU ("frue" MAU, excluding I impact from recent ad campaigns) should be around 10-15%. If so, move forward 3 spaces. Engagement Land Now that you've got 'em, get 'em hooked Track your users' progress. Where do they get stuck? When do they stop coming back? Fix these issues before going on. Before advancing, study your most popular virtual goods, purchaser demographics, common payment • types, etc. What are the best levels to promote viral outreach? What is your K-Factor by message type? What are your most viral gift items? What is your Customer service strategy? If you have one, advance 1 space, If not, fix this immediately. Monetization Land They love your game-get them to pay for it Time to start paying serious attention to your ARPPU. If it's above $3', move forward 2 spaces. I What's your % of paying users? 3% or higher*? Move on. Under 2%? Go back 4 spaces. Who are your "whales"? What do O they like or dislike? I How can you get more of them? Great job! Now go build another game before players get bored of this one. SO claritics O. ANAZYTICS The Game of Analytics for Social Game Developers ADVENTURE Cost of acquisition less than $1? Move forward 2 Congrats spaces. on the launch of your game! You've identified your target audience and I done a soft launch. Now it's time I Higher? Remove most I expensive channels and. go back to start! start acquiring users. K-Factor above 1.0? Acquisition Land Move forward 2 spaces. Below 0.5? Fix your gifting, invites and messaging systems. Launch your game and acquire new users Before advancing, understand what Are your DAUS still growing? Cost of acquisition is reasonable? country your users are coming from, what gender they are, and what referral sources I are most effective. Congrats! Move on to Engagement Land. K-Factor might dip as early cohorts stop inviting people, but if it dips below 0.5*, go back 5 spaces. * Benchmarks are typical for social games. Actual KPIS might vary by game genre and category. Closely monitor your Level Ups, Achievements, and I Wall Posts. If these are low, figure out why before advancing. DAU/MAU ("frue" MAU, excluding I impact from recent ad campaigns) should be around 10-15%. If so, move forward 3 spaces. Engagement Land Now that you've got 'em, get 'em hooked Track your users' progress. Where do they get stuck? When do they stop coming back? Fix these issues before going on. Before advancing, study your most popular virtual goods, purchaser demographics, common payment • types, etc. What are the best levels to promote viral outreach? What is your K-Factor by message type? What are your most viral gift items? What is your Customer service strategy? If you have one, advance 1 space, If not, fix this immediately. Monetization Land They love your game-get them to pay for it Time to start paying serious attention to your ARPPU. If it's above $3', move forward 2 spaces. I What's your % of paying users? 3% or higher*? Move on. Under 2%? Go back 4 spaces. Who are your "whales"? What do O they like or dislike? I How can you get more of them? Great job! Now go build another game before players get bored of this one.

Analytics Adventure

shared by mattmcallister on Sep 09
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For social game developers, analyzing user behavioral data is a crucial process for optimizing the performance of their games. But what if the analytic process was itself a game? What if we took the t...

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