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Introduction to F2P
Mobile Game
Analytics
ANALYZE BOULDER - APRIL 2015
BACKFLIP STUDIOS
• About Backflip Studios
– Founded March 2009
– Located in Boulder, CO
– 100+ full-time employees
– Majority owned by Hasbro
– Publishing
• About Me
– PhD Physicist turned Data Scientist
– Previously worked at FICO
– Backflip
• Game, Ad Network,
User Acquisition Data
• Models
• High Level Reporting
MOBILE GAMES!
KEY METRICS
• App “Health”
– New Users
• Organic
• User Acquisition
– Daily Active Users
• New Users
• Retention
– Retention
• Day 1, 7, 14. 28+
– Sessions
• Engagement
– Session Length
• Engagement
• Accessibility
• Revenue
– ARPDAU
– ARPU
– ARPPU
– LTV
– Conversion Rate
• Others
– Ad Network
• Click-Through Rate
• Conversion Rate
– User Acquisition
• Cost Per Acquisition
• Return On Investment
Promotion!
NEW USERS
Launch!
-15 0 15 30 45 60 75 90
Days Since Launch
Promotion!
NEW USERS
Launch!
-15 0 15 30 45 60 75 90
Days Since Launch
Promotion!
NEW USERS
Launch!
-15 0 15 30 45 60 75 90
Days Since Launch
-15 0 15 30 45 60 75 90 105 120 135 150 165 180
DAILY ACTIVE USERS
RETENTION IS KING
Days Since Launch
2x Users vs.
Better Retention
Day 1 40%
Day 7 20%
Day 14 13%
Day 28 5%
Day 1 50%
Day 7 25%
Day 14 18%
Day 28 10%
REVENUE METRICS
FOR IN-APP PURCHASE DRIVEN GAMES (F2P)
• ARPDAU (Average Revenue per Daily Active User)
– Daily spending
– $0.05 to $0.20
• ARPU (Average Revenue per User)
– Over some fixed period (Daily = ARPDAU, Monthly)
• ARPPU (Average Revenue per Paying User)
– Individual users can be $1 to $1,000s (“Whales”)
– Average ~ $10 - $20
• LTV (Lifetime Value)
– Projection
– Top Games ~ $2 to $5
– Can we “buy” users? (Marketing)
• Conversion Rate (% of users who buy)
– 1% (Poor) to 10% (Mythical unicorn land)
– Average ~3-4%
GAME ANALYSIS
• Event Driven
– Tutorial Progress
– Level Completed (Which Level, Win/Loss, Health Left, # Moves, Power-
ups Used, Rewards)
– Item Purchased (What Item, Cost)
– In-App Purchase (Actual $$)
– Social Events (invite friend, send gift, post to FB)
• User Summary
– First Activity Date, Last Activity Date
– User Level
– Total # Sessions, Total Time In Game
– # of Transactions, Total $$ Spent
– Total In-game Currency
GAME ANALYSIS
• Game Balance
– Monitor Progression (Tutorial
and beyond)
– Find “Sticking” Points
– Currency Sources and Sinks
• Retention
– FUN
– Keeping People Interested
• Key Features
• Limited Events
• New Content
– Length & Number of Sessions
• Monetization
– What Are People Spending $$ On (items, speedups, lives, etc)
– When Are People Spending $$ (early game, late game)
– Popular Items
* http://www.gamasutra.com/blogs/JonBrown/20100922/88111/Difficulty_Curves_Start_At_Their_Peak.php
*
QUESTIONS?
Thank You!

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Quick Introduction to F2P Mobile Game Analytics

  • 1. Introduction to F2P Mobile Game Analytics ANALYZE BOULDER - APRIL 2015
  • 2. BACKFLIP STUDIOS • About Backflip Studios – Founded March 2009 – Located in Boulder, CO – 100+ full-time employees – Majority owned by Hasbro – Publishing • About Me – PhD Physicist turned Data Scientist – Previously worked at FICO – Backflip • Game, Ad Network, User Acquisition Data • Models • High Level Reporting MOBILE GAMES!
  • 3. KEY METRICS • App “Health” – New Users • Organic • User Acquisition – Daily Active Users • New Users • Retention – Retention • Day 1, 7, 14. 28+ – Sessions • Engagement – Session Length • Engagement • Accessibility • Revenue – ARPDAU – ARPU – ARPPU – LTV – Conversion Rate • Others – Ad Network • Click-Through Rate • Conversion Rate – User Acquisition • Cost Per Acquisition • Return On Investment
  • 4. Promotion! NEW USERS Launch! -15 0 15 30 45 60 75 90 Days Since Launch
  • 5. Promotion! NEW USERS Launch! -15 0 15 30 45 60 75 90 Days Since Launch
  • 6. Promotion! NEW USERS Launch! -15 0 15 30 45 60 75 90 Days Since Launch
  • 7. -15 0 15 30 45 60 75 90 105 120 135 150 165 180 DAILY ACTIVE USERS RETENTION IS KING Days Since Launch 2x Users vs. Better Retention Day 1 40% Day 7 20% Day 14 13% Day 28 5% Day 1 50% Day 7 25% Day 14 18% Day 28 10%
  • 8. REVENUE METRICS FOR IN-APP PURCHASE DRIVEN GAMES (F2P) • ARPDAU (Average Revenue per Daily Active User) – Daily spending – $0.05 to $0.20 • ARPU (Average Revenue per User) – Over some fixed period (Daily = ARPDAU, Monthly) • ARPPU (Average Revenue per Paying User) – Individual users can be $1 to $1,000s (“Whales”) – Average ~ $10 - $20 • LTV (Lifetime Value) – Projection – Top Games ~ $2 to $5 – Can we “buy” users? (Marketing) • Conversion Rate (% of users who buy) – 1% (Poor) to 10% (Mythical unicorn land) – Average ~3-4%
  • 9. GAME ANALYSIS • Event Driven – Tutorial Progress – Level Completed (Which Level, Win/Loss, Health Left, # Moves, Power- ups Used, Rewards) – Item Purchased (What Item, Cost) – In-App Purchase (Actual $$) – Social Events (invite friend, send gift, post to FB) • User Summary – First Activity Date, Last Activity Date – User Level – Total # Sessions, Total Time In Game – # of Transactions, Total $$ Spent – Total In-game Currency
  • 10. GAME ANALYSIS • Game Balance – Monitor Progression (Tutorial and beyond) – Find “Sticking” Points – Currency Sources and Sinks • Retention – FUN – Keeping People Interested • Key Features • Limited Events • New Content – Length & Number of Sessions • Monetization – What Are People Spending $$ On (items, speedups, lives, etc) – When Are People Spending $$ (early game, late game) – Popular Items * http://www.gamasutra.com/blogs/JonBrown/20100922/88111/Difficulty_Curves_Start_At_Their_Peak.php *

Editor's Notes

  1. Saw the iphone as disruptive (mom, wife, daughter), huge opportunity to bring casual fare to a broader gaming audience Some companies have one of these or the other, but very few have both – we do Story of RDB and PT, design plus distribution, simple piece of 5th grade math Investing in success