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GIAF UK: Spring 2015

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Page 1: GIAF UK: Spring 2015
Page 2: GIAF UK: Spring 2015

UPCOMING TALKS

Changes in Mobile Play & its Analytic ImplicationsPhilip Tuck - Head of Business Insight, Gaming Realms

The Trials of Building a Custom Analytics Solution Andres Tallos - CEO & Founder, Fun Fungus

PANEL DISCUSSION

Analytics and Adserving: The FutureExperts from Rebellion, Bee7, InMobi and deltaDNA will look at the issues surroundingthe future of analytics and adserving

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Regionalism and play

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Session time and style.

● Our mobile customers withdraw 50% less net than desktop on near identical like for like deposits● They reverse 33% more money than desktop● They also Churn 10% slower

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Demographics

● Young, evenly split male/female mobile only customers

● Dual desktop and mobile most valuable, majority young and female over all segments

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Changes to CRM

● Changes in session time has created multiple experiences throughout the day – constant touch and churn points require real time algorithms to deal with

● Mobile bonusing very different animal to desktop: well targeted small bonuses creating much larger results than seen previously; badly targeted anything leading to high unsubscribe rates and high churn

● Geo targeting algorithms based around consistent daily touch points exceptionally strong

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The trials of building a custom analytics solution

Andres TallosCEO Fun Fungus

[email protected]

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© Mintsprint Ltd. 2015

Content

● The context● The challenge● The solution● The learnings● The conclusion

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© Mintsprint Ltd. 2015

The context

mintsprint

My background

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© Mintsprint Ltd. 2015

The challenge

● Goal: Massive multiplayer dogfighting game, able to run on 3G and low-end devices

● Analytics tool had to adapt to:○ All game logic running server-side○ Custom-built technology○ Rapid iterations on game mechanics

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© Mintsprint Ltd. 2015

The solution

● Custom built analytics tool

● Web-based, built with Javascript (Bootstrap + Google Visualization API), PHP & MySQL

● Key features:○ Real-time player activity monitor○ High-level & detailed KPI dashboards,

updated in almost real-time○ Auto-generated reports (eg. marketing

campaign results)

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© Mintsprint Ltd. 2015

The learnings (pros)

Perceived advantages of building our own analytics:

● It forced us to clearly define what we wanted to learn from our analytics

● We got to know exactly what each KPI means (eg. what counts as one player?)

● Observing real-time player behaviour turned out to be really insightful for game design

● Fully customized to our needs

● No need for 3rd party SDKs

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© Mintsprint Ltd. 2015

The learnings (cons)

Perceived disadvantages:

● Significant resource investment

● Hard to get right! (especially scalability & performance)

● Hard to integrate marketing attribution data

● We ended up missing out on features that 3rd party solutions offer as standard (eg. A/B testing, segmentation…)

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© Mintsprint Ltd. 2015

The conclusion

Our takeaways:

● Getting it right takes a lot of effort, and it feels like reinventing the wheel. We probably won’t do it again

● We will, however, try to plan our analytics as if we had to build the tool from scratch, to ensure we are hypothesis-driven rather than tool-driven

● Real-time player monitoring (aka. ‘Big Brother’) will forever be #1 in our ‘analytics wishlist’

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Stephan Ansari, Business Development

Director, Europe at InMobi

John Rankin, Managing Director at

Bee7

Mark Robinson, CEO at deltaDNA

Matt Jeffery, Head of Digital Games

at Rebellion

Discussion

Analytics & Adserving:The FutureLead by:Chris Wright, CTO at deltaDNA

Panelists