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Evolution of metrics and analytics for new media and video games
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New Media Measurementsean zehnder socialesque 09
1Wednesday, April 29, 2009
old-school Media
New-School Interactive
The Interactive Revolution
(How) are video games different?
New‐School Measurement
Outline
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2Wednesday, April 29, 2009
old-school Media
Newspaper Audiences
Radio Audiences
TV Audiences
What does each metric imply about the behavior of the audience member -- meaning what are they doing?
What is the smallest unit of an ‘audience’ in each?
How do they size... Why do they size...
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3Wednesday, April 29, 2009
May 1996
Portals
May 1997
Virtual Community
Oct 1997
New Measurement
June 1998
New Busines Opportunities
June 1999
New Skills in Demand
July 1999
Disruptive Technologies
Sept 1999
Old Industries In Flux
Aug 1999
Dreaming of Mobile
old-school Media
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4Wednesday, April 29, 2009
Most user’s didn’t have broadband
Flash existed, but it was mostly for animations
There was dynamic content, but it required a lot of custom scripting and code to do relatively simple things
Discourse around offline vs. online
Web 1.0
old-school Media
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5Wednesday, April 29, 2009
Impressions
Clicks
(later) Time on Screen
Google Analytics “breakthrough” -- finally it is easy to gather and chart basic stats
Data was primarily HTTP/Referrer, Cookie, and JavaScript based
Web 1.0 Measurement
old-school Media
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6Wednesday, April 29, 2009
page 61 of July 5, 1993 issue of The New Yorker, (Vol.69 (LXIX) no. 20)
old-school Media
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7Wednesday, April 29, 2009
New-School InteractiveApril 2001
Dealing w/ Massive Scale
March 2004
Wisdom of Crowds
Feb 2005
Open Source
Nov 2005
Mobile Revolution
Dec 2006
User-Generated Content
July 2006
Social Networks Emerge
April 2006
Games Grow Up
Aug 2006
Cult of Personality
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8Wednesday, April 29, 2009
INTERACTIVE | SOCIAL | MOBILE | UBIQUITOUS | VIRAL | HYBRID
New-School Interactive
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9Wednesday, April 29, 2009
flash | ajax | rails | django | openid | opensocial ...INTERACTIVE | SOCIAL | MOBILE | UBIQUITOUS | VIRAL | HYBRID
New-School Interactive
www.socialesque.com [email protected] www.socialesque.com/socialesque-blog
10Wednesday, April 29, 2009
The Interactive Revolution
2.01 2.85 7.63Miami 1.836.21 2.669.33 7.582.392.08 5.70 5.64
2.47
3.09
4.42
Dec
6.00
Nov
2.86
5.65
2.92
3.65
Oct
3.25
2.88
1.22
2.41
0.20
3.82
Sep
1.94
3.30
1.22
Aug
3.41
0.05
4.22
0.06
3.66
0.85
3.80
July
0.03
3.78
3.65
June
1.59
0.19
3.32
May
1.84
3.80
Apr
3.64
1.37
3.90
2.513.77
3.59
3.06
2.69
Mar
4.03
1.36
3.02
Feb
3.174.35
3.17
1.53
Jan
5.35
San Francisco
Seattle
Chicago
New York
Average Rainfall (inches/month)
You might consider sprucing it up to make it more readable...
Rationale Costs ROI
You believe readability increases the attractiveness of your paper, and attractiveness
will drive sales.
Layout & Graphic Design
More SalesYou believe readability increases the attractiveness of your paper, and attractiveness
will drive sales.
Layout & Graphic Design
More New Subscriptions
“The Chronicle” 2.0Offline Newspaper
AVERAGE RAINFALL (INCHES/MONTH)
JAN FEB MAR APR MAY JUN JUL AUG SEP OCT NOV DEC
San Fran 4.35 3.17 3.06 1.37 0.19 0.11 0.03 0.05 0.20 1.22 2.86 3.09
Seattle 5.35 4.03 3.77 2.51 1.84 1.59 0.85 1.22 1.94 3.25 5.65 6.00
Chicago 1.53 1.36 2.69 3.64 3.32 3.78 3.66 4.22 3.82 2.41 2.92 2.47
New York 3.17 3.02 3.59 3.90 3.80 3.65 3.80 3.41 3.30 2.88 3.65 3.42
Miami 2.01 2.08 2.39 2.85 6.21 9.33 5.70 7.58 7.63 5.64 2.66 1.83
Let’s say you have some data in an newspaper...
Unit Metric
A Sale # of Sales
A Subscription Total SubscriptionsTotal New Subscriptions
“The Chronicle”Offline Newspaper 1.0
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11Wednesday, April 29, 2009
Miami
DecNovOctSepAugJulyJuneMayAprMarFebJan
San Francisco
Seattle
Chicago
New York City
4+ 2-3 1-2 <1Average Rainfall (inches/month)
A new online paper opens in your market...
Rationale Costs ROI
They can reach a new audience (e.g. a younger one that gets their info
online).
They hope to learn more about their ‘readers’ by using new metrics.
Layout & Graphic Design Did we reach a
younger demographic?
Can we learn more about our readers
now?
They can reach a new audience (e.g. a younger one that gets their info
online).
They hope to learn more about their ‘readers’ by using new metrics.
Website creation
Did we reach a younger demographic?
Can we learn more about our readers
now?
They can reach a new audience (e.g. a younger one that gets their info
online).
They hope to learn more about their ‘readers’ by using new metrics. Website hosting &
support
Did we reach a younger demographic?
Can we learn more about our readers
now?
theHerald.comOnline Newspaper 1.0
Unit Metric
A Sale # of Sales
A Subscription Total Subscriptions, Total New Subscriptions
An Impression Time On-Screen , # of Impressions
Your notion of an the ‘average reader’ demographic has changed.Your notion of what the ‘average reader’ is DOING has also changed.Note
So you update your own look-and-feel...
“The Chronicle”Offline Newspaper 3.0Rationale Costs ROI
You believe your readership is more interested in getting a sense of how the environment is changing, rather
than using raw rainfall data.
Layout & Graphic Design Did we reach a younger
demographic?
Are we keeping our subscribers or losing them
to the competitor?
You believe your readership is more interested in getting a sense of how the environment is changing, rather
than using raw rainfall data. Updating your printing press to
do color graphics
Did we reach a younger demographic?
Are we keeping our subscribers or losing them
to the competitor?
The Interactive Revolution
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12Wednesday, April 29, 2009
Take-Away: Behind Every Good Metric is a Model of Behavior
San Francisco
Seattle
Chicago
New York
Miami
Average Rainfall (inches/month)
DecNovOctSepAugJulyJuneMayAprMarFebJan
Choose cities...
So your competitor decides to make their graphic interactive...
Unit Metric
A Sale # of Sales
A Subscription Total Subscriptions, Total New Subscriptions
An Impression Time On-Screen , # of Impressions
A Click Most Popular Cities
A Drag Most Popular Months
An Error Number of times the city was changed
A Behavior (generally) Number of Times Shared w/ a Friend
An Event (generally) Number of Times the Server Crashed
theHerald.comOnline Newspaper 2.0
Rationale Costs ROI
They believe that more interactive content is more engaging for their ‘readers.’
They believe that users will share the link to this website with friends if they find the content really
cool (or fun, or useful, etc.).
Layout & Graphic Design
Can we track how often they share this page with a friend?
Can we track how long they typically spend with the content?
Can we tell if they spend more time with this content than they did reading our static table (from
previous iteration)?
They believe that more interactive content is more engaging for their ‘readers.’
They believe that users will share the link to this website with friends if they find the content really
cool (or fun, or useful, etc.).
Flash Designer / Scripter
Can we track how often they share this page with a friend?
Can we track how long they typically spend with the content?
Can we tell if they spend more time with this content than they did reading our static table (from
previous iteration)?
They believe that more interactive content is more engaging for their ‘readers.’
They believe that users will share the link to this website with friends if they find the content really
cool (or fun, or useful, etc.). DB Engineer
Can we track how often they share this page with a friend?
Can we track how long they typically spend with the content?
Can we tell if they spend more time with this content than they did reading our static table (from
previous iteration)?
They believe that more interactive content is more engaging for their ‘readers.’
They believe that users will share the link to this website with friends if they find the content really
cool (or fun, or useful, etc.).
Hosting & Support
Can we track how often they share this page with a friend?
Can we track how long they typically spend with the content?
Can we tell if they spend more time with this content than they did reading our static table (from
previous iteration)?
The Interactive Revolution
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13Wednesday, April 29, 2009
I measure... In order to...
Time
Assess Effectiveness of site on gaining and holding user’s attention
Impressions
Assess Effectiveness of site on gaining and holding user’s attention
System Behavior Save money. Stop bad behavior. Keep system out of user’s way.
User Behavior Ensure they are having good experience. Identify new business opportunities.
More Reasons to Measure
The Interactive Revolution
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14Wednesday, April 29, 2009
(How) are video games different?
3. Game Simulations enable Designed Experiences
Mechanics - logic and data that makes the system work (e.g. code)
Dynamics - the rules of the game world (e.g. physics)
Aesthetics - the game as experienced/perceived by the user
DynamicsMechanics Aesthetics
1. Games are *highly* interactive
Dynamic Systems
Static SystemsInteractive Systems
2. Games involve simulations
SystemModel Display
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15Wednesday, April 29, 2009
(How) are video games different?4. Games require mastery
Perceives the World
Acts in the World
Builds a Theory
Plans Some ActionThe Player (Agent)...
Refines their idea of the world...
5. Since key behaviors differ across games, standardization can be extremely difficult.
Example: “Dead Reckoning”
An expert behavior common in an FPS where a player moves in an arc relative to a target such that
it makes it harder for the target to hit the player while the player is still able to fire on the target.
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16Wednesday, April 29, 2009
(How) are video games different?5. Many behaviors are emergent from this complex system.
For one, artificial intelligence is an increasingly important aspect of video games. It is being
used to improve the ‘performances’ of the non-player characters, and to simulate complex
dynamics in real-time such as crowd behavior.
Also, massively multiplayer games have dramatically increased the SCALE of data needing to be measured and processed.
In other words, behavior is emergent.
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17Wednesday, April 29, 2009
Eve Online
(How) are video games different?
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18Wednesday, April 29, 2009
Eve Online
(How) are video games different?
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19Wednesday, April 29, 2009
Eve Online
(How) are video games different?
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20Wednesday, April 29, 2009
Eve Online
(How) are video games different?
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21Wednesday, April 29, 2009
Eve Online
(How) are video games different?
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22Wednesday, April 29, 2009
New-School Measurement
“With Sims Online, we’re trying to take a lot of the community dynamics that we’ve learned from The Sims off-line and reinterpret them in an online world. And we
study the online community all the time. It’s a very interesting community -- it’s over half female, which for
an online game is totally different. And it turns out that a community of 55% females behaves very differently than a community that’s 75% males...In fact we’re capturing
very detailed information. I can tell you how many people are kissing more today than they were yesterday, or how
that’s correlated to other things.” (From Laurel, B. 2003, p. 255).
Will Wright -- Creator of The Sims franchise
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23Wednesday, April 29, 2009
New-School Measurement
Measurement at Massive Scale
Metrics that can’t often be standardized
New ways of thinking about engagement
New reasons to measure
Cross-Media Measurement
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24Wednesday, April 29, 2009
Socialesque’s “Rules of Engagement”
What do you expect will be engaging about your application?
What might frustrate users?
What do you hope they do while they use the application?
Did people do what you expected?
Were there things that you notice in the data that you didn’t think to
include in the model?
Which measures are the strongest in your model?
What might fun look like in your game?
What might frustration look like?
What measures might capture engagement?
What is practical to measure from this application?
What can be done to improve the target behaviors?
Can the model of engagement be refined based on the new understanding?
Which items and features were most popular, and might some features need to
be removed or improved to enhance engagement?
analyze refineinstrumentmodel
New-School Measurement
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25Wednesday, April 29, 2009
New-School Measurement
basic modelexpectationsSocial measures will be most influential.
The effect will be cumulative: the more friends you have lost, the more each loss is felt.
Will have a greater impact with a closer friend.
“A friend leaves the network”
Game Satisfaction & Enjoyment
Amount of Social Interaction
Number of Friends
Likelihood of Attrition
Quality of Friendship
+ + +
-
model
Case Study: Attrition in Social Network
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26Wednesday, April 29, 2009
Examination of Context
How often do people play?
How long do people play?
What does a play session look like?
Financial Investment
Brand Loyalty or Favour
Time Investment
USERS
SESSIONS
Social Network
Number of Friends
Quality of Friendship
Network Density
Network Centralization
Network Homogeneity
Aggregate User Behavior
Amount of Interaction
Quality of Interaction
In this example, the user behaviors are
seen as proxies of social network qualities,
since we do not have direct measures for
those variables.
New-School MeasurementCase Study: Attrition in Social Network
model
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27Wednesday, April 29, 2009
Survival Time Std. Error 95% Confidence
Interval
Mean 76.32 0.69 74.97, 77.66
Filter QueryStatistical Analysis
Distributed Processing using
‘cloud’ computing
if not in avatars table
random sample
If they don’t have friends
If they never whispered
10 hour query reduced to 30
seconds
11 node Cluster
reduced processing time
by ~100X
analyze
New-School MeasurementCase Study: Attrition in Social Network
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28Wednesday, April 29, 2009
losing a friend *does* increase the chance that a user will leave.
this effect can be reduced when users have strong social networks and
communicate frequently.
however
Regression Analysis of Social Factors in Game Attrition
Predictor B Std. Error Wald Sig. Exp(B)
Model 1Model 1Model 1Model 1Model 1Model 1
Friendship Size –.034 .004 64.381 .000 .966
Cohesiveness –.010 .005 5.229 .022 .990
Outgoing Whispers –.001 .001 5.269 .022 .999
Model 2Model 2Model 2Model 2Model 2Model 2
Friendship Size –.035 .004 66.599 .000 .966
Cohesiveness –.001 .001 4.604 .032 .999
Incoming Whispers –.010 .005 5.208 .022 .990
New-School MeasurementCase Study: Attrition in Social Network
analyze
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29Wednesday, April 29, 2009
Was the data timely enough to effect change?
If users aren’t doing what you expected, should you be trying to redirect them or reward their actual behavior?
After implementing a fix, did you observe the desired outcome?
general
Specific
Additional user-level variables would improve analysis: demographic, account creation/cancellation, etc.
It is possible, from this type of model, to implement a monitoring system to alert Disney of high-risk clusters or even individual users.
The content of the messages can also be an important source of information about the network.
refine
New-School MeasurementCase Study: Attrition in Social Network
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30Wednesday, April 29, 2009
analyze
New-School MeasurementCase Study: Avenue Q Facebook Application
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31Wednesday, April 29, 2009
Animated heatmap-style visualization
Contact Sheet for Frame-by-Frame Study
Useful for level balancing & helping users find their way
New-School MeasurementCase Study: Navigation in an FPS
analyze
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32Wednesday, April 29, 2009
Pearson Correlations: Navigational Behaviors and Player ReactionsPearson Correlations: Navigational Behaviors and Player ReactionsPearson Correlations: Navigational Behaviors and Player Reactions# Cells Visited
Max Time For A CellDistance Traveled
# Cells VisitedSpeed
# Cells VisitedMax Time For A Cell
Dead Reckoning Count
Freq. of map use .188*Frustration .208*Understanding of Map .194*Understanding of Map .316**Understanding of Map .263**Frustration -.202*Understanding of Map -.311**Intensity -.191***. Correlation is significant at the 0.01 level (2-tailed)**. Correlation is significant at the 0.01 level (2-tailed)*. Correlation is significant at the 0.05 level (2-tailed)*. Correlation is significant at the 0.05 level (2-tailed)
New-School MeasurementCase Study: Navigation + Survey Data in an FPS
analyze
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33Wednesday, April 29, 2009