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列举预测社交游戏收益的关键参数类型

发布时间:2011-07-21 17:32:35 Tags:,,,,,

管理社交网络的一款休闲游戏往往需要通过掌握大量参数来考察它的每日、每周表现情况。在这个需要反复迭代的游戏开发领域中,数据就是设计的所有指导原则。尽管这其中仍需要一些大胆探索,但必须确保这种尝试必须建立在关键衡量参数的基础之上,并且能够对其产生相应的影响。

本文主要罗列所有基于互联网的游戏项目开发者均需重视的一些度量参数,以下是这些参数类型的总览:

·数据区:与玩家、游戏项目或其他主要元素相关的变量,常被其他报告所引用,或根据变量价值进行筛选排除计算。

·关键绩效指标(KPI):它是一个需频繁监测的计算值,会显示在日常仪表板上。许多KPI会混搭组合在一起形成新的额外KPI。

·报告:它是预先定义的可用数据或者日常仪表板部分内容的集合,通常还会含有图示。

·游戏行为:在特定游戏机制中,根据玩家使用情况追踪相关统计资料的任务。

这份列表的参数主要用于预测游戏收益,不同游戏也许会有更为详细的游戏行为,玩家的消费参数也会与游戏的特定吸引力相关。

revenue(from signupandmakemoney.com)

revenue(from signupandmakemoney.com)

获取数据

数据区:新玩家创建日期

数据区:新玩家获取方法

数据区:付费购买来源

KPI:用户获取成本

流失率/留存率

KPI:第一天和第一周的新玩家留存率

游戏行为:新玩家离开情况

KPI:玩家回访率

报告:特定用户的人口曲线图

KPI:玩家游戏时长

病毒性

KPI:每名玩家接收到的邀请次数

KPI:邀请功能的用户转化率

数据区:对邀请不感兴趣的玩家

报告:随着时间发展的邀请活动情况

KPI:每名玩家发送的消息数量

KPI:发送消息的用户转化率

使用率

KPI:活跃用户

报告:每日活跃用户(DAU)/每月活跃用户(MAU)

KPI:每名玩家平均访问次数

KPI:平均每次访问时长

报告:日常使用情况

游戏行业:游戏活动时长

消费行为

KPI:每用户平均收益(ARPU)

KPI:每活跃用户平均收益

KPI:每付费用户平均收益(ARPPU)

KPI:每用户平均交易量

KPI:每次交易平均收入

报告:根据游戏特定目标的分类消费情况

KPI:终身价值

本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

Metrics

Managing a casual game on a social network requires daily and weekly obsession on a wide variety of metrics. In a world where you’re iterating on your game constantly, DATA should guide all of your design decisions. Yes, there’s still room for gut-level experiments, but they should be attached to key metrics that you are trying to affect.

The following list represents some key high-level metrics that nearly all internet-distributed games should watch. Over time, I’ll explore these topics in greater detail through various blog posts or game analyses. For now, here is an overview of these categories.

I’ve organized the types of requirements into several categories:

Data Field: a variable assigned to a Player, game object or other primary element and used by other reports or calculations by filtering to include or exclude according to the value of the variable.

Key Performance Indicator (KPI): a calculated value that will be monitored frequently and therefore need some exposure in a daily dashboard. Many KPIs are mixed and matched with each other to provide new additional KPIs.

Report: a pre-defined collection of data available on-demand or part of a daily dashboard, often including a graphical representation.

Game Behavior: the task of tracking cumulative statistics on Player’s usage of a particular game mechanic.

This list is primarily focused on revenue forecasting metrics. Specific games will have much more detailed game behavior and spending metrics that are tied to that game’s unique hooks.

ACQUISITION

Data Field: Creation Date of New Player

Data Field: Acquisition Method of New Player

Data Field: Source of Purchased Acquisition

KPI: Customer Acquisition Cost

ATTRITION / RETENTION

KPI: Day 1 Retention & Week 1 Retention for New Players

Game Behavior: New Player Abandonment

KPI: Returning Players %

Report: Population Curves of Population Cohorts

KPI: Player Lifetime

VIRALITY

KPI: number of Invites sent per Player

KPI: Conversion Rate of Invites

Data Field: Players who are Patient Zero of Invites

Report: Invite Activity Over Time

KPI: number of Messages sent per Player

KPI: Conversion Rate of Messages

USAGE

KPI: Active Users

Report: Daily Active Users / Monthly Active Users

KPI: Average Sessions per Player

KPI: Average Session Length

Report: Daily Usage

Game Behavior: Activity Session Length

SPENDING

KPI: Average Revenue Per User (ARPU)

KPI: Average Revenue per Active User

KPI: Average Revenue Per Paying User (ARPPU)

KPI: Average Transactions per Player

KPI: Revenue per Transactions

Report: Categorical Spending based on game specific objects

KPI: Lifetime Value

DEMOGRAPHIC SLICING

Data Fields: Demographic Data(source:plotluckgames


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