Proactive Listening: Turning Data Into Value | Mickey Maher
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Transcript of Proactive Listening: Turning Data Into Value | Mickey Maher
Proactive Listening: Turning Data Into Value@GetUpsight
Data
1.Collect Data2.Analyze Data
3.Report Findings4.Develop Product5.Deploy Product
6.Rinse7.Repeat
Data is a conversation.
Know your users &be a source of value.
“... 1,980% growth in a 6 year period.”
Via Business 2 Community, 2015
“... in each independent medium, the experience is customized to the device, connecting the personalized components with the hungry user’s
intent of easily ordering food.“
“the combined effect of personalization and
recommendations save us more than $1B per
year."Via Business Insider, 2016
“We collect data because our games don’t stay in the top-ten lists automatically. Success has to be earned by listening to the community … and balancing the
game to make it fair for everyone.”
Sami Yliharju - Services Lead, SupercellAWS Blog, 2016
Proactive Listening:A How To Guide
Step 1:Know Your Users
Why do they play your game?(Aesthetics)
Aesthetics In The Build & Battle GenrePower
Dominating others in PvP battles feels good
Expression
Base construction is a creative act
Achievement
Completing campaign challenges makes you feel smart
Fellowship
Clan play enables socially meaningful interactions
Wealth
Collecting piles of resources feels good
How do they access your game’s aesthetics?
(Dynamics)
Player Dynamics In Build & Battle Games
Advanced Decorator
Habitual Harvester
Frequent Troop Donor
Rewarded Ad Enthusiast
Grinder
Big Spender
What are the building blocks of these behaviors?
(Mechanics)
Example: Mechanics In Build & Battle Games
Resource Collection
Base Customization
Unit Production
PvP Battles
Vanity Items
Troop Donation
IAP Purchases
Rewarded Ad Engagement
Example: Correlating Data To DynamicsAdvanced Decorator:
- Top 10% of all users in Total Vanity Items Purchased- Top 10% of all users in Lifetime Discrete Base Designs
Habitual Harvester:- Top 10% of all users in Average Daily Resource Collections- Top 10% of all users in Total Troop Donations Made
Frequent Troop Donor:- Top 10% of all users in Lifetime Troops Donated- Top 10% of all users in Total Troop Donations Made
How are they comfortable paying?
Payment Options
Rewarded Ads & IAPs
Rewarded Ads Only IAPs OnlyNon-Rewarded
Ads
Favored Aesthetic:Power
Known Dynamics:Battles DailyHabitual Harvester
Preferred Payment:Rewarded Videos Only
Favored Aesthetic:Fellowship
Known Dynamics:Frequent Troop DonorActive Decorator
Preferred Payment:One IAP, No Rewarded Ads
Favored Aesthetic:Expression
Known Dynamics:Plays Multiple Times DailyStrategic Defender
Preferred Payment:$50 Spent Over Multiple IAPS
Step 1: Know Your Users
Step 2:Offer Value
Deliver targeted engagements that promote Mechanics that facilitate the Dynamics you know
produce their favored Aesthetics.
Favored Aesthetic:Power
Known Dynamics:Plays DailyHabitual Harvester
Preferred Payment:Rewarded Videos
Proactive Engagement:● Notify via push when troops are ready● Notify via push when resources are ready for
harvesting● Offer inexpensive IAP. If rejected, increase number of
rewarded video ad placements.
Favored Aesthetic:Fellowship
Known Dynamics:Frequent Troop DonorActive Decorator
Preferred Payment:IAPs Only
Proactive Engagement:● Notify via push when friends are online● Deliver promotions for vanity items in virtual goods store● Promote discounted mid-tier IAPs. If rejected, promote
lower tier.
Favored Aesthetic:Expression
Known Dynamics:Plays Multiple Times DailyStrategic Defender
Preferred Payment:Multiple IAPs
Proactive Engagement:● Leverage in-app notifications to promote community-driven
web content ● Notify via push when resource balances are high enough to
upgrade defenses● Promote discounted top-tier IAPs. If rejected, promote mid tier.
Additional Opportunities Leveraging Data
1. Every Developer Adds Crash Analytics
Yay… So what, my app crashes sometimes?
Take direct action -> Send that user an offer
2. Common Knowledge: Showing rewarded videos to users will cause negative UX and results in faster
churn
What the Data Tells Us?This “common wisdom” is flat out wrong
Data tells us offering rewarded video to your users actually encourages them to play more -> increases retention
Showing rewarded video actually increases % of users engaging in IAP transactions. Gets the user comfortable with the F2P mechanic and the idea of virtual currency.
“Tickle their buying bone”
“When we started listening to players, we found that the most
common problem was that there weren’t enough rewarded
video ads."
Matt Small, Vector Unit Games
3. Common Knowledge: Let’s put our rewarded video placement in the store
What the Data Tells Us?Wrong!
Kills revenue and conversion as it is heavily buried.
Most Importantly: This actually hurts IAP ARPDAU. Confusing to the user as the intent by entering the store was to potentially make a purchase. Don’t want to interrupt this intent with something free.
Don’t Guess… Test!