Modeling of players_activity_michel pierfitte_ubisoft_septembre 2013
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Transcript of Modeling of players_activity_michel pierfitte_ubisoft_septembre 2013
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Modeling of players activity
June 20th, 2013
Michel Pierfitte Director of Game Analytics Research
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Lifetime Retention
Day 0 1 2 3 n
Game Bus
a cohort gets in the bus
Metaphor
Lifetime = time spent in the bus, Retention = % of remaining users at each stop
• Lifetime is a random variable, X = last active time - first active time
• Retention(t) = Pr(X > t), probability of lifetime greater than t
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Lifetime Retention typical lifetime retention curves of non-paying and payers
negligible drop-off
significant drop-off
50% on average
KPI : 1st day drop-off (50% on average)
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Lifetime Retention model
?
horizon
Life to date operation of the game modeling retention curves
R(t) = 1 – d * t1/α
t
parameters d and α are found with estimation techniques vanishing time T = d-α , when R(T) = 0
• The area under the retention curve is the average lifetime, E[X] • KPI : quality of retention Q = log(area)
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Lifetime Retention benchmark
Web Mobile Facebook HD Online Multiplayer
Q average lifetime
Criteria for launch : Q ≥ 3 (black line)
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First day quitters in a mobile game ZOOM in the first day of the lifetime retention
Decomposition of the 21% drop • 3% leave within the first 15 seconds
• 4% leave during the next 4 minutes
• 14% leave during the remaining 24 hours
• A lot of variation between games • Can help designers to understand why
users leave
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Playtime Retention
• Users with same playtime can have a very different lifetime, depending on the intensity and the frequency of play
• Example : hardcore user 10 h / day on average !
Lifetime view Playtime view
activity event
• Playtime is a random variable, X = total active time of a user
• Retention(t) = Pr(X > t ∣ lifetime > 1), probability of playtime greater than t for users with lifetime > 1
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Playtime Retention of a F2P game
non-paying payers
• We only consider users with a lifetime > 1 day, complementary to 1st day drop-off
• Impossible to read on a linear time scale
• Playtime follows approximately a log-
normal distribution
KPI : median playtime
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Population #1 : 39%, mode 0.8 h Population #2 : 21%, mode 11.7 h Population #3 : 40%, mode 21.9 h
Playtime Retention of a HD single player game of 20h
• Modeling of the playtime retention by a mixture of 3 population with log-normal playtime distributions
• Automated resolution using excel solver
• Gives information to perform classification of users (supervised learning)
mode #1 mode #2 mode #3
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Revenues
from June 4th, 2012 to June 3th, 2013
quickly stabilized
growth
RpU = CR * AP * PF Revenue per User
Conversion Rate
Average Payment
Purchasing Frequency
𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑝𝑎𝑦𝑒𝑟𝑠
𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑢𝑠𝑒𝑟𝑠
𝑠𝑢𝑚 𝑜𝑓 𝑝𝑎𝑦𝑚𝑒𝑛𝑡𝑠
𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑝𝑎𝑦𝑚𝑒𝑛𝑡𝑠
𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑝𝑎𝑦𝑚𝑒𝑛𝑡𝑠
𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑝𝑎𝑦𝑒𝑟𝑠
𝑠𝑢𝑚 𝑜𝑓 𝑝𝑎𝑦𝑚𝑒𝑛𝑡𝑠
𝑛𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑢𝑠𝑒𝑟𝑠
= * *
= * *
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quick start
slow start
achieve potential
Purchasing Frequency (PF) • Trend is known in 5 days
of observation • Potential PF is predicted
by a model based on the current known value
• Can’t predict wether the potential will be achieved
• When the curve turns sharply, most of the time it’s because of poor retention of payers
= current value
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Probability of Purchase
probability of 1st purchasing day = CR
KPI : probability of 2nd purchasing day
• Spiral of probability of (re)purchase : 30 days dial representation
• Each probability point is the % of payers relative to the previous point
• The interval between two points is the median time
• The probability to purchase increases with each purchase
• 1st & 2nd purchases are critical to success
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Purchasing Days
KPI : percentage of one-shots
• In most games, the % of payers that have 1, 2, …. n purchasing days follow a logarithmic distribution with parameter p, 0 < p < 1
• Pr(n) = - 𝑝𝑛
𝑛∗log 1−𝑝
• PF = 𝑝
𝑝−1 ∗log 1−𝑝
• On average, 50% of one_shots PF ≈ 2.5
• Setting default expectations : CR = 5%, AP = 20€, PF = 2.5 RpU = 2.5€
one-shots (single purchasing day)
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Progression • Ideal case: flat histogram (constant acquisition
of users who keep leveling up)
• Outsanding bars signal levels where users quit the most
• Main reasons to quit (based on experience) : unpredictable time interval between levels peak of difficulty in the gameplay boredom
• Very often the CR reaches 100% for high levels :
this is a symptom of efficient monetization hooks
KPI : no outstanding bars in the histogram of levels
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Summary of KPIs
• 1st day drop-off
• Q : quality of lifetime retention
• median playtime
• RpU : revenue per user
• CR : conversion rate
• AP : average payment
• PF : purchasing frequency
• probability of 2nd purchasing day
• percentage of one-shots
• outstanding bars in the histogram of levels
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Thank you for your attention