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Archive for February, 2009

Social Gaming Workshop: User Acquisition (Part 2/4)

Thursday, February 19th, 2009

[Note: This is Part 2 of our 4 part series of the Kontagent Social Gaming Workshop Summary, here is:  Part 1, and Part 3]

Paid User Acquisition

When the Facebook platform was still new and there was a land grab to obtain users, paid user acquisition was quite common.  Since then, developers have learned much more about how to grow application using viral channels to keep the cost of user acquisition very low.  This however, doesn’t mean there isn’t a place for paid user acquisition.  Paid user acquisition can still pay very high dividends if leveraged correctly.

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Should I pay for users or should I try to grow my application virally?

  • Never pay a significant amount for users before testing your application with live users.  You should first ensure the virality of your application is greater than 1 (meaning the application will continue to grow on it’s own) before throwing a lot of money at driving installs, or else you end up wasting money.  If you have Kontagent installed, you get a measurement of virality right on the dashboard
  • Understand how much users are worth before paying for users.  There are a number of ways to calculate the “value” of a user, or the LTV (LifeTime Value).  The simplest way is to find out on average how much a user generates over the lifetime of the user using the application, whether that’s through ads, offers or direct payments.  However, this doesn’t leverage the viral factor which is available to us.  Using the viral factor, the real value of the user is not how much the user is worth, but what’s the value of the network of users resulting from this user inviting other users.  This is called the Lifetime Network Value of a user (we’ll be doing another blog post that dives deeper into determining user value)

How much should you be willing to spend to acquire these users?

  • This is closely tied to the answer above about the value of a user.  If you understand the value of a user (the Lifetime Network Value) and how much it costs to acquire a user through a paid acquisition channel, the answer is then pretty simple.  If the cost to acquire user is greater than the predicted Lifetime Network Value of a user, then it makes sense to pay for the acquisition of a user.

How well do cross-promotions work?

  • Cross promotion can be a highly cost efficient way to seed traffic to a new application, or just to grow an application if you have other application to promote from or you are cross-promoting from other applications you are working with.  What you must look out for is there are a large number of common users between the 2 applications.  A couple of developers shared their experience about doing cross promotions with the discussion group and determined that there is typically high-churn when doing cross-promotions.  Even if 2 applications have the same gameplay, the genre can also make a significant difference in determining whether the cross-promotions will work.  You should run a small test to see if cross-promotions result in returning users from the application that is being promoted.

How do you identify the key characteristics of users who are likely to pay to play?

  • This is a very interesting question.  Simply taking a look at the data and correlating user behavioral metrics to tendency to monetize would answer this question, but this is something we haven’t done yet.  If there is anyone who is interested in providing us with data to determine this, please send me an email (info(at)kontagent.c0m)

 

Viral User Acquisition

Viral optimization has been a hot topic for quite some time now and we will have another article that is just focused on viral tuning using Kontagent, so the topics that were discussed in the workgroup were focused on less discussed topics surrounding viral tuning.

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It’s well know that the number of users converted per user from a viral event is a good metrics to look at for viral user acquisition, but what are the right users to look for viral tuning?

  • Just observing the number of users acquired per user [ invites sent * conversion rate ] is a great first order metrics, but it is possible to go even deeper and take a look at second order effects.  The question then becomes, what is the quality of users that are being invited in terms of both virality and engagement?  The metrics is then to take a look at the number of users acquired by each user in the second generation and then to take a look at the engagement of the second generation users as well.

How do you optimize the virality of a user in the long-term rather than just the short-term?

  • When viral optimization is discussed, the most common metric that’s used is [ number of outbound messages * conversion rate ]which optimizes the number of users converted per event.  The shortcoming of this model is that it’s meant for short-term optimization rather than long-term optimization of virality.  While this optimization is great for spreading video clips or articles virally which are typically one time events (when was the last time you revisited a video to share it with another group of friends?), it’s not the ideal metric for games because games are designed to engage users repeatedly.   This means, it’s important to optimize the users converted per event as well as the number of times a user repeats the viral event.  For example, say the context for an invite event is “invite your top 5 friends to play a game with you”.  In this case, the conversion rate may be high for the event,  but the likelihood of a user coming back to the same event is very low since a user’s top 5 friends doesn’t change very much.  Effectively the lifetime virality of the user is lowered as well.  In contrast, an invite context such as “invite 5 new friends to play a game with” may not net as high a conversion rate per event, but the user may repeatedly come back and so the overall lifetime virality is much higher.  In summary, you should be optimizing [ number of outbound messages * conversion rate * number of times the user revisits the viral event ] which can only be done if history is kept on each user.

How does the strength of friendship affect viral invite conversion between user X (sender) and user Y (recipient)?  Is there an actionable metric than can be used to tune viral events?

  • When user Y receives in invite from user X  there are three key factors that determines whether or not user Y will accept the invite:  1) what the application is 2) the content of the message 3) who sent the invite.  If we think about it a bit more, it becomes pretty obvious that the stronger the friendship relationship, the more likely you are install the application.  Implicitly, people typically stay in close contact with friends that have common interests which leads to more trusted recommendations.  Another way to think about this question is:  would you more likely try an application recommended by someone you barely know or a close friend that you keep in constant contact with?  From this perspective, the answer is pretty clear, you’re more receptive to close friends.  Now let’s take a look at an invite event.  If we know that stronger friend ties trend toward higher conversion rates, what actionable metric can be used evaluate an invite event?  We’re proposing a new metric here:  [ % of close friends invited/total friends invited ].  We have yet to prove whether or not this metric is actually useful with real data, but we’ll post some results when we’re able to get some empirical evidence.

Social Gaming Workshop Summary: Questions on Acquisition, Engagement, Monetization (Part 1/4)

Thursday, February 19th, 2009

What’s Important to Social Gaming Developers?

One of the main goals of running the social gaming analytics workshop was to get a good understanding of what developers are always thinking about and what types of problems they are encountering.  By gaining an understanding of these problems, we can then design actionable metrics and tools to help solve these problems.  So at the beginning of the workshop, we solicited questions from all the developers to get a sense of what people were interested in.  Here is a sampling of the key questions from various developers grouping to category headings:

Who Has The Biggest Brain? Facebook game (image © Playfish)

User Acquisition (both paid for and viral)

  • What are the key drivers of conversion from invite to install and how do you use intelligent filtering to drive increased conversion rates?
  • What are 3 stats I should look at most closely for identifying spenders within a few days of using my app for the first time?
  • When users play games on social networks, they develop social relationships over time. What are the metrics that capture the conversion rate from strangers to friends for specific apps?

Engagement

  • What’s the most commonly accepted metric for long-term user engagement (ie, over the user’s lifetime, not time per visit)?
  • What’s a good way to measure the impact of feature changes on long-term engagement?
  • What are the most important engagement and monetization metrics to optimize (i.e. return visitors/all visitors, time on site, churn, ARPU, paying/active users, etc.)?

Monetization

  • How do you accurately isolate and measure the correlation between an improvement in engagement and an increase or decrease in monetization?
  • How do you optimize the balance between enabling free game play and extending engagement and forcing users to pay to advance?
  • How to best determine pricing in virtual economies? Macro or micro approach? Tips, tricks, or war stories on the subject?

Click on thumbnail to zoom in.

Discussion Groups

After sifting through all the questions, the 3 topics that emerged as the one that developers were most interested in were:

  • User acquisition
  • Engagement
  • Virtual economies

We broke up the workshop into 3 groups, each of which discussed one of the topics.  While we were able to address all the questions in the short time we had, we had some very good discussion about the topics.  In the next 3 blog posts, we’ll summarize the discussions and results that took place.

Thanks for coming out!

Thursday, February 12th, 2009

Thanks to everyone who came out to the first Kontagent Social Gaming Workshop.  It was really great meeting everyone and get a deep understanding of the problems that developers are tackling when building social games and how we can help solve these problems with the right metrics and tools.  Also, thanks to everyone for the feedback on the event, it’ll be very helpful as we plan future events.  Over the next few days, we’ll be making posts on what was learned from the workshop.  The topics include insights and metrics on user acquisition, engagement and virtual economies.  Stay tuned!

Next up for events:

Early March – Kontagent hackathon (we’re inviting users over to our office who are interested in potentially using Kontagent to learn more and to get help in actually getting up and running with Kontagent)

March 25h – Kontagent Facebook Developer Garage ( we’re planning a large developer garage that’ll be focused on metrics and social gaming)

Stay tuned for more information!