SlideShare una empresa de Scribd logo
1 de 26
A live game operations company
Live Game Ops Academy: User Engagement
Thom Robbins (@trobbins)
thomas@playfab.com
@playfabnetwork
Welcome to the Live Game Ops Academy
Everyone who attended all three introductory sessions receives the
PlayFab Live Game Ops 101 Certificate by email!
10/27/2015 1
Beta testers needed!
Live Game Ops Academy 101 Certificate (beta)
We are finalizing a public release of the certificate and need
beta testers help!
Contact: thomas@playfab.com for more information
Live Game Ops Academy: User Engagement
User
engagement
is an
assessment of
an individual's
response to
some type of
offering
10/27/2015 2
Customer engagement cycle
Awareness: Basic branding and positioning of your
game. You can’t progress people through the cycle
before they’ve even heard of you.
Acquisition: I’ve always thought of this as getting
someone into your game. It’s a major step, but it’s
not yet profitable.
Satisfaction: Satisfaction is simply the foundation,
and the minimum requirement, for a continuing
relationship with your player.
Conversion: This one is simply defined as making a
sale. It may or may not be a profitable, but it’s still a
significant stage in the cycle.
Retention: We get them to shop with us again.
Excellent! Repeat sales tend to be more profitable
and almost certainly have lower marketing costs than
first purchases.
Referral: Getting players to engage their friends
10/27/2015 3
Measuring user engagement
An individual's degree of engagement may be determined directly through interaction or may be assessed through observation
of the user's behaviors.
• DAU, WAU and MAU. These abbreviations stand for Daily-, Weekly-, and Monthly Active Users respectively. It shows the
unique amount of users within a given amount of time.
• New users (downloads) are the people that just downloaded an app and have used it for the first time.
• Time in app means the total amount of minutes users spend using your app in a given time period.
• Uninstalls are an important sign of your app’s performance.
• Feature usage indicates if your app is used to its full potential.
• LTV stands for Lifetime (Customer) Value and is defined as the total value of an app user over the app’s or user’s lifetime
• Retention is defined as the percentage of users that use your app again in a given time period after they have downloaded
and launched it for the first time.
• Session length indicates the number of minutes a user spends using the app per interaction.
• Recency reflects how much time expires between two sessions.
• Reviews are a valuable resource to uncover explicit thoughts of users.
• Conversion tracking is a good way of keeping track of what users are doing.
• eCPM is a fundamental metric for apps that are monetized through showing ads.
• ARPU means Average Revenue Per User and is ideal to measure whether your updates are having a positive effect on users’
spending.
10/27/2015 4
Design patterns for 1st time users
• Visual story telling – avoid long
explanations and complexity
• Visual Cues – The power of three
• Tutorials – Onboard as easy as possible
• Reward schedule – “You can’t
over-reward the player in the first ten minutes” Sid Meier, designer of
the game Civilization
10/27/2015 5
Design patterns for a community
• Social feedback (sharing milestones) – Make sharing easy (thank you,
voting, likes and re-tweets)
• Reputation – Enables social status
• Connect community site into game
• (idea) Gated trial – Form a team to get started
10/27/2015 6
Best practices: Pre-launch
• Recommend 4+ weeks in multiple countries
• Test and tune First Time User Experience (FTUE),
economy, monetization, and messaging
• Make this time valuable and actionable
• Set KPI benchmarks (Red, Yellow, Green)
• Identify key experiments (balance, pricing, UI, etc.)
• Setup reporting tools and framework
• After soft launch, revise load testing based on observed
play patterns
10/27/2015 7
Best practices: Onboarding
• Interactive tutorial that quickly exposes best features/play
• Let them play: minimize reading, number of clicks, or forced actions
• Shower with reward and delight during
onboarding
• Don’t force non-core features into the FTUE,
additional lessons can surface when needed
• Include store/purchase tutorial
• Incentivize tutorial completion and immediate
follow-on play
• Allow returning or experienced players to skip
10/27/2015 8
Best practices: Content updates
• 60-90 days of content at launch
• Aim for 4-6 week update cadence after launch
• Roadmap at least one year of content
• Monitor progress and churn to determine correct rate of content
release
• Show content and depth: coming soon, NEW, etc.
• Message updates heavily
• Big updates and new features can get featured placement with publishing partners
• Message client updates in-app and via push with incentive for users to update
(>60% will update within 2 weeks)
• After two weeks, force update
• Make sure servers can support multiple clients simultaneously
10/27/2015 9
Best practices: Long term players
10/27/2015 10
• Design enough long-term content and evergreen play
loops
to keep veterans and spenders engaged
• PvP
• Leaderboards & Tourneys
• World/Saga maps
• Crafting, collecting, breeding
• Evergreen meta game allows value from replaying core
content
• Veterans can be 50%+ of spend, must keep them playing
• Introduce monetization components to elder game modes
Best practices: User Tracking
Guest Mode
• Don’t force login before users experience the game
• Can increase first session start by 90%
Login
• Incentivize social login
• Never force social login before users experience core fun
Cross-Device Saved State
• Ideally, fully-synchronous with server
• Use platforms’ tools for saved game state
• Purchases, inventory, level-data, friends, etc. should all come with.
• Requires persistent server-side player accounts
10/27/2015 11
Best practices: Communication – Push
Permission
• Wait until after a moment of
in-game delight
• Use pre-permission interstitial to
qualify receptive users
• Make a clear value prop relative
to recent in-game experience
10/27/2015 12
Best practices: Communication – Push
10/27/2015 13
Game-Generated
• Allows for automatic, customized
re-engagement
• Transactional events:
• Energy refill
• Build complete
• Freebie available
• Social events:
• Turn notification
• PvP challenges, etc
• Leaderboard position changes
• Gift send/receive
• Prioritize and group PMs to avoid spamming
• Create auto-campaign for lapsed users with
progressive incentives (3, 7, 14, 30 days lapsed)
• Monitor CTR and adjust cadence/content
• Messages triggered by user behavior and
including friend’s name have higher CTR
Communication – Push
Custom
• Notify users of important game
changes and events
• Sales & Promotions
• Updates and new content
• Re-activation campaigns
10/27/2015 14
Communication – Email
• Supplements other out-of app channels (Push, Facebook)
• Good for re-engagement and announcements:
• User-to-user invites
• Lapsed user campaigns
• Transactional receipts
• Marketing notifications
• Include incentive offers whenever possible to improve CTR
• Obtain email permission and address via FB
• Monitor CTR to optimize cadence and content
• Use deep link vanity URLs so email links can open directly
into app
10/27/2015 15
Best practices: Badges & Switching
Badges (Apple)
• Icon counters that notify users of outstanding push notes
• Indicate in-game what incremented counter
• Cap counter at 5-10 to avoid overwhelming users
Fast App Switching
• Game should NOT reload when user gets a call, text, email, etc. and leaves app briefly
• If you must reload, welcome user back and let them know you had to reload
• Return to exact gameplay state as when they left
10/27/2015 16
Best practices: Communication – In-Game
Several formats:
• Interstitials/Overlays
• Banners
• Heads-Up Display (HUD) indicators
• Custom display zones (in-store, etc.)
Deep link interstitials and banners directly to offers/purchase
Time interstitials at launch and between key transitions/loading
moments
• Loading/launch good for game issues, updates, or big promotions
10/27/2015 17
Best practices: Events
Timed Events
• 7-14 day events with deep incentives
• Clearly surface details about event before and
during
• Include unique rewards only available during event
• Make winning hard (target 15-20% for top rewards)
• All users should have access
• Repeat purchases or event-specific currency can
help drive spend
10/27/2015 18
Best practices: Events
10/27/2015 19
Quests
• Help direct gameplay toward desired activities, improve mid-term
engagement
• Tutorializes gameplay and incentivizes engagement with key play elements
• Use interstitials, HUD, and counters to surface quests
• Timed or multi-step quests can improve retention and monetization between
content updates
• Make rewards meaningful and clearly surface them
Best practices: Events
Achievements & Collections
• Rewards engagement with core loop
• Mastery encourages replay
• Don’t bury achievements, surface and celebrate them
• Consider tiering to make achievements repeatable at increased difficulty/reward
• Adding new achievements/collections on a regular basis increases elder game
engagement
• Adding premium-only elements to some achievements can increase conversion
10/27/2015 20
Best practices: Events
Return Mechanics
• Fun, but brief, daily bonus event
• Login rewards are boring, make it fun
• Include purchase options:
• Extra plays
• Better rewards
• Press your luck
• Etc.
• Optimal cadence may not be daily (could be every few hours)
• Include Push Note when new bonus attempt is available
10/27/2015 21
Best practices: Customer Support
• Proactively message planned or significant outages
• Have tools to provide entitlements for problems
• Use forums and social channels to provide direct
communication with users and community managers
• Expose CS email address in-game
10/27/2015 22
Additional Resources
Getting started with Live game
operations E-book
http://bit.ly/playfabebook
Live Game Operations Resource
Center
http://bit.ly/playfabresources
10/27/2015 23
Welcome to the Live Game Ops Academy
Everyone who attended all three introductory sessions receives the
PlayFab Live Game Ops 101 Certificate by email!
10/27/2015 24
Beta testers needed!
Live Game Ops Academy 101 Certificate (beta)
We are finalizing a public release of the certificate and need
beta testers help!
Contact: thomas@playfab.com for more information
Live Ops Training: User Engagement
For more information: http://www.playfab.com
Twitter: @playfabnetwork
Facebook: https://www.facebook.com/playfabnetwork
10/27/2015 25

Más contenido relacionado

Más de Thomas Robbins

One Size does Not Fit All: Selecting the Right Mobile StrategyKentico mobil...
One Size does Not Fit All: Selecting the Right Mobile StrategyKentico   mobil...One Size does Not Fit All: Selecting the Right Mobile StrategyKentico   mobil...
One Size does Not Fit All: Selecting the Right Mobile StrategyKentico mobil...
Thomas Robbins
 

Más de Thomas Robbins (20)

Financial Transparency Trailblazers
Financial Transparency TrailblazersFinancial Transparency Trailblazers
Financial Transparency Trailblazers
 
Telling Stories with Open Data
Telling Stories with Open DataTelling Stories with Open Data
Telling Stories with Open Data
 
Socrata Financial Transparency Suite
Socrata Financial Transparency Suite Socrata Financial Transparency Suite
Socrata Financial Transparency Suite
 
Socrata Service Connect
Socrata Service ConnectSocrata Service Connect
Socrata Service Connect
 
Leveraging Data to Engage Citizens and Drive Innovation
Leveraging Data to Engage Citizens and Drive InnovationLeveraging Data to Engage Citizens and Drive Innovation
Leveraging Data to Engage Citizens and Drive Innovation
 
Using MVC with Kentico 8
Using MVC with Kentico 8Using MVC with Kentico 8
Using MVC with Kentico 8
 
Here Comes Kentico 8
Here Comes Kentico 8Here Comes Kentico 8
Here Comes Kentico 8
 
Say hello to Kentico 8! Your integrated marketing solution has arrived
Say hello to Kentico 8! Your integrated marketing solution has arrivedSay hello to Kentico 8! Your integrated marketing solution has arrived
Say hello to Kentico 8! Your integrated marketing solution has arrived
 
One Size does Not Fit All: Selecting the Right Mobile StrategyKentico mobil...
One Size does Not Fit All: Selecting the Right Mobile StrategyKentico   mobil...One Size does Not Fit All: Selecting the Right Mobile StrategyKentico   mobil...
One Size does Not Fit All: Selecting the Right Mobile StrategyKentico mobil...
 
Getting started with MVC 5 and Visual Studio 2013
Getting started with MVC 5 and Visual Studio 2013Getting started with MVC 5 and Visual Studio 2013
Getting started with MVC 5 and Visual Studio 2013
 
Digital marketing best practices
Digital marketing best practices Digital marketing best practices
Digital marketing best practices
 
Do you speak digital marketing with Kentico CMS?
Do you speak digital marketing with Kentico CMS?Do you speak digital marketing with Kentico CMS?
Do you speak digital marketing with Kentico CMS?
 
Common questions for Windows Azure and Kentico CMS
Common questions for Windows Azure and Kentico CMSCommon questions for Windows Azure and Kentico CMS
Common questions for Windows Azure and Kentico CMS
 
Advanced development with Windows Azure
Advanced development with Windows AzureAdvanced development with Windows Azure
Advanced development with Windows Azure
 
Best Practices for Kentico CMS and Windows Azure
Best Practices for Kentico CMS and Windows AzureBest Practices for Kentico CMS and Windows Azure
Best Practices for Kentico CMS and Windows Azure
 
Deployment options for Kentico CMS on Windows Azure
Deployment options for Kentico CMS on Windows AzureDeployment options for Kentico CMS on Windows Azure
Deployment options for Kentico CMS on Windows Azure
 
Go…Running Kentico CMS on Windows Azure
Go…Running Kentico CMS on Windows AzureGo…Running Kentico CMS on Windows Azure
Go…Running Kentico CMS on Windows Azure
 
Get set.. Introduction to Windows Azure Development
Get set.. Introduction to Windows Azure DevelopmentGet set.. Introduction to Windows Azure Development
Get set.. Introduction to Windows Azure Development
 
Are you ready? Introduction to Cloud Computing and Windows Azure
Are you ready? Introduction to Cloud Computing and Windows AzureAre you ready? Introduction to Cloud Computing and Windows Azure
Are you ready? Introduction to Cloud Computing and Windows Azure
 
Harnessing the content beast – Content marketing in the multiscreen world
Harnessing the content beast – Content marketing in the multiscreen worldHarnessing the content beast – Content marketing in the multiscreen world
Harnessing the content beast – Content marketing in the multiscreen world
 

Último

CNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of ServiceCNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of Service
giselly40
 

Último (20)

08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
 
CNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of ServiceCNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of Service
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
 
Advantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your BusinessAdvantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your Business
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
 
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
 
What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUnderstanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
 
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
 

Live game ops academy: User engagement

  • 1. A live game operations company Live Game Ops Academy: User Engagement Thom Robbins (@trobbins) thomas@playfab.com @playfabnetwork
  • 2. Welcome to the Live Game Ops Academy Everyone who attended all three introductory sessions receives the PlayFab Live Game Ops 101 Certificate by email! 10/27/2015 1 Beta testers needed! Live Game Ops Academy 101 Certificate (beta) We are finalizing a public release of the certificate and need beta testers help! Contact: thomas@playfab.com for more information
  • 3. Live Game Ops Academy: User Engagement User engagement is an assessment of an individual's response to some type of offering 10/27/2015 2
  • 4. Customer engagement cycle Awareness: Basic branding and positioning of your game. You can’t progress people through the cycle before they’ve even heard of you. Acquisition: I’ve always thought of this as getting someone into your game. It’s a major step, but it’s not yet profitable. Satisfaction: Satisfaction is simply the foundation, and the minimum requirement, for a continuing relationship with your player. Conversion: This one is simply defined as making a sale. It may or may not be a profitable, but it’s still a significant stage in the cycle. Retention: We get them to shop with us again. Excellent! Repeat sales tend to be more profitable and almost certainly have lower marketing costs than first purchases. Referral: Getting players to engage their friends 10/27/2015 3
  • 5. Measuring user engagement An individual's degree of engagement may be determined directly through interaction or may be assessed through observation of the user's behaviors. • DAU, WAU and MAU. These abbreviations stand for Daily-, Weekly-, and Monthly Active Users respectively. It shows the unique amount of users within a given amount of time. • New users (downloads) are the people that just downloaded an app and have used it for the first time. • Time in app means the total amount of minutes users spend using your app in a given time period. • Uninstalls are an important sign of your app’s performance. • Feature usage indicates if your app is used to its full potential. • LTV stands for Lifetime (Customer) Value and is defined as the total value of an app user over the app’s or user’s lifetime • Retention is defined as the percentage of users that use your app again in a given time period after they have downloaded and launched it for the first time. • Session length indicates the number of minutes a user spends using the app per interaction. • Recency reflects how much time expires between two sessions. • Reviews are a valuable resource to uncover explicit thoughts of users. • Conversion tracking is a good way of keeping track of what users are doing. • eCPM is a fundamental metric for apps that are monetized through showing ads. • ARPU means Average Revenue Per User and is ideal to measure whether your updates are having a positive effect on users’ spending. 10/27/2015 4
  • 6. Design patterns for 1st time users • Visual story telling – avoid long explanations and complexity • Visual Cues – The power of three • Tutorials – Onboard as easy as possible • Reward schedule – “You can’t over-reward the player in the first ten minutes” Sid Meier, designer of the game Civilization 10/27/2015 5
  • 7. Design patterns for a community • Social feedback (sharing milestones) – Make sharing easy (thank you, voting, likes and re-tweets) • Reputation – Enables social status • Connect community site into game • (idea) Gated trial – Form a team to get started 10/27/2015 6
  • 8. Best practices: Pre-launch • Recommend 4+ weeks in multiple countries • Test and tune First Time User Experience (FTUE), economy, monetization, and messaging • Make this time valuable and actionable • Set KPI benchmarks (Red, Yellow, Green) • Identify key experiments (balance, pricing, UI, etc.) • Setup reporting tools and framework • After soft launch, revise load testing based on observed play patterns 10/27/2015 7
  • 9. Best practices: Onboarding • Interactive tutorial that quickly exposes best features/play • Let them play: minimize reading, number of clicks, or forced actions • Shower with reward and delight during onboarding • Don’t force non-core features into the FTUE, additional lessons can surface when needed • Include store/purchase tutorial • Incentivize tutorial completion and immediate follow-on play • Allow returning or experienced players to skip 10/27/2015 8
  • 10. Best practices: Content updates • 60-90 days of content at launch • Aim for 4-6 week update cadence after launch • Roadmap at least one year of content • Monitor progress and churn to determine correct rate of content release • Show content and depth: coming soon, NEW, etc. • Message updates heavily • Big updates and new features can get featured placement with publishing partners • Message client updates in-app and via push with incentive for users to update (>60% will update within 2 weeks) • After two weeks, force update • Make sure servers can support multiple clients simultaneously 10/27/2015 9
  • 11. Best practices: Long term players 10/27/2015 10 • Design enough long-term content and evergreen play loops to keep veterans and spenders engaged • PvP • Leaderboards & Tourneys • World/Saga maps • Crafting, collecting, breeding • Evergreen meta game allows value from replaying core content • Veterans can be 50%+ of spend, must keep them playing • Introduce monetization components to elder game modes
  • 12. Best practices: User Tracking Guest Mode • Don’t force login before users experience the game • Can increase first session start by 90% Login • Incentivize social login • Never force social login before users experience core fun Cross-Device Saved State • Ideally, fully-synchronous with server • Use platforms’ tools for saved game state • Purchases, inventory, level-data, friends, etc. should all come with. • Requires persistent server-side player accounts 10/27/2015 11
  • 13. Best practices: Communication – Push Permission • Wait until after a moment of in-game delight • Use pre-permission interstitial to qualify receptive users • Make a clear value prop relative to recent in-game experience 10/27/2015 12
  • 14. Best practices: Communication – Push 10/27/2015 13 Game-Generated • Allows for automatic, customized re-engagement • Transactional events: • Energy refill • Build complete • Freebie available • Social events: • Turn notification • PvP challenges, etc • Leaderboard position changes • Gift send/receive • Prioritize and group PMs to avoid spamming • Create auto-campaign for lapsed users with progressive incentives (3, 7, 14, 30 days lapsed) • Monitor CTR and adjust cadence/content • Messages triggered by user behavior and including friend’s name have higher CTR
  • 15. Communication – Push Custom • Notify users of important game changes and events • Sales & Promotions • Updates and new content • Re-activation campaigns 10/27/2015 14
  • 16. Communication – Email • Supplements other out-of app channels (Push, Facebook) • Good for re-engagement and announcements: • User-to-user invites • Lapsed user campaigns • Transactional receipts • Marketing notifications • Include incentive offers whenever possible to improve CTR • Obtain email permission and address via FB • Monitor CTR to optimize cadence and content • Use deep link vanity URLs so email links can open directly into app 10/27/2015 15
  • 17. Best practices: Badges & Switching Badges (Apple) • Icon counters that notify users of outstanding push notes • Indicate in-game what incremented counter • Cap counter at 5-10 to avoid overwhelming users Fast App Switching • Game should NOT reload when user gets a call, text, email, etc. and leaves app briefly • If you must reload, welcome user back and let them know you had to reload • Return to exact gameplay state as when they left 10/27/2015 16
  • 18. Best practices: Communication – In-Game Several formats: • Interstitials/Overlays • Banners • Heads-Up Display (HUD) indicators • Custom display zones (in-store, etc.) Deep link interstitials and banners directly to offers/purchase Time interstitials at launch and between key transitions/loading moments • Loading/launch good for game issues, updates, or big promotions 10/27/2015 17
  • 19. Best practices: Events Timed Events • 7-14 day events with deep incentives • Clearly surface details about event before and during • Include unique rewards only available during event • Make winning hard (target 15-20% for top rewards) • All users should have access • Repeat purchases or event-specific currency can help drive spend 10/27/2015 18
  • 20. Best practices: Events 10/27/2015 19 Quests • Help direct gameplay toward desired activities, improve mid-term engagement • Tutorializes gameplay and incentivizes engagement with key play elements • Use interstitials, HUD, and counters to surface quests • Timed or multi-step quests can improve retention and monetization between content updates • Make rewards meaningful and clearly surface them
  • 21. Best practices: Events Achievements & Collections • Rewards engagement with core loop • Mastery encourages replay • Don’t bury achievements, surface and celebrate them • Consider tiering to make achievements repeatable at increased difficulty/reward • Adding new achievements/collections on a regular basis increases elder game engagement • Adding premium-only elements to some achievements can increase conversion 10/27/2015 20
  • 22. Best practices: Events Return Mechanics • Fun, but brief, daily bonus event • Login rewards are boring, make it fun • Include purchase options: • Extra plays • Better rewards • Press your luck • Etc. • Optimal cadence may not be daily (could be every few hours) • Include Push Note when new bonus attempt is available 10/27/2015 21
  • 23. Best practices: Customer Support • Proactively message planned or significant outages • Have tools to provide entitlements for problems • Use forums and social channels to provide direct communication with users and community managers • Expose CS email address in-game 10/27/2015 22
  • 24. Additional Resources Getting started with Live game operations E-book http://bit.ly/playfabebook Live Game Operations Resource Center http://bit.ly/playfabresources 10/27/2015 23
  • 25. Welcome to the Live Game Ops Academy Everyone who attended all three introductory sessions receives the PlayFab Live Game Ops 101 Certificate by email! 10/27/2015 24 Beta testers needed! Live Game Ops Academy 101 Certificate (beta) We are finalizing a public release of the certificate and need beta testers help! Contact: thomas@playfab.com for more information
  • 26. Live Ops Training: User Engagement For more information: http://www.playfab.com Twitter: @playfabnetwork Facebook: https://www.facebook.com/playfabnetwork 10/27/2015 25

Notas del editor

  1. 1
  2. 4
  3. 7
  4. 24