CRE342
Week 8

Reading the player: game and player analytics

How data informs design: the game analytics value chain, telemetry events, quantitative and qualitative data, engagement and retention (DAU/MAU, D1/D7/D30, churn), the player lifecycle, progression metrics and funnels, heatmaps, economic, social and technical metrics, A/B testing, predictive analytics, tools, and the ethics of collecting player data. In the practical you analyse a launch week of synthetic telemetry from Pip's Peak.

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Slides: use the arrow keys or swipe; press F for full screen and Esc for an overview.

By the end of this week you can
  • Explain what game analytics is for, where telemetry fits in the analytics value chain, and why it needs qualitative data beside it.
  • Read engagement, retention and churn, progression, economic, social and technical metrics.
  • Turn a number into a design change: evidence, hypothesis, change, measurement and an A/B test.
  • Collect player data responsibly, with privacy, consent and minimisation, and without turning prediction into manipulation.
Before next week

Finish your three Pip's Peak findings (evidence, hypothesis, change, measurement, playtest question). Optional: read the GDnD wiki pages on game analytics and the player lifecycle.

Activity files

Key reading

El-Nasr, M. S., Drachen, A. and Canossa, A. (eds) (2013) Game Analytics: Maximizing the Value of Player Data. London: Springer.

Clark, O. (2014) Games as a Service: How Free to Play Design Can Make Better Games. Burlington, MA: Focal Press.

Su, Y., Backlund, P. and Engström, H. (2021) 'Comprehensive review and classification of game analytics', Service Oriented Computing and Applications, 15, pp. 141–156.

Thompson, C. (2007) 'Halo 3: how Microsoft Labs invented a new science of play', Wired, 15(9).