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Author Seif El-Nasr, Magy.
Title Game analytics : maximizing the value of player data
Publication Info London : Springer London, 2013.



Descript 1 online resource (791 p.)
Note Description based upon print version of record.
Contents Game Analytics -- Foreword -- Acknowledgments -- Contents -- Contributors -- Part I: An Introduction to Game Analytics -- Chapter 1: Introduction -- 1.1 Changing the Game -- 1.2 About This Book -- 1.3 Game Analytics, Metrics and Telemetry: What Are They? -- 1.4 User-Oriented Game Analytics -- 1.5 User-Oriented Game Research -- 1.6 Structure of This Book -- Chapter 2: Game Analytics - The Basics -- 2.1 Analytics - A New Industry Paradigm -- 2.1.1 Telemetry -- 2.1.2 Game Metrics -- 2.1.3 Non-Telemetry-Based Metrics -- 2.1.4 Game Metrics: Types and Classes -- 2.1.5 A Closer Look at User Metrics
2.1.5.1 Customer Metrics -- 2.1.5.2 Community Metrics -- 2.1.5.3 Gameplay Metrics -- 2.1.6 Example Gameplay Metrics Across Game Types -- 2.1.6.1 Action Games -- First-Person Shooters (FPS) -- Third-Person Shooters (TPS) -- Racing -- 2.1.6.2 Adventure Games -- 2.1.6.3 Arcade -- 2.1.6.4 Beat'em Up -- 2.1.6.5 Family Games -- 2.1.6.6 Fitness Games -- 2.1.6.7 Music Games -- 2.1.6.8 Platformer Games -- 2.1.6.9 RPGs -- 2.1.6.10 Simulation -- 2.1.6.11 Sports Games -- 2.1.6.12 Strategy Games -- 2.1.7 Tracking Strategies -- 2.2 Ethics and Privacy -- 2.3 Selecting User Behaviors
2.3.1 Balancing Cost and Benefit -- 2.3.2 User Experience Versus Monetization -- 2.3.3 Feature Selection of User Behavior Telemetry -- 2.3.4 Pre-selecting Attributes -- 2.4 Telemetry Analysis and Reporting -- 2.5 Conclusions and Next Steps -- About the Authors -- References and Next Steps -- Chapter 3: Benefits of Game Analytics: Stakeholders, Contexts and Domains -- 3.1 Introduction -- 3.2 Game Designer, Level Designer, System Designer, Game Director -- 3.3 Producers and Project Managers -- 3.4 Marketing Managers -- 3.5 User Experience Research -- 3.6 Community Managers
3.7 Third Party Data and Analytics Providers -- 3.8 Programmers -- 3.9 QA Manager and Testers -- 3.10 Third Party Services for Players -- 3.11 Players -- 3.12 Conclusions -- About the Authors -- References -- Chapter 4: Game Industry Metrics Terminology and Analytics Case Study -- 4.1 Introduction: Industry Terms and Metrics -- 4.2 The Business of Metrics -- 4.2.1 Business Intelligence -- 4.2.2 Analytics -- 4.2.3 Metrics -- 4.2.4 Instrumentation -- 4.3 Measuring Player Population -- 4.3.1 DAU - Daily Active Users -- 4.3.2 MAU - Monthly Active Users -- 4.3.3 PCU - Peak Concurrent Users
4.4 Measuring Monitization -- 4.4.1 Conversion Rate -- 4.4.2 ARPU - Average Revenue Per User -- 4.4.3 ARPPU - Average Revenue Per Paying User -- 4.4.4 UAC - User Acquisition Cost -- 4.4.5 LTV - Life Time Value -- 4.4.6 LTNV - Life Time Network Value -- 4.5 Online Advertising -- 4.5.1 CTR - Click Through Rate -- 4.5.2 CVR - Conversion Rate -- 4.5.3 CPI - Cost Per Install -- 4.6 General Terms and Measures for Metrics and Analytics -- 4.6.1 Auditability -- 4.6.2 EED - Entry Event Distribution -- 4.6.3 XED - Exit Event Distribution -- 4.6.4 Outbound Messages Per User (For Social Games)
4.6.5 Message Conversion Rates
Note 325 annual accesses. UkHlHU
ISBN 9781447147695
Click on the terms below to find similar items in the catalogue
Author Seif El-Nasr, Magy.
Subject Computer games -- Development.
Data mining.
Alt author Drachen, Anders.
Canossa, Alessandro.
Descript 1 online resource (791 p.)
Note Description based upon print version of record.
Contents Game Analytics -- Foreword -- Acknowledgments -- Contents -- Contributors -- Part I: An Introduction to Game Analytics -- Chapter 1: Introduction -- 1.1 Changing the Game -- 1.2 About This Book -- 1.3 Game Analytics, Metrics and Telemetry: What Are They? -- 1.4 User-Oriented Game Analytics -- 1.5 User-Oriented Game Research -- 1.6 Structure of This Book -- Chapter 2: Game Analytics - The Basics -- 2.1 Analytics - A New Industry Paradigm -- 2.1.1 Telemetry -- 2.1.2 Game Metrics -- 2.1.3 Non-Telemetry-Based Metrics -- 2.1.4 Game Metrics: Types and Classes -- 2.1.5 A Closer Look at User Metrics
2.1.5.1 Customer Metrics -- 2.1.5.2 Community Metrics -- 2.1.5.3 Gameplay Metrics -- 2.1.6 Example Gameplay Metrics Across Game Types -- 2.1.6.1 Action Games -- First-Person Shooters (FPS) -- Third-Person Shooters (TPS) -- Racing -- 2.1.6.2 Adventure Games -- 2.1.6.3 Arcade -- 2.1.6.4 Beat'em Up -- 2.1.6.5 Family Games -- 2.1.6.6 Fitness Games -- 2.1.6.7 Music Games -- 2.1.6.8 Platformer Games -- 2.1.6.9 RPGs -- 2.1.6.10 Simulation -- 2.1.6.11 Sports Games -- 2.1.6.12 Strategy Games -- 2.1.7 Tracking Strategies -- 2.2 Ethics and Privacy -- 2.3 Selecting User Behaviors
2.3.1 Balancing Cost and Benefit -- 2.3.2 User Experience Versus Monetization -- 2.3.3 Feature Selection of User Behavior Telemetry -- 2.3.4 Pre-selecting Attributes -- 2.4 Telemetry Analysis and Reporting -- 2.5 Conclusions and Next Steps -- About the Authors -- References and Next Steps -- Chapter 3: Benefits of Game Analytics: Stakeholders, Contexts and Domains -- 3.1 Introduction -- 3.2 Game Designer, Level Designer, System Designer, Game Director -- 3.3 Producers and Project Managers -- 3.4 Marketing Managers -- 3.5 User Experience Research -- 3.6 Community Managers
3.7 Third Party Data and Analytics Providers -- 3.8 Programmers -- 3.9 QA Manager and Testers -- 3.10 Third Party Services for Players -- 3.11 Players -- 3.12 Conclusions -- About the Authors -- References -- Chapter 4: Game Industry Metrics Terminology and Analytics Case Study -- 4.1 Introduction: Industry Terms and Metrics -- 4.2 The Business of Metrics -- 4.2.1 Business Intelligence -- 4.2.2 Analytics -- 4.2.3 Metrics -- 4.2.4 Instrumentation -- 4.3 Measuring Player Population -- 4.3.1 DAU - Daily Active Users -- 4.3.2 MAU - Monthly Active Users -- 4.3.3 PCU - Peak Concurrent Users
4.4 Measuring Monitization -- 4.4.1 Conversion Rate -- 4.4.2 ARPU - Average Revenue Per User -- 4.4.3 ARPPU - Average Revenue Per Paying User -- 4.4.4 UAC - User Acquisition Cost -- 4.4.5 LTV - Life Time Value -- 4.4.6 LTNV - Life Time Network Value -- 4.5 Online Advertising -- 4.5.1 CTR - Click Through Rate -- 4.5.2 CVR - Conversion Rate -- 4.5.3 CPI - Cost Per Install -- 4.6 General Terms and Measures for Metrics and Analytics -- 4.6.1 Auditability -- 4.6.2 EED - Entry Event Distribution -- 4.6.3 XED - Exit Event Distribution -- 4.6.4 Outbound Messages Per User (For Social Games)
4.6.5 Message Conversion Rates
Note 325 annual accesses. UkHlHU
ISBN 9781447147695
Author Seif El-Nasr, Magy.
Subject Computer games -- Development.
Data mining.
Alt author Drachen, Anders.
Canossa, Alessandro.

Subject Computer games -- Development.
Data mining.
Descript 1 online resource (791 p.)
Note Description based upon print version of record.
Contents Game Analytics -- Foreword -- Acknowledgments -- Contents -- Contributors -- Part I: An Introduction to Game Analytics -- Chapter 1: Introduction -- 1.1 Changing the Game -- 1.2 About This Book -- 1.3 Game Analytics, Metrics and Telemetry: What Are They? -- 1.4 User-Oriented Game Analytics -- 1.5 User-Oriented Game Research -- 1.6 Structure of This Book -- Chapter 2: Game Analytics - The Basics -- 2.1 Analytics - A New Industry Paradigm -- 2.1.1 Telemetry -- 2.1.2 Game Metrics -- 2.1.3 Non-Telemetry-Based Metrics -- 2.1.4 Game Metrics: Types and Classes -- 2.1.5 A Closer Look at User Metrics
2.1.5.1 Customer Metrics -- 2.1.5.2 Community Metrics -- 2.1.5.3 Gameplay Metrics -- 2.1.6 Example Gameplay Metrics Across Game Types -- 2.1.6.1 Action Games -- First-Person Shooters (FPS) -- Third-Person Shooters (TPS) -- Racing -- 2.1.6.2 Adventure Games -- 2.1.6.3 Arcade -- 2.1.6.4 Beat'em Up -- 2.1.6.5 Family Games -- 2.1.6.6 Fitness Games -- 2.1.6.7 Music Games -- 2.1.6.8 Platformer Games -- 2.1.6.9 RPGs -- 2.1.6.10 Simulation -- 2.1.6.11 Sports Games -- 2.1.6.12 Strategy Games -- 2.1.7 Tracking Strategies -- 2.2 Ethics and Privacy -- 2.3 Selecting User Behaviors
2.3.1 Balancing Cost and Benefit -- 2.3.2 User Experience Versus Monetization -- 2.3.3 Feature Selection of User Behavior Telemetry -- 2.3.4 Pre-selecting Attributes -- 2.4 Telemetry Analysis and Reporting -- 2.5 Conclusions and Next Steps -- About the Authors -- References and Next Steps -- Chapter 3: Benefits of Game Analytics: Stakeholders, Contexts and Domains -- 3.1 Introduction -- 3.2 Game Designer, Level Designer, System Designer, Game Director -- 3.3 Producers and Project Managers -- 3.4 Marketing Managers -- 3.5 User Experience Research -- 3.6 Community Managers
3.7 Third Party Data and Analytics Providers -- 3.8 Programmers -- 3.9 QA Manager and Testers -- 3.10 Third Party Services for Players -- 3.11 Players -- 3.12 Conclusions -- About the Authors -- References -- Chapter 4: Game Industry Metrics Terminology and Analytics Case Study -- 4.1 Introduction: Industry Terms and Metrics -- 4.2 The Business of Metrics -- 4.2.1 Business Intelligence -- 4.2.2 Analytics -- 4.2.3 Metrics -- 4.2.4 Instrumentation -- 4.3 Measuring Player Population -- 4.3.1 DAU - Daily Active Users -- 4.3.2 MAU - Monthly Active Users -- 4.3.3 PCU - Peak Concurrent Users
4.4 Measuring Monitization -- 4.4.1 Conversion Rate -- 4.4.2 ARPU - Average Revenue Per User -- 4.4.3 ARPPU - Average Revenue Per Paying User -- 4.4.4 UAC - User Acquisition Cost -- 4.4.5 LTV - Life Time Value -- 4.4.6 LTNV - Life Time Network Value -- 4.5 Online Advertising -- 4.5.1 CTR - Click Through Rate -- 4.5.2 CVR - Conversion Rate -- 4.5.3 CPI - Cost Per Install -- 4.6 General Terms and Measures for Metrics and Analytics -- 4.6.1 Auditability -- 4.6.2 EED - Entry Event Distribution -- 4.6.3 XED - Exit Event Distribution -- 4.6.4 Outbound Messages Per User (For Social Games)
4.6.5 Message Conversion Rates
Note 325 annual accesses. UkHlHU
Alt author Drachen, Anders.
Canossa, Alessandro.
ISBN 9781447147695

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