Subject |
Computer games -- Development.
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Data mining.
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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 |
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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 |
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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 |
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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 |
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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) |
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4.6.5 Message Conversion Rates |
Note |
325 annual accesses. UkHlHU |
Alt author |
Drachen, Anders.
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Canossa, Alessandro.
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ISBN |
9781447147695 |
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