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Insights Team
Bringing you gaming insights since 2012.
11 min read
#Data & Analytics
8 ways of spotting and fixing the reasons why players are leaving your game
The following article is based on a previous one we published on the GameAnalytics blog: 16 reasons players are leaving your game, which you can find here, written by Nathan Lovato. This article has been trending on our blog, and it’s a hot topic among developers who are looking to optimize their user experience. Considering this, we’ve thought to complement Nathan’s piece with examples of how you’d use analytics to spot and fix the problems listed. Share the post with this ready-to-go tweet 🙂 To make sense of it all, we’ll follow a similar structure to what Nathan used: listing the reason and the way you can investigate it through the use of analytics. Note our numbering will differ as we won’t be discussing all the reasons. If you didn’t get a chance to read the 16 reasons…, do so now –...
8 min read
#Ads & Monetization
How to Identify Whales In Your Game
Monetization has been a hot topic in the games industry over the past years, ever since the rise of free to play games. How to optimize monetization, how to define correct pricing buckets or how to better convert players are just a few of the widely discussed questions concerning the topic. In this article, however, we’ll be approaching monetization from a different angle. Rather than discussing how to achieve a high conversion rate, we will dig into the differences in behaviour between converted players and non-monetizers. With this we’re looking to give you some insights into these players’ profiles, based on which you should be able to identify them early in the game. We will be working with two main categories (non-monetizers and monetizers), but 4 cohorts. For granularity purposes, we have broken down the monetizers category into 3 types:...
2 min read
#Data & Analytics
Mobile Games KPI Benchmarks for July 2015
As you may know, at the end of May we released Benchmarks, feature that helps you bring more context to your analysis by allowing you to compare your KPIs to those of 5,800 (and counting) other games tracked by GameAnalytics. As trends in the industry are constantly moving, we will be updating these numbers monthly. This month’s update was just released and is up now in the tool, for you to check out. Here are the highlights for July 2015: ARPDAU across the GameAnalytics network increased by almost 12% (from 2.37 cents to 2.66 cents), which was driven by increases in both conversion and ARPPU. This means that in July, not only have there been more people spending money in games, but they also spent greater amounts than in June. ARPPU in particular increased by 50...
2 min read
#Data & Analytics
First look at Custom Segments
We are genuinely excited to share this first beta release of Custom Segments! With Custom Segments, you’ll be able to break down your users with ease by defining per user attributes. Now you can define segments by values such as spend, demography, time played and profile the type of players active in your game. We’ve worked hard to make this feature easy to use for everyone. The result is a cleaner way of using basic statements to define your segments. You’ll be able to run segments on different timeframes, which results in faster analysis. To top it all off, we’ll be processing your data in minutes, not in hours! Feature breakdown Define with per user attributes and statements You can define your segment through basic statements all calculated on a per user basis, making it dead simple to include or...
3 min read
#Tool & Product
Introducing Benchmarks – How do you stack up?
Benchmark feature released! Benchmarks allow you to compare your games’ performance to that of all the other games in the GameAnalytics’ network, giving you the context you need to make informed decisions that can improve your game.
6 min read
#Live Ops
Why it’s important to keep your initial players happy
In our last data science report on what makes a game successful we looked at the evolution of key game metrics over 90 days after launch, across 400+ games. (If you haven’t read that already, we definitely think you should before going forward with this one.) One of our findings was that most successful games show a better handling of their initial installs, dubbed the Golden Cohort. We thought it would be an interesting venture to dig a bit deeper into this. And so the queries began. Methodology Sample description We look at players from 208 games that hit 1000 installs during 2014. They represent the games that on a cumulative revenue basis are in between the 50th and the 90th percentile. This ensures we analyse the most successful games in terms of revenue in our network (games that pertain...
7 min read
#Data & Analytics
What Analysing 400+ Games Has Taught Us
Each year brings with it a set of new fads in gaming, some make it, some falter, but one question is ever present: what makes a game successful? In an attempt to answer this, we looked at the evolution of key game metrics over 90 days after launch, across 415 games released in 2014 and spreading across multiple genres and platforms.