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Sonamine Predictions For Games
An introductory whitepaper
Sonamine Predictions For Games




Introduction
The rapidly growing digital games industry provides hours of interactive entertainment to hundreds of
millions of players worldwide. Leveraging global connections via the internet and mobile capabilities,
these games allow players to imagine and share in virtual worlds of fun and creativity. Not
surprisingly, the business of developing and marketing these games is extremely competitive, with new
                               eveloping
game studios being launched every week.

                                                 But business managers and marketers are not without
                                                 tools to face these competitive challenges. Unlike
                                                                                 challenges
                                                 traditional offline and box games, interactive digital
                                                 games that are connected and collect game play data.
                                                 This game play data allows marketers to peer into the
                                                 behaviors of their players. By analyzing the game play
                                                 data, marketers and game designers can personalize
                                                      ,
                                                 games to individual players, retaining players for
                                                                             ,
                                                 longer periods of time and increasing the revenue
                                                 obtained per player. It is natural to assume that game
                                                 developers and publishers will have to adopt the best
                                                 business intelligence and prediction techniques to
                                                 maintain a competitive edge.


Data analysis
Leveraging the game play data goes by many different terms - business intelligence, reporting, data
                                                                                ence,
warehousing, data mining, predictions, metrics, A testing - the list goes on. This jargon soup makes
                                                 A-B
it difficult to tease out what your company is currently doing and what it is not. One simple way to
think about data is to group your data analysis activites into two types: backward looking and forward
                                                                        :
looking.

Backward looking activities will tell you what has happened in the past. For example, most reporting
and "analytics" will tell you how many play sessions there were, broken down by different factors such
as geography, levels and session lengths. Other types of "metrics" including virality, ARPU, ARPPU all
tell you about what has already happened. By looking into time series of these metrics, you might be
able to discern a trend in the past.
                                   .

Forward looking activities are the prediction activities that will tell you what will happen in the future.
For example, calculating every player probability of converting to paying status would be a prediction
                                player’s
activity. You are trying to predict whether a player will behave in a particular way in the future.

Another way to think about data analysis activities is to determine whether your analysis is at the
aggregate level or at a player level. Aggregate data analysis helps you understand the behavior of
large groups of players. For example, you may segment your players into the classic Bartle player
categories. Metrics such as ARPU and virality are usually calculated at the aggregate level.

                      Sonamine LLC | Confidential

    1
Sonamine Predictions For Games



Player level data analysis lets you uncover insights for each player, so that you may perform 1
                             ts                                                               1-to-1
marketing to these players. Unique virtual goods recommendations and churn prediction would be
examples of such player level analysis.

This paper discusses forward looking predictions that are generated for each player.
                                     predictions


How predictions increase the bottom line
The evolving game industry can learn from more mature consumer industries that are leveraging
predictions in their business operations. For example, an online retailer has found that shoppers who
click on recommended products based on predictions have a 28% larger order sizei. Industry leader
                                                                                      ndustry
Amazon.com derives 20-30% of its revenue from the product recommendations ii. To the games
                          30%
industry, adding prediction based recommendati
                                   recommendations could increase micro-transaction virtual goods
                                                                           transaction
revenues by 30%.

Beyond revenue, marketers know that it is
                    arketers
cheaper to retain a customer than it is to
acquire a new paying customer. Many consumer
industries use advanced churn prediction
techniques to identify and retain customers that
are about to defect or churn. For example, a
telecommunications company in the US was able
to reduce monthly churn by 30% using a
                           y
combination of churn prediction and retention
campaignsiii. By using the same churn prediction
and retention techniques, game developers can
prevent the loss of revenue when players cancel
subscriptions or stop returning to the game.

The key to using these predictions is to ensure that they are actionable. A prediction such as "
      y                                                                                        "overall
ARPU will decline" is not actionable because it does not describe how a marketer can prevent the
        ll
prediction from occurring. A prediction such as "these five subscribers have a 90% probability of
abandoning the game" is actionable, because marketers can retain these five subscribers using
promotions.

In the next few sections we shall discuss specific ways that predictions can be used in games.


Predicting conversion to paying status
              version
The different dynamics and mechanics within games provide rich information that can used to
determine player satisfaction and engagement. But it takes more than an engaging game to induce
players to open their wallets. Other factors such as the relative affluence of the player, her credit-
                                     factors                                                   credit
worthiness and age all affect the player’s ability to pay for games. Finally, social group behavior and
peer pressure are important factors influencing a player’s decision to purchase virtual go
                                                                                         goods or

                                                                                                   2

                                                    Sonamine LLC | Confidential |
Sonamine Predictions For Games



subscriptions. By analyzing each player’s unique game play behavior, demographics and social
interactions, the likelihood that each player will convert to paying status can be accurately predicted.

Marketers have several ways to utilize such conversion predictions. Marketers may decide to send
reminder emails or display more “conversion related” messages to the players who are extremely likely
to convert. These emails may not contain incentives. However, for players who are only moderately
likely to convert, marketers may offer aggressive promotions. This dual-pronged approach ensures that
you are accelerating the conversion process without unnecessarily giving offers to every player. The
net result of would be to greater conversion rates and accelerated monetization of players while
maximizing revenue.


Player retention through churn prediction
Since the cost of acquiring a new player is high, it makes sense to start retaining your existing players.
Retaining existing players is important for all games regardless of the business model. For advertising
funded games, returning players provide “inventory” which can then be sold to advertisers. Games
funded by subscriptions would certainly want to retain the active subscribers. Free to play games
funded by virtual-goods micro-transactions would want to engage players until they are “ready” to
convert.

One common technique is to email players who have already abandoned the game and try to “re-
engage” them. However, these re-engagement efforts are usually not very successful because the
player has already left the game.

A more fruitful approach is to pinpoint players who are still active engaged, but who may be likely to
abandon the game or subscription in the next few weeks. The key difference here is that these players
are still currently engaged in the game and have not abandoned the game YET. It is possible for
marketers to reach these players with promotional offers and targeted messages.


Acquisition through player-get-player campaigns
Recent studies have shown that a customer’s decision to adopt a new mobile application is highly
affected by the social groupiv. For each social group, when there are more members who use an
application, other group members are more likely to adopt the same application. Using this social peer
pressure phenomenon, it is possible to predict which players will be successful at inviting their friends
to the game. This social or peer pressure effect can be used by games marketers to improve their
player acquisition campaigns. These “viral” player acquisitions are essentially free of charge, and thus
reduce the customer acquisition cost for the game.

Tactically, a games marketer can provide extra incentives to players who score highly on these viral
predictions. These incentives can be displayed within the game or using email promotions. A more
targeted list of players ensures that these viral promotions are not shown to every player, thus avoiding
a potentially unpleasant user experience for all players.


                      Sonamine LLC | Confidential

    3
Sonamine Predictions For Games




Players likely to purchase new content
Consumer industries have increasingly implemented comprehensive customer marketing programs.
These programs aim to deepen the customer relationships by offering more relevant products to
specific customer segments. Running monthly sales and promotions campaigns are standard tactics in
these programs. Game developers are beginning to adopt these techniques by having special content
sales for Christmas, Valentines, Easter and other holidays. Other monthly content promotions can also
be executed with current content to drive revenue.

To maximize revenue while minimizing the perception of annoyance, marketers like to target these
promotions to players who are most likely to respond to the promotion. Predictions can be used to
determine these target lists. By using previous purchase and game play behavior, a purchase
propensity model can be developed. This model will calculate for each player her likelihood to
purchase the specific content. Marketers can then target the promotion to players in the top 10% of
scores. The response rate is higher for this 10% group; marketers can send other relevant promotions
to the remaining 90% of players.


Virtual goods or content recommendations
Most games allow players to personalize their experiences. These personalization options range from
avatar appearances to city buildings and fixtures. Players get to choose from a large catalog of
content that they can purchase or use. These catalogs are presented as a “shop” or “build” section of
games. Unfortunately, players have to choose from a bewildering array of options, which increase in
number as players progress toward higher levels.

One way to improve the player experience is to recommend the most relevant and appropriate content
for each player when she opens the catalog. The content relevance can be predicted using previous
content purchases and each player’s social group purchases. Another way to leverage content
recommendations is to send a weekly content discovery newsletter to all players. This content
discovery newsletter would include five of the most relevant content to each player. An easier and
more relevant discovery process will encourage players to purchase more content.


Sonamine predictions
Sonamine helps game marketers identify key players and content using prediction techniques. By
engaging with Sonamine, game marketers can reduce churn and increase monetization rates.

To streamline the process, Sonamine offers five types of standard predictions:

Churn prediction For key player groups such as subscribers or high value players, Sonamine will
calculate for each player her probability of canceling the subscription or abandoning the game
altogether. Sonamine uses diffusion, community detection and influencer identification algorithms to
pinpoint these “contagious churners”. Game marketers can target retention campaigns using email or


                                                                                                 4

                                                    Sonamine LLC | Confidential |
Sonamine Predictions For Games



in-game promotions to high churn probability players. Game designers can also customize the game to
encourage high churn probability players to return to the game.

Conversion prediction For games that are free-to-play, Sonamine will calculate for each player her
probability of converting to a paying player. By targeting the players most likely to convert, game
marketers can target email promotions or in-game promotions, thereby accelerating player conversion
and increasing revenue.

Virality prediction For games that have a social component, Sonamine will calculate for each player
her probability of successfully inviting friends to join the game. Game marketers can provide
incentives to these highly influential players to encourage invitations. Successful invitations lower the
cost of customer acquisition.

Cross-sell prediction For a specific game or virtual good, Sonamine will identify the players most
likely to purchase the game or virtual good. Game marketers can target email promotions or in-game
promotions to these players most likely to purchase.

Next-best virtual good recommendation Sonamine will identify the next best recommendations for
each player. Game marketers can target email promotions or in-game promotions with these
customized product offers.

Beyond these five standard predictions, Sonamine also provide custom prediction services.


How Sonamine predictions are generated
Taking a page from the consumer industries using predictions, Sonamine analyzes data using advanced
machine learning algorithms to generate their player predictions. Predicting behaviors such as churn
and conversion is a “classification” problem in machine learning terminology. Sonamine uses various
classification algorithms that are proven to be scalable and robust in handling the different types of
data found in game play. These classification algorithms include neural networks and random forests.
Next best recommendations are “associative” in nature and Sonamine uses a combination of
collaborative filtering algorithms augmented with our patent-pending network analysis system.

Four types of data are used in the predictions. Demographic information about the player that is
provided by the game developer can be included in the analysis. These data elements include age,
gender, location and any other related information.

Behavioral information about the game play can be indicative of future behaviors. Sonamine’s
extensive experience in telecommunications and financial services predictions has been transplanted to
generate game behavioral data elements that are useful in predictions.

Sonamine has a patent-pending system that leverages the network of social interactions among players
to generate predictions. These social interactions might be occurring either within or outside the
game.


                     Sonamine LLC | Confidential

    5
Sonamine Predictions For Games



Finally, Sonamine integrates third party data where possible to extend the accuracy of the Sonamine
predictions. Such third party might include census and credit data.


Data transfer and prediction APIs
Game developers can transfer the required game play data to Sonamine via real time APIs or a batch
upload process. The Sonamine system combines the data with third party data, and refreshes the
player predictions.

To act on the predictions generated by Sonamine, a game developer can access the predictions in real
time via a prediction API.



                       Game play             Sonamine                      Sonamine
      Game Server
                                             API front                     Prediction
      or Client
                       Predictions           end                           Servers




                                                                            Third Party
                                                                            Data



Proof of concept and evaluation
Sonamine offers a proof-of-concept (POC) package that includes data transfer and predictions for no
cost. These POCs can be completed within 10 days after receiving your data. Please contact us at
info@sonamine.com




i
 http://www.internetretailer.com/2010/04/01/follow-the-crowd-recommendations-boost-online-sales-
at-sun-ski.
ii
   http://blog.kiwitobes.com/?p=58
iii
   http://www.sas.com/resources/solution-brief/104696_0810.pdf
iv
   Sinan Aral, Lev Muchnik and Arun Sundararajan. Distinguishing influence-based contagion from
homophily-driven diffusion in dynamic networks. Proceedings of National Academy of Science, Dec 22,
2009 vol 106 no 51 p. 21544-21549.
                                                                                                6

                                                   Sonamine LLC | Confidential |

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Sonamine Predictions For Games: Leveraging Game Data for Increased Revenue and Player Retention

  • 1. Sonamine Predictions For Games An introductory whitepaper
  • 2. Sonamine Predictions For Games Introduction The rapidly growing digital games industry provides hours of interactive entertainment to hundreds of millions of players worldwide. Leveraging global connections via the internet and mobile capabilities, these games allow players to imagine and share in virtual worlds of fun and creativity. Not surprisingly, the business of developing and marketing these games is extremely competitive, with new eveloping game studios being launched every week. But business managers and marketers are not without tools to face these competitive challenges. Unlike challenges traditional offline and box games, interactive digital games that are connected and collect game play data. This game play data allows marketers to peer into the behaviors of their players. By analyzing the game play data, marketers and game designers can personalize , games to individual players, retaining players for , longer periods of time and increasing the revenue obtained per player. It is natural to assume that game developers and publishers will have to adopt the best business intelligence and prediction techniques to maintain a competitive edge. Data analysis Leveraging the game play data goes by many different terms - business intelligence, reporting, data ence, warehousing, data mining, predictions, metrics, A testing - the list goes on. This jargon soup makes A-B it difficult to tease out what your company is currently doing and what it is not. One simple way to think about data is to group your data analysis activites into two types: backward looking and forward : looking. Backward looking activities will tell you what has happened in the past. For example, most reporting and "analytics" will tell you how many play sessions there were, broken down by different factors such as geography, levels and session lengths. Other types of "metrics" including virality, ARPU, ARPPU all tell you about what has already happened. By looking into time series of these metrics, you might be able to discern a trend in the past. . Forward looking activities are the prediction activities that will tell you what will happen in the future. For example, calculating every player probability of converting to paying status would be a prediction player’s activity. You are trying to predict whether a player will behave in a particular way in the future. Another way to think about data analysis activities is to determine whether your analysis is at the aggregate level or at a player level. Aggregate data analysis helps you understand the behavior of large groups of players. For example, you may segment your players into the classic Bartle player categories. Metrics such as ARPU and virality are usually calculated at the aggregate level. Sonamine LLC | Confidential 1
  • 3. Sonamine Predictions For Games Player level data analysis lets you uncover insights for each player, so that you may perform 1 ts 1-to-1 marketing to these players. Unique virtual goods recommendations and churn prediction would be examples of such player level analysis. This paper discusses forward looking predictions that are generated for each player. predictions How predictions increase the bottom line The evolving game industry can learn from more mature consumer industries that are leveraging predictions in their business operations. For example, an online retailer has found that shoppers who click on recommended products based on predictions have a 28% larger order sizei. Industry leader ndustry Amazon.com derives 20-30% of its revenue from the product recommendations ii. To the games 30% industry, adding prediction based recommendati recommendations could increase micro-transaction virtual goods transaction revenues by 30%. Beyond revenue, marketers know that it is arketers cheaper to retain a customer than it is to acquire a new paying customer. Many consumer industries use advanced churn prediction techniques to identify and retain customers that are about to defect or churn. For example, a telecommunications company in the US was able to reduce monthly churn by 30% using a y combination of churn prediction and retention campaignsiii. By using the same churn prediction and retention techniques, game developers can prevent the loss of revenue when players cancel subscriptions or stop returning to the game. The key to using these predictions is to ensure that they are actionable. A prediction such as " y "overall ARPU will decline" is not actionable because it does not describe how a marketer can prevent the ll prediction from occurring. A prediction such as "these five subscribers have a 90% probability of abandoning the game" is actionable, because marketers can retain these five subscribers using promotions. In the next few sections we shall discuss specific ways that predictions can be used in games. Predicting conversion to paying status version The different dynamics and mechanics within games provide rich information that can used to determine player satisfaction and engagement. But it takes more than an engaging game to induce players to open their wallets. Other factors such as the relative affluence of the player, her credit- factors credit worthiness and age all affect the player’s ability to pay for games. Finally, social group behavior and peer pressure are important factors influencing a player’s decision to purchase virtual go goods or 2 Sonamine LLC | Confidential |
  • 4. Sonamine Predictions For Games subscriptions. By analyzing each player’s unique game play behavior, demographics and social interactions, the likelihood that each player will convert to paying status can be accurately predicted. Marketers have several ways to utilize such conversion predictions. Marketers may decide to send reminder emails or display more “conversion related” messages to the players who are extremely likely to convert. These emails may not contain incentives. However, for players who are only moderately likely to convert, marketers may offer aggressive promotions. This dual-pronged approach ensures that you are accelerating the conversion process without unnecessarily giving offers to every player. The net result of would be to greater conversion rates and accelerated monetization of players while maximizing revenue. Player retention through churn prediction Since the cost of acquiring a new player is high, it makes sense to start retaining your existing players. Retaining existing players is important for all games regardless of the business model. For advertising funded games, returning players provide “inventory” which can then be sold to advertisers. Games funded by subscriptions would certainly want to retain the active subscribers. Free to play games funded by virtual-goods micro-transactions would want to engage players until they are “ready” to convert. One common technique is to email players who have already abandoned the game and try to “re- engage” them. However, these re-engagement efforts are usually not very successful because the player has already left the game. A more fruitful approach is to pinpoint players who are still active engaged, but who may be likely to abandon the game or subscription in the next few weeks. The key difference here is that these players are still currently engaged in the game and have not abandoned the game YET. It is possible for marketers to reach these players with promotional offers and targeted messages. Acquisition through player-get-player campaigns Recent studies have shown that a customer’s decision to adopt a new mobile application is highly affected by the social groupiv. For each social group, when there are more members who use an application, other group members are more likely to adopt the same application. Using this social peer pressure phenomenon, it is possible to predict which players will be successful at inviting their friends to the game. This social or peer pressure effect can be used by games marketers to improve their player acquisition campaigns. These “viral” player acquisitions are essentially free of charge, and thus reduce the customer acquisition cost for the game. Tactically, a games marketer can provide extra incentives to players who score highly on these viral predictions. These incentives can be displayed within the game or using email promotions. A more targeted list of players ensures that these viral promotions are not shown to every player, thus avoiding a potentially unpleasant user experience for all players. Sonamine LLC | Confidential 3
  • 5. Sonamine Predictions For Games Players likely to purchase new content Consumer industries have increasingly implemented comprehensive customer marketing programs. These programs aim to deepen the customer relationships by offering more relevant products to specific customer segments. Running monthly sales and promotions campaigns are standard tactics in these programs. Game developers are beginning to adopt these techniques by having special content sales for Christmas, Valentines, Easter and other holidays. Other monthly content promotions can also be executed with current content to drive revenue. To maximize revenue while minimizing the perception of annoyance, marketers like to target these promotions to players who are most likely to respond to the promotion. Predictions can be used to determine these target lists. By using previous purchase and game play behavior, a purchase propensity model can be developed. This model will calculate for each player her likelihood to purchase the specific content. Marketers can then target the promotion to players in the top 10% of scores. The response rate is higher for this 10% group; marketers can send other relevant promotions to the remaining 90% of players. Virtual goods or content recommendations Most games allow players to personalize their experiences. These personalization options range from avatar appearances to city buildings and fixtures. Players get to choose from a large catalog of content that they can purchase or use. These catalogs are presented as a “shop” or “build” section of games. Unfortunately, players have to choose from a bewildering array of options, which increase in number as players progress toward higher levels. One way to improve the player experience is to recommend the most relevant and appropriate content for each player when she opens the catalog. The content relevance can be predicted using previous content purchases and each player’s social group purchases. Another way to leverage content recommendations is to send a weekly content discovery newsletter to all players. This content discovery newsletter would include five of the most relevant content to each player. An easier and more relevant discovery process will encourage players to purchase more content. Sonamine predictions Sonamine helps game marketers identify key players and content using prediction techniques. By engaging with Sonamine, game marketers can reduce churn and increase monetization rates. To streamline the process, Sonamine offers five types of standard predictions: Churn prediction For key player groups such as subscribers or high value players, Sonamine will calculate for each player her probability of canceling the subscription or abandoning the game altogether. Sonamine uses diffusion, community detection and influencer identification algorithms to pinpoint these “contagious churners”. Game marketers can target retention campaigns using email or 4 Sonamine LLC | Confidential |
  • 6. Sonamine Predictions For Games in-game promotions to high churn probability players. Game designers can also customize the game to encourage high churn probability players to return to the game. Conversion prediction For games that are free-to-play, Sonamine will calculate for each player her probability of converting to a paying player. By targeting the players most likely to convert, game marketers can target email promotions or in-game promotions, thereby accelerating player conversion and increasing revenue. Virality prediction For games that have a social component, Sonamine will calculate for each player her probability of successfully inviting friends to join the game. Game marketers can provide incentives to these highly influential players to encourage invitations. Successful invitations lower the cost of customer acquisition. Cross-sell prediction For a specific game or virtual good, Sonamine will identify the players most likely to purchase the game or virtual good. Game marketers can target email promotions or in-game promotions to these players most likely to purchase. Next-best virtual good recommendation Sonamine will identify the next best recommendations for each player. Game marketers can target email promotions or in-game promotions with these customized product offers. Beyond these five standard predictions, Sonamine also provide custom prediction services. How Sonamine predictions are generated Taking a page from the consumer industries using predictions, Sonamine analyzes data using advanced machine learning algorithms to generate their player predictions. Predicting behaviors such as churn and conversion is a “classification” problem in machine learning terminology. Sonamine uses various classification algorithms that are proven to be scalable and robust in handling the different types of data found in game play. These classification algorithms include neural networks and random forests. Next best recommendations are “associative” in nature and Sonamine uses a combination of collaborative filtering algorithms augmented with our patent-pending network analysis system. Four types of data are used in the predictions. Demographic information about the player that is provided by the game developer can be included in the analysis. These data elements include age, gender, location and any other related information. Behavioral information about the game play can be indicative of future behaviors. Sonamine’s extensive experience in telecommunications and financial services predictions has been transplanted to generate game behavioral data elements that are useful in predictions. Sonamine has a patent-pending system that leverages the network of social interactions among players to generate predictions. These social interactions might be occurring either within or outside the game. Sonamine LLC | Confidential 5
  • 7. Sonamine Predictions For Games Finally, Sonamine integrates third party data where possible to extend the accuracy of the Sonamine predictions. Such third party might include census and credit data. Data transfer and prediction APIs Game developers can transfer the required game play data to Sonamine via real time APIs or a batch upload process. The Sonamine system combines the data with third party data, and refreshes the player predictions. To act on the predictions generated by Sonamine, a game developer can access the predictions in real time via a prediction API. Game play Sonamine Sonamine Game Server API front Prediction or Client Predictions end Servers Third Party Data Proof of concept and evaluation Sonamine offers a proof-of-concept (POC) package that includes data transfer and predictions for no cost. These POCs can be completed within 10 days after receiving your data. Please contact us at info@sonamine.com i http://www.internetretailer.com/2010/04/01/follow-the-crowd-recommendations-boost-online-sales- at-sun-ski. ii http://blog.kiwitobes.com/?p=58 iii http://www.sas.com/resources/solution-brief/104696_0810.pdf iv Sinan Aral, Lev Muchnik and Arun Sundararajan. Distinguishing influence-based contagion from homophily-driven diffusion in dynamic networks. Proceedings of National Academy of Science, Dec 22, 2009 vol 106 no 51 p. 21544-21549. 6 Sonamine LLC | Confidential |