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Social Gaming Workshop: Virtual Economy Metrics (Part 3/4)

Tuesday, March 3rd, 2009

 

[Note: This is Part 3 of our 4 part series of the Kontagent Social Gaming Workshop Summary, here is:  Part 1, Part 2]

 

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As the application space on the Facebook platform has evolved, the typical complexity of apps has increased with ever more applications being built around a virtual currency system. Not only does this lead to interesting and engaging game play, but it also provides another avenue for application developers to monetize what they develop.

 

One of the break-out sessions at the Kontagent Social Gaming Workshop focused on virtual economies with the goal to determine what metrics should be used to effectively monitor the virtual economies.  Measurements and metrics that were discussed include:

 

  • Measure average net worth to monitor inflation – A primary concern with virtual economies is controlling inflation. Why bother to control it? Well, if inflation is rampant, highly-engaged users who have been saving up for a big purchase will probably not be too happy and may head for the nearest virtual exit if their savings have been rendered worthless by inflation.

The first step to controlling inflation is to monitor it, and the group agreed that measuring average net worth of users over time was a reasonably simple, yet adequate, proxy for measuring inflation. This metric gives the application developer an understanding of what goods the average users could afford to purchase.

  • Tracking sources and sinks in the economy – How do users get their money and how do they spend it? By measuring this, you can understand what parts of your virtual economy are working well and address the parts that are not performing.

For example, is the primary source in your economy the initial seed money you give all users? This is probably not a good sign. It may indicate that users are not finding the game engaging enough to earn additional currency or perhaps it’s too difficult to earn currency in the game.

  • Tracking individual virtual good purchases – By tracking all individual purchases, the developer can identify what goods are in high demand and use that information to adjust prices accordingly, create more goods like the ones in demand, and remove unpopular goods. Perhaps the user base of a particular  application just does not buy goods in large quantities outside a particular price range.
  • Dual currencies – Multiple participants pointed to dual currencies as an effective way of monetizing around virtual economies, where one currency (regular) can be earned through game play and the second one (premium) can only be acquired through real-money purchases. Conversions may be allowed from the premium currency to the regular one, but not the reverse. Application developers can then choose to make certain items available only via the premium currency, which encourages users to purchase the premium currency.
  • What is the right time increment for measurements? – Most metrics for monitoring virtual currencies should be averaged over a certain time period to avoid reacting too quickly to random fluctuations in the metrics. The consensus was that a week was a sufficient time increment for most metrics. Obviously, if you have a major shift in some key metrics, such as the average number of transactions in your economy dropping by 80% over night, it’s probably safe to say that you have an issue and you shouldn’t wait a week to investigate it.

Virtual currencies are currently an integral part of many applications on Facebook and are likely to continue to be so. Having the right metrics to control sources of currency, appropriately price virtual goods, and keep inflation under control will be important to ensure the continued success of an app with a virtual economy.

 

We appreciate the input from all the participants at the workshop. If I missed something that was discussed please add a comment!

 

Kontagent @ DemoCamp/Toronto & Kontagent Hackathon Toronto

Tuesday, March 3rd, 2009
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Looking forward to demoing Kontagent and reconnecting with some old DemoCamp friends and new commers alike.
Pretty amazing to think that DemoCamp is ver. 19.0 in Toronto.
I just found this link that speaks to the history of DemoCamp  (with an overly generous tid-bit of my contribution…).
Ironic story about DemoCamp was that it was really meant as a means for me to reconnect with the local community on a more regular basis, and an excuse to allow me to solict early feedback from my peers on BubbleShare during the earilest days of my previous startup.
Its now grown into 19th seperate events in Toronto due to David Crow, who has been the sole reason its continued to this day.
The concept which was a dervivied and insipred by BarCamp, amazingly the idea of DemoCamp has spread out to :
All of which were self organized (which I can take absolutely zero credit for).  Goes to show how great things can happen when you bring passionate people together that want to share their ideas and knowledge.
This is what we’re hoping to do with more community events for the social network application development space, such as our Social Games Workshop and Hackathons (SF).
If there is sufficient interest, we’ll also be launching a Toronto Kontagent Hackathon. Please drop me a line here and/or directly if you’re interested in attending one!

Kontagent SF Hackathon, March 4th

Monday, March 2nd, 2009

Kontagent San Francisco March 4th Hackathon

At Kontagent, we’re all about metrics and helping Facebook developers to get up and running with analytics, so we’re holding a hackathon for any developer that’s interested in using Kontagent!

What’s the plan?

  • Learn about Kontagent (personal demos of the product from Kontagent team members)
  • We’ll be here to help answer any technical questions about the product and integration
  • We’ll even help you get set up with using Kontagent

When and Where?

  • Wednesday March 4th
  • 5:00pm – 8:00pm
  • Kontagent Offices (185 Clara, Suite 101A, San Francisco)

Why should you come?

  • We’ll have beer =)
  • You’ll meet lots of other great developers to hang out and exchange ideas with
  • You’ll be one step closer to getting set up with the best social app analytics out there

What should you bring?

  • Your laptop if you want us to help you get set up with Kontagent
  • Questions! Do you have any questions about analytics, metrics or tuning Facebook applications?
  • Suggestions – Have suggestions for what we can do better? Let us know! If you don’t have any plans for the night, drop by and come hang out!

Register here

Social Gaming Workshop: User Acquisition (Part 2/4)

Thursday, February 19th, 2009

[Note: This is Part 2 of our 4 part series of the Kontagent Social Gaming Workshop Summary, here is:  Part 1, and Part 3]

Paid User Acquisition

When the Facebook platform was still new and there was a land grab to obtain users, paid user acquisition was quite common.  Since then, developers have learned much more about how to grow application using viral channels to keep the cost of user acquisition very low.  This however, doesn’t mean there isn’t a place for paid user acquisition.  Paid user acquisition can still pay very high dividends if leveraged correctly.

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Should I pay for users or should I try to grow my application virally?

  • Never pay a significant amount for users before testing your application with live users.  You should first ensure the virality of your application is greater than 1 (meaning the application will continue to grow on it’s own) before throwing a lot of money at driving installs, or else you end up wasting money.  If you have Kontagent installed, you get a measurement of virality right on the dashboard
  • Understand how much users are worth before paying for users.  There are a number of ways to calculate the “value” of a user, or the LTV (LifeTime Value).  The simplest way is to find out on average how much a user generates over the lifetime of the user using the application, whether that’s through ads, offers or direct payments.  However, this doesn’t leverage the viral factor which is available to us.  Using the viral factor, the real value of the user is not how much the user is worth, but what’s the value of the network of users resulting from this user inviting other users.  This is called the Lifetime Network Value of a user (we’ll be doing another blog post that dives deeper into determining user value)

How much should you be willing to spend to acquire these users?

  • This is closely tied to the answer above about the value of a user.  If you understand the value of a user (the Lifetime Network Value) and how much it costs to acquire a user through a paid acquisition channel, the answer is then pretty simple.  If the cost to acquire user is greater than the predicted Lifetime Network Value of a user, then it makes sense to pay for the acquisition of a user.

How well do cross-promotions work?

  • Cross promotion can be a highly cost efficient way to seed traffic to a new application, or just to grow an application if you have other application to promote from or you are cross-promoting from other applications you are working with.  What you must look out for is there are a large number of common users between the 2 applications.  A couple of developers shared their experience about doing cross promotions with the discussion group and determined that there is typically high-churn when doing cross-promotions.  Even if 2 applications have the same gameplay, the genre can also make a significant difference in determining whether the cross-promotions will work.  You should run a small test to see if cross-promotions result in returning users from the application that is being promoted.

How do you identify the key characteristics of users who are likely to pay to play?

  • This is a very interesting question.  Simply taking a look at the data and correlating user behavioral metrics to tendency to monetize would answer this question, but this is something we haven’t done yet.  If there is anyone who is interested in providing us with data to determine this, please send me an email (info(at)kontagent.c0m)

 

Viral User Acquisition

Viral optimization has been a hot topic for quite some time now and we will have another article that is just focused on viral tuning using Kontagent, so the topics that were discussed in the workgroup were focused on less discussed topics surrounding viral tuning.

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It’s well know that the number of users converted per user from a viral event is a good metrics to look at for viral user acquisition, but what are the right users to look for viral tuning?

  • Just observing the number of users acquired per user [ invites sent * conversion rate ] is a great first order metrics, but it is possible to go even deeper and take a look at second order effects.  The question then becomes, what is the quality of users that are being invited in terms of both virality and engagement?  The metrics is then to take a look at the number of users acquired by each user in the second generation and then to take a look at the engagement of the second generation users as well.

How do you optimize the virality of a user in the long-term rather than just the short-term?

  • When viral optimization is discussed, the most common metric that’s used is [ number of outbound messages * conversion rate ]which optimizes the number of users converted per event.  The shortcoming of this model is that it’s meant for short-term optimization rather than long-term optimization of virality.  While this optimization is great for spreading video clips or articles virally which are typically one time events (when was the last time you revisited a video to share it with another group of friends?), it’s not the ideal metric for games because games are designed to engage users repeatedly.   This means, it’s important to optimize the users converted per event as well as the number of times a user repeats the viral event.  For example, say the context for an invite event is “invite your top 5 friends to play a game with you”.  In this case, the conversion rate may be high for the event,  but the likelihood of a user coming back to the same event is very low since a user’s top 5 friends doesn’t change very much.  Effectively the lifetime virality of the user is lowered as well.  In contrast, an invite context such as “invite 5 new friends to play a game with” may not net as high a conversion rate per event, but the user may repeatedly come back and so the overall lifetime virality is much higher.  In summary, you should be optimizing [ number of outbound messages * conversion rate * number of times the user revisits the viral event ] which can only be done if history is kept on each user.

How does the strength of friendship affect viral invite conversion between user X (sender) and user Y (recipient)?  Is there an actionable metric than can be used to tune viral events?

  • When user Y receives in invite from user X  there are three key factors that determines whether or not user Y will accept the invite:  1) what the application is 2) the content of the message 3) who sent the invite.  If we think about it a bit more, it becomes pretty obvious that the stronger the friendship relationship, the more likely you are install the application.  Implicitly, people typically stay in close contact with friends that have common interests which leads to more trusted recommendations.  Another way to think about this question is:  would you more likely try an application recommended by someone you barely know or a close friend that you keep in constant contact with?  From this perspective, the answer is pretty clear, you’re more receptive to close friends.  Now let’s take a look at an invite event.  If we know that stronger friend ties trend toward higher conversion rates, what actionable metric can be used evaluate an invite event?  We’re proposing a new metric here:  [ % of close friends invited/total friends invited ].  We have yet to prove whether or not this metric is actually useful with real data, but we’ll post some results when we’re able to get some empirical evidence.

Social Gaming Workshop Summary: Questions on Acquisition, Engagement, Monetization (Part 1/4)

Thursday, February 19th, 2009

What’s Important to Social Gaming Developers?

One of the main goals of running the social gaming analytics workshop was to get a good understanding of what developers are always thinking about and what types of problems they are encountering.  By gaining an understanding of these problems, we can then design actionable metrics and tools to help solve these problems.  So at the beginning of the workshop, we solicited questions from all the developers to get a sense of what people were interested in.  Here is a sampling of the key questions from various developers grouping to category headings:

Who Has The Biggest Brain? Facebook game (image © Playfish)

User Acquisition (both paid for and viral)

  • What are the key drivers of conversion from invite to install and how do you use intelligent filtering to drive increased conversion rates?
  • What are 3 stats I should look at most closely for identifying spenders within a few days of using my app for the first time?
  • When users play games on social networks, they develop social relationships over time. What are the metrics that capture the conversion rate from strangers to friends for specific apps?

Engagement

  • What’s the most commonly accepted metric for long-term user engagement (ie, over the user’s lifetime, not time per visit)?
  • What’s a good way to measure the impact of feature changes on long-term engagement?
  • What are the most important engagement and monetization metrics to optimize (i.e. return visitors/all visitors, time on site, churn, ARPU, paying/active users, etc.)?

Monetization

  • How do you accurately isolate and measure the correlation between an improvement in engagement and an increase or decrease in monetization?
  • How do you optimize the balance between enabling free game play and extending engagement and forcing users to pay to advance?
  • How to best determine pricing in virtual economies? Macro or micro approach? Tips, tricks, or war stories on the subject?

Click on thumbnail to zoom in.

Discussion Groups

After sifting through all the questions, the 3 topics that emerged as the one that developers were most interested in were:

  • User acquisition
  • Engagement
  • Virtual economies

We broke up the workshop into 3 groups, each of which discussed one of the topics.  While we were able to address all the questions in the short time we had, we had some very good discussion about the topics.  In the next 3 blog posts, we’ll summarize the discussions and results that took place.

Thanks for coming out!

Thursday, February 12th, 2009

Thanks to everyone who came out to the first Kontagent Social Gaming Workshop.  It was really great meeting everyone and get a deep understanding of the problems that developers are tackling when building social games and how we can help solve these problems with the right metrics and tools.  Also, thanks to everyone for the feedback on the event, it’ll be very helpful as we plan future events.  Over the next few days, we’ll be making posts on what was learned from the workshop.  The topics include insights and metrics on user acquisition, engagement and virtual economies.  Stay tuned!

Next up for events:

Early March – Kontagent hackathon (we’re inviting users over to our office who are interested in potentially using Kontagent to learn more and to get help in actually getting up and running with Kontagent)

March 25h – Kontagent Facebook Developer Garage ( we’re planning a large developer garage that’ll be focused on metrics and social gaming)

Stay tuned for more information!

Kontagent Social Gaming Metrics Workshop

Wednesday, January 21st, 2009

Are you developing a social game?  Are you interested in metrics?  If so, this should be of interest to you.  Kontagent is holding a limited capacity workshop for social game developers.  The objective is for Kontagent to engage with you, the developer at a very low-level to understand the metrics needs of social game developer and to come up with a set up standard metrics for social games.  We’ll be running this workshop with Dr. Andreas Weigend who’s a world renown expert in the field of user metrics (he was also the chief scientist at Amazon for a number of years and now also teaches data-mining at Stanford).  Anyway, if you’re interested, here’s the formal page explaining the event:  http://kontagent.wikispaces.com/.  Apply quickly, space is limited!

Why are International Facebook Devs Rockin’ It

Thursday, December 11th, 2008

3 out of the 5 FBFund Finalists are Canadian. That got me thinking.

Coincidence? Perhaps. Not reflective of the entire development community? That I’m not so sure. I noticed a strikingly large number of pretty successful non-US/Silicon Valley developers, and have a couple of theories on why we have so many (and arguably, a disproportionate) Canadian and Non-US developers on Facebook:

1) No/Low Capital Required: traditionally, Canadian (non-US/Silicon Valley) b2c startups/developers lacked the resources/venture capital (seed funding esp.) to launch competitive B2C offerings — Facebook Apps take VERY little resources to get off the ground, and their success if usually a function of creativity

2) Low Distribution Costs/Viral Distribution Required: again, traditionally, its been more difficult for Canadian (and non-US/Silicon Valley) ventures to secure high profile distribution partnerships to “get the word out” — the great thing about Facebook apps is that some of the most successful apps are often launched with small to no artificial viral seeding costs. In other words, success comes from optimizing their viral loops in their apps to secure distribution. Heck, they might even be using some pretty cool viral analytics to optimize their K-factor (aka: pass-along rate/viral co-efficient/pick-your-buzzword). Yeah… that was a pretty blantant plug, but come’on, you saw that coming.

And of course, huge congrats to our fellow Canadian FBFund Winners WedSnap and Mousehunt!

(Sidenote: Technically, we’re a US HQ’d startup, but both founders are Canadian and we have a Canaidan presence… so that makes us at least half Canadian, Go Canada! ;-)

Kontagent Wins Phase-2 FBFund/$250K Grant!

Wednesday, December 10th, 2008

Congrats to all the winners , and a big thanks to all those that have blogged about the announcement!

This was a result of a ton of hard work from the entire team, and its been a fun process getting here. Thank you for all those that voted, Cat and Julia from the FBfund team, and the judges from the surprisingly enjoyable due diligence discussions from the partners at Accel and FounderFund.

An interesting tid-bit: did you know that the 3 out of the final 5 winners out of the 25 finalists are Canadian (including me and Jeff – both Canucks!). Go Canada! =)

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