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Eng: Mobile Game Data Analysis F

Eng: Mobile Game Data Analysis F

作者: Vince_zzhang | 来源:发表于2018-07-01 09:24 被阅读0次

    1. Acquisition: analysis in channel, ad injection

    Daily New Users, DNU: users who sign up and sign in games per day

    functions:

    a. reflect the new-user contribution of each channels 

    b. check the channel cheating

    c. visualize the macro trend and decide whether need advertisement injection

    note:

    similar metrics: WNU, MNU for week and month

    According to requirements, category as users in natural growth and users in promotion 

    Daily One Session Users,DOSU: user who only has one session and session time is less than the regulated threshold 

    functions:

    a. detect click farming in promotion channels

    b. check the quality of channels

    c. check obstacles during importing users: network situation, loading time 

    Customer Acquisition Cost,CAC = promotion cost / number of efficient new sign-in users

    functions:

    a. determine to choose the right channel to optimize advertisement injection

    b. estimate the cost of channels promotion 

    note:

    CAC is calculated by segmenting channels

    New Users Conversion Rate: Clicks->Install->Register->Login

    2. Activation

    Daily Active Users,DAU: number of sign-in users per day

    functions:

    a. kernel user scale

    b. measure the trend of the game life time

    c. compare user churn rate and active rate

    d. active user life time in channels

    e. user stickiness/retention (with MAU)

    note:

    similar metrics: WAU, MAU for week and month

    MAU is also for user scale stability, and estimating promotion effectiveness

    Daily Engagement Count,DEC:the number of opening games for users per day

    functions:

    a. user stickiness (average DEC)

    b. channel-oriented, check frequency

    c. user-oriented, check frequency 

    note:

    behaviors in 30 seconds as 1 DEC

    average DEC = DEC / daily engagement user count

    analyze performance after updating version by different DEC distribution

    Daily Avg.Online Time,DAOT/AT: online time per active users each day

    functions:

    a. degree of paticipation

    b. game quality metric

    c. channel  quality metric

    d. combine with Average Online Time per sign-in to analysis retention and user churn

    note:

    help analyze cheating, version stickiness and effectiveness 

    3. Retention & Churn

    Users Retention: case of using for each new sign-in user in regulated periods: day1, day3, day7, day30

    functions:

    a. users' adaptability to game 

    b. evaluate user quality in channels

    c. channel quanlity

    d. user stickiness 

    e. detect steep-loss stage for new users

    note:

    retention is metric reflecting users' satisfaction 

    retention is talked along with churn

    Users Churn: case of leaving in regulated periods: day1, day7, day30

    functions:

    a. active user life time

    b. channel quality

    c. detect influence of version update

    d. detect period with high churn rate 

    4. Revenue

    a. revenue from download

    b. revenue from ad in games

    c. revenue from in-app purchase

    Daily Payment Ratio,DPR = APA / DAU, APA is Active Payment Account

    a. check the rationality of the paying lead 

    b. reflect users paying intention 

    c. check the conversion of paying

    Active Payment Account,APA

    functions:

    a. scale of paying users

    b. portion of APA: whales, dolphins, minnows

    c. stability of paying users

    Average Revenue per Uers,ARPU

    eg: for months, ARPU = Revenue / MAU

    Average Revenue per Paying User,ARPPU

    ARRPU = Revenue / APA

    ARPPU is easily affected by whales and minnows.

    ARPPU, APA and MPR are combined to analyze retention of paying users.

    Life Time Value,LTV

    LTV = ARPULT, by month

    Value from the first time that users join in games to the last time.

    5. Referral

    K-Factor:describe the growth rate of websites

    K-Factor= number of shares * conversion rate

    K > 1, fast growth

    Others:

    Peak Concurrent Users, PCU

    Average Concurrent Users, ACU

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