{"id":188,"date":"2008-05-22T13:14:13","date_gmt":"2008-05-22T12:14:13","guid":{"rendered":"http:\/\/t-machine.org\/?p=188"},"modified":"2008-05-25T12:07:39","modified_gmt":"2008-05-25T11:07:39","slug":"ion-08-understanding-the-online-gamer","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2008\/05\/22\/ion-08-understanding-the-online-gamer\/","title":{"rendered":"ION 08: Understanding the Online Gamer"},"content":{"rendered":"<p>Edward Hunter, comScore<\/p>\n<h4>Summary<\/h4>\n<p>Some useful stats, and some interesting issues raised in terms of privacy and practicalities of gathering stats.<\/p>\n<p>A lot of good advice on how to select a target market for an online game that&#8217;s better than &#8220;any hardcore RPG players&#8221; &#8211; both better as in more precise and usable, and also better as in bigger and worth more money.<\/p>\n<p>LOTS of questions afterwards; read to the bottom to see them all.<br \/>\n<!--more--><\/p>\n<h4>Accuracy \/ Predictability<\/h4>\n<p>The same month that Blizzard announced 10 million players, <a href=\"http:\/\/www.comscore.com\/\">comScore<\/a> reported 9.8 million players.<\/p>\n<p>You can&#8217;t categorize online gamers as any particular single genre.<\/p>\n<p>March 2007: 771 million people browsing the web<\/p>\n<p>216 million play online games<\/p>\n<p>march 2007 &#8211; web is 840 million users<\/p>\n<p>US online gamers outnumber all other individual countries<br \/>\n &#8211; 70 million US players; china 15 m, canada 12 m<br \/>\n &#8211; but 206 million non-US<\/p>\n<p>(although europe: 82 million)<\/p>\n<p>global online gamer audience has increased 27% 2007 &#8211; 2008<\/p>\n<p>online gamers age: 25% 25-34 ,35-44, 45-54<br \/>\n10%: 18-24, 55-64<br \/>\nunder-18? immeasurable<\/p>\n<h4>(Q: what do you mean by online games?)<\/h4>\n<p>A: I&#8217;ll get to that later. It&#8217;s an important point, thank you for spoiling it)<\/p>\n<h4>Defining Online Gamers: &#8220;Heavy&#8221;, &#8220;Medium&#8221;, and &#8220;Light&#8221;<\/h4>\n<p>heavy online gamers: online 57 hours a motn, 24% is online gaming<br \/>\nlight &#8211; 36 hr \/ month &#8211; 1% of that is online gaming<\/p>\n<p>heavy: leans towards social networking, gaming info sites<\/p>\n<p>light &#8211; consumes more traditional entertainment and retail content<\/p>\n<p>heavy favs &#8211; mmo, fps, rts<br \/>\nlight favs &#8211; puzzle, card, strategy<\/p>\n<p>lights rank \u00a31 for visitors to retail computer hardware sits<\/p>\n<p>heavy gamers rank it number 4, placing books and department stores above that<\/p>\n<p>(this was obvious because he&#8217;d said that the light gamers spent all their time visiting websites)<\/p>\n<p>light come in first for online music consumption &#8211; both paid and free<br \/>\nheavy come second<br \/>\nand medium come third<\/p>\n<p>medium online gamers spend 7% of their time in XXX adult, whereas heavy dont have any.<\/p>\n<p>medium &#8211; 8% genealogy<\/p>\n<p>heavy &#8211; 9 percent fmaily<\/p>\n<p>light spends 23% on portals, compared to 10% for heavy \/ medium (similar)<\/p>\n<p>&#8220;online gamers&#8221; is far too broad, generic and meaningless a target to go after<\/p>\n<h4>The new way to target<\/h4>\n<ol>\n<li>start by looking at the intensity of usage\n<li>then narrow in on target by age demographic, region, and finally other oline and offline behaviours that apply to that market (like &#8230; what else do they do when online? what do they do with their free time? etc)\n<\/ol>\n<p>Players&#8217; behaviours change a lot over time, so it&#8217;s necessary to track that way so you can change it during dev years in line with the changing themselves.<\/p>\n<p>Try to match up the underlying behaviours of your players with the core fundamental elements of your game<\/p>\n<p>Compare:<\/p>\n<ul>\n<li>search terms + volume\n<li>purchasing patterns\n<li>preferred online content types\n<li>genre\/platform\/group-vs-solo preferences from games in general\n<\/ul>\n<p>Once you&#8217;ve established their behaviours, you now need to work out who they actually are &#8211; age\/gender\/location\/net worth\/etc. [ADAM: all the standard traditional marketing demographic stuff]<\/p>\n<p>Then, you can work out where they hang out, and then market\/advertise in those locations.<\/p>\n<h4>Build your games to be measured<\/h4>\n<p>Signal user actions:<\/p>\n<ul>\n<li>as exposure\n<li>session start\/session stop\n<li>significant actions\n<\/ul>\n<h4>Why?<\/h4>\n<p>Because the market needs to know independently measured numbers about who is using what &#8211; internal data that you keep private for business reasons are not valid as evidence when negotiating with advertisers etc<\/p>\n<p>[ADAM: he recommends put in fine-grained metrics and making them PUBLIC to be used by advertisers. Of course, advertisers are currently refusing to use this data, and are being pushed through lowest-common-denominator services by the middlemen agencies. So &#8230; I&#8217;m not sure it&#8217;s as simple as he implies]<\/p>\n<p>Analytics are also essential to be looked at side-by-side with reading the philosophical \/ essay post-mortems.<\/p>\n<p>[ADAM: this is interesting. I&#8217;ve not seen such a subtly disguised yet selfish sales pitch for a while ;). Not that I mind, it was a good talk, but really it&#8217;s <a href=\"http:\/\/www.comscore.com\/\">comScore<\/a> et al who &#8220;need&#8221; this more than anyone else. Ironically, I think a lot of this stuff SHOULD be given away for less altruistic reasons than he tries to map out]<\/p>\n<h4>Link to download the slides<\/h4>\n<p><a href=\"http:\/\/www.comscore.com\/request\/gamers.asp\">http:\/\/www.comscore.com\/request\/gamers.asp<\/a><\/p>\n<h4>Q: we have nothing like the <a href=\"http:\/\/www.nielsen.com\/\">Nielsens<\/a>, no independent sources of how many people are playing concurrently. This has plagued me throughout my MMO dev career. Do you think that that&#8217;s on the way in the future? I&#8217;d argue its essential to make good investment decisions<\/h4>\n<p>People operate under the misconception that this can&#8217;t be measured. For most of the popular MMOs this is already being done (e.g. our own WoW analyst record).<\/p>\n<p>We do it by looking at calls made out to the internet by the game, and use that to infer how many people etc &#8211; e.g. people clicking links from the game client and going to a webpage.<\/p>\n<p>[ADAM: or, IMHO better, go the <a href=\"http:\/\/thottbot.com\/\">Thottbot<\/a> \/ <a href=\"http:\/\/wow.curse.com\/downloads\/addons\/\">Curse<\/a> route: write a custom client that sits there and scrapes]<\/p>\n<h4>Q: do I just make artificial calls to pages \/ sites &#8211; even ones that don&#8217;t exist &#8211; just to cause them to be tracked?<\/h4>\n<p>Yes, that&#8217;s how ISP&#8217;s do it, we aggregate it all etc.<\/p>\n<h4>Caveat: this is an emerging technology. Some phenomena to be aware of<\/h4>\n<p>How many people have deleted the cookies in their browser this month? (about 60% of audience)<\/p>\n<p>Many people ONLY use cookies to track unique users.<\/p>\n<p>ISP routers are dynamically changing the IP address even in-between successive requests while browing the same site<\/p>\n<p>Think twice before believing the &#8220;uniques&#8221; that are reported by software or even by service providers (like <a href=\"http:\/\/www.hitwise.com\/\">Hitwise<\/a>)<\/p>\n<p>Comscore is based on observed behaviour, so we&#8217;re able to tie it all together even across cookie deletions, dynamic IP changes etc.<\/p>\n<h4>Q: what&#8217;s the memory footprint on your app?<\/h4>\n<p>We have some people who are desperate to be measured. For others, they opt in for a bunch of various incentives like free firewall software.<\/p>\n<p>small numbers of megabytes of RAM<\/p>\n<h4>Q: how do you make sure that&#8217;s a representative sample of &#8220;all online gamers&#8221;<\/h4>\n<p>We have rigid rules over how many people we require to constitute a quorum for any given segment etc.<\/p>\n<p>e.g. considered specifically advertising to second life users, but knew that couldn&#8217;t be scaled up because SL is too small [ADAM&#8230;not sure about that, I may have misunderstood]<\/p>\n<h4>Q: do you do it differently by country?<\/h4>\n<p>We do it based on a factor of their percentage of the population of the place where they live.<\/p>\n<p>Our lowest threshold to consider something statistically relevant is lower in countries with lower populations.<\/p>\n<p>[ADAM: essentially &#8230; no, they don&#8217;t change their methodology for different countries]<\/p>\n<h4>Q: does the app start and stop when you start and stop accessing the internet<\/h4>\n<p>We see everything they do offline as well as everything they do online.<\/p>\n<p>The details of how are proprietary; we hold several patents on how this works.<\/p>\n<p>We see:<\/p>\n<ul>\n<li>Every app install\n<li>Every digital download\n<li>Every time a media device is accessed on the system\n<\/ul>\n<p>I&#8217;m a huge privacy fan, I spent my first 5 of 6 years here working on carefully making sure we weren&#8217;t storing private info.<\/p>\n<p>We&#8217;ve been audited to prove that we automatically destroy info and unrecognized info is locked up and excluded into a separate inaccessible store until we know what it is and know whether its safe to use or whether we have to destroy it.<\/p>\n<h4>Q: it&#8217;s a PC client. is this PC specific or does it include console?<\/h4>\n<p>It&#8217;s PC specific. We regularly survey 4200 people a month. We&#8217;re about 8 months away from measuring online console play and iPhone play.<\/p>\n<p>For now, a combination of connections to console-focussed websites, in-basket purchases on Amazon and ebay (did you buy a console-only game?, etc).<\/p>\n<p>[ADAM: I think this scared quite a few people. Yes, this is what happens when you allow someone else to read your internet URL traffic, let alone actually inspect the HTTP stream&#8230;]<\/p>\n<h4>Q: heavy gamers had a core thing of social networking, and yet it didn&#8217;t appear on the use. Why was it not?<\/h4>\n<p>It&#8217;s because it&#8217;s categorization vs actual visits to social networking sites. It&#8217;s the difference between a &#8220;stated behaviour&#8221; (asked) and an observed behaviour.<\/p>\n<p>[ADAM maybe: I didnt really understand that]<\/p>\n<p>When we define heavy\/light\/medium online gamers, we use a variety of measures, not just a single one like sheer hours. [ADAM: a multi-value metric]<\/p>\n<h4>Q: can you drill down to intensities within a given game? Within that game, can you say what a heavy gamer is doing as opposed to a light gamer?<\/h4>\n<p>Short answer is: we can, but I&#8217;m trying to focus more on what the industry can achieve here. Sure, we can do it as ComScore, but others may not be able to.<\/p>\n<h4>Q: what a developer knows is what genre they&#8217;re going for, and they want to know the stats for that genre. Why is that info not put first?<\/h4>\n<p>I think that&#8217;s chicken before the egg. I dont know anyone who starts by saying &#8220;what genre shall we develop for?&#8221;<\/p>\n<p>Bottom line is you can do it anyway you want, but look at gamers as a level of engagement within a set of characteristics instead of looking at one individual characteristic at a time.<\/p>\n<h4>Q: how quickly can new stats be added to a single game and rolled out into the system<\/h4>\n<p>doesn&#8217;t require any change to comscore stuff. We don&#8217;t have definitions for all games, we add stuff to our rack of things to track when the amount of data coming from that game exceeds a threshold.<\/p>\n<h4>Q: how long do you keep the data?<\/h4>\n<p>6 months, or up to 15 months for some stuff [ADAM: I think, not sure again. It&#8217;s too hot in here. I&#8217;m dieing!]<\/p>\n<h4>Q: so you keep metadata about the games themselves so that we can do our own analysis about subtypes of genre etc, we might want to subdivide it a different way?<\/h4>\n<p>[ADAM: essentially: &#8220;not for you to use&#8221;. But he used a lot more words]<\/p>\n<p>We collect 100 terabytes of info a month. We have the single largest commercial data warehouse that anyone will openly talk about having or using.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Edward Hunter, comScore Summary Some useful stats, and some interesting issues raised in terms of privacy and practicalities of gathering stats. A lot of good advice on how to select a target market for an online game that&#8217;s better than &#8220;any hardcore RPG players&#8221; &#8211; both better as in more precise and usable, and also [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/188"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=188"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/188\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=188"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=188"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=188"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}