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So I'm John.
I'm the engineering tech lead for the Player Analytics team.
And to repeat some of what Ben was saying earlier
in our keynote, the Player Analytics package
will let you do three things.
It will let you manage your business against daily revenue
targets, understand when and where players are spending,
getting stuck, and churning in your game,
and then meet your daily needs.
So you get access to this pretty much
for free by integrating with Google Play game
services, which you might have been doing before
for things like achievements, Quests,
saved games, things like that.
But we're going to look at Events right now.
Events were the backbone for Quests
and Events allow us to monitor what
players are doing in your game.
We're going to leverage that so we can monitor things
like how they're doing, things like
spending money in your game, or buying premium currency.
So let's look at how that works.
So you go to the console and then
you're going to select one of the Events that you've created.
And you can select those Events and you
can set them to be either premium currency sources
or premium currency syncs.
And then after you annotate the Events in the console,
you go to your code.
And in your code, just like what you did with Events before,
you'll tell us, with these RPC calls,
when players are actually getting the premium currency
or spending a premium currency.
This will allow us to analyze how premium currencies exist
in your game and to hopefully let
you understand that yourself.
But premium currency analysis is really
just one of the few things that the Player Analytics
package does for you overall.
So let's look at some other examples
of how we can use this.
So here we have Darlene the developer.
And Darlene is convinced that the world needs another game
about killing zombies and farming for corn.
In fact, she wants to make a game
in which you do both of these things at the same time.
So she programs up her game and then she launches it.
And she finds just after her launch
that lots and lots of people are playing
her new game, Zombie Farmer.
And this is fantastic, of course,
because some of these people are actually paying her money.
But she does an iterate on her game
and what she finds 30 days after she launches
is that not so many people are playing her game.
Well, this kind of freaks her out of course.
And naturally, she's going to have
a lot of questions like, do people like corn
farming as much as she does?
Do they like killing zombies more?
Should she add more zombies?
Less zombies?
Is this game too hard or too easy?
These are all great questions but without any analytics,
you can't answer them.
So the way that we try to answer these questions for her
is we build detailed time series of what's
going on with every single user that is connected to Google
Play game services in her game.
We create this time series.
In these time series, we put everything
that we know about the players.
So here's another example of a time series
but the things that go in this time series are things like all
of the achievements that they've earned,
all of the Events that they've unlocked,
every spend that they do, whenever they hit retention,
whenever they abandon the game.
Pretty much everything we know about the players
we put into these time series.
Once we have these time series-- and we
could have millions of times series of course
for all the players that are playing games--
we aggregate information about these time series together.
Spend statistics, retention statistics,
progression statistics.
In fact, let's look a little bit more at progression statistics.
What we do right here is we're defining progressions
as the number of achievements that someone
has unlocked during your game.
And what Darlene finds is that once people
get to Level Six of unlocking achievements, only 50% of them
get to Level Seven.
So Darlene decides that she wants
to make a new version of her game
in which she makes Level Seven easier.
After she does that, she launches that
and she comes back to our retention
widget in which we've broken down retention by cohort.
And she finds that people that started
playing her game before only had 20% percent two-day retention.
And maybe afterwards they have 50% retention.
So this right here is an example of the business drivers page
that we have.
And this is really powerful because it
allows Darlene to compare how her game is doing
to other games in her same genre making roughly the same amount
of money as hers.
All the boxes that we have here in green
in this made-up example indicate that her retention statistics
are actually just fine compared to other games.
But her spend statistics, in particular her ARPU,
is much lower.
So she puts on the ARPU button and she gets a drill
down piece of information for ARPU.
So here on the top we have a graph that shows,
broken down by day over the last 28 days, what her ARPU was.
But in addition to ARPU, we also have ARPPU,
we have conversion rate.
We have basically all of the spend statistics
that we could cram into a graph.
The general idea that's coming out from this
is that once she has launched her game,
she needs to continue iterating on it
and we provide the analytics package that
allows us to do that so she can make her game better and better
and get more and more players in her game.
The main thing to take away from this
is that Player Analytics allows you to do three things.
And I think this is probably the sixth time you've heard
us say something like this.
But it allows you to manage your business against daily revenue
targets, understand when and where players
are getting stuck or churning in your game,
and quickly identify the business metrics that are
in most need of your attention.
We'll be at the Code Labs today.
Please feel free to drop in.
We can talk about how to get this into your game.
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