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Game Industry Metrics Terminology and Analytics Case Study

Abstract

The advent of online gaming has made it possible for almost every game device to send information across a network. The evolution of consumer tastes has forced the variety and quality of marketplace offerings to expand. Market competition and the consumer expectation that games can be constantly improved through the issue of online patches have forced game developers to stop thinking of their games as ever truly finished. Instead, mobile, console, PC, and social games are all expected to monitor user behavior, and report information back to the game creators. The developers responsible for monitoring and improving games are then able to use the information the client software sends to determine the sorts of improvements they should make to the game. These improvements are rolled out as patches or updates to the client software, or changes to the runtime code or content on the game servers. The key to creating a successful automatic feedback loop between the customer and the game’s creator relies on measuring how the user interacts with the game. This information is collected via instrumentation in the software, which sends telemetry data back to a server. These specific bits of information are commonly referred to as “game metrics.”

Keywords

  • Business Intelligence
  • Unique User
  • Online Advertising
  • Average Revenue
  • User Engagement

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Correspondence to Timothy Victor Fields .

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About the Author

Timothy Victor Fields is a veteran producer, game designer, team leader, and business developer, who has been building games professionally since 1994. He has been involved in one way or another with several of the top franchises of the last few decades, such as Need for Speed, Halo, Call of Duty, Brute Force, SSX and others. In addition to making games and helping companies and teams find partners, Tim is active in the game development and financial community as a consultant, writer, and speaker. He has published two books in game development and production: Social Game Design and Monetization (Focal Press, 2011), and Distributed Game Development (Focal Press, 2009). He is a member of the IGDA, a SIGGRAPH speaker, and regular guest speaker at Texas A&M University and the University of Texas.

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© 2013 Springer-Verlag London

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Fields, T.V. (2013). Game Industry Metrics Terminology and Analytics Case Study. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds) Game Analytics. Springer, London. https://doi.org/10.1007/978-1-4471-4769-5_4

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  • DOI: https://doi.org/10.1007/978-1-4471-4769-5_4

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  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-4768-8

  • Online ISBN: 978-1-4471-4769-5

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