An Exploratory Analysis of KPI in Mobile Social Battle Games
The mobile social game business has gained a position in the mainstream of the mobile service industry during the last couple of years. Social battle gaming has become one of the more popular domains and plays a leading role in the revenue-generating engines of mobile social games. Social games are like living creatures and in order to keep them healthy, it is crucial to make daily optimizations through an intensive Plan-Do-Check-Action (PDCA) cycle. However, the key performance indicators of social games are hidden as company secrets. In this paper, I attempt to parse the KPIs of the mobile social games in order to build systematic approach toward mobile social game business engineering.
KeywordsKPI mobile social games
Unable to display preview. Download preview PDF.
- 1.Whitehead, J.: Fantasy, farms and freemium: what game data mining teaches us about retention, conversion, and virality (keynote abstract). In: Proceedings of the 8th Working Conference on Mining Software Repositories, MSR 2011, p. 1. ACM, New York (2011)Google Scholar
- 2.Kriegel, H.-P., Schubert, M., Züfle, A.: Managing and Mining Multiplayer Online Games. In: Pfoser, D., Tao, Y., Mouratidis, K., Nascimento, M.A., Mokbel, M., Shekhar, S., Huang, Y. (eds.) SSTD 2011. LNCS, vol. 6849, pp. 441–444. Springer, Heidelberg (2011)Google Scholar
- 3.Lewis, C., Wardrip-Fruin, N.: Mining game statistics from web services: a World of Warcraft armory case study. In: Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG 2010, pp. 100–107. ACM, New York (2010)Google Scholar
- 4.Iosup, A., et al.: Cameo: enabling social networks for massively multiplayer online games through continuous analytics and cloud computing. In: Proceedings of the 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010, pp. 7:1–7:6. IEEE Press, Piscataway (2010)Google Scholar
- 5.Yamakami, T.: A 3-stage transition model of the architecture of mobile social games: lessons from mobile social games in Japan. In: NBiS 2011, pp. 168–172 (2011)Google Scholar