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Archive for March, 2011

A/B Testing FTW (?)

March 30th, 2011 No comments

I’m currently digging my way through the Kontagent documentation to learn about their appropach towards A/B testing.

It seems that the normal (i.e. “free”) , subtype-based variant needs to be managed by the application itself, to define ratios, select a variant to show/use, etc. and Kontagent only tracks the resulting metrics, whereas their full fledged “Viral Optimizer” (only in premium) lets you define variants, ratios, etc. within the Kontagent web interface itself, generating code to copy/paste into your app.

Their A/B REST API documentation is lacking though, so we will see if my assumptions are true.

In the meantime, I’m also testing several versions of my home page using the Google Website Optimizer.

Categories: development, web Tags:

My BI and Data Mining for games experience

March 16th, 2011 No comments

Let me tell you a bit about my history:

My background is twofold – I started out as a software developer for Alcatel, but switched into some project management, development lead, CTO and managing director positions, both inside and outside of the games industry (namely Rockstar Games, VeriSign, and a small german startup called plazz entertainment).

From my perspective, BI or data mining (if you can call it that) in the “traditional” retail-oriented games industry (think Rockstar shipping Manhunt 2 or Grand Theft Auto) back in 2005 has been pretty basic, and mainly focused on usability and play testing, like generating 2D heat maps for level architectures from people playtesting the game – with that, the game designers and level designers could determine which were the most and least frequently visited areas in a level, and be use that information to change the level structure and/or level elements accordingly to guide the player better.

Of course, Microsoft/Bungie (Halo) has been very active in that field, doing much more than that, and also talking about their approach and findings quite openly at conferences.

Things changed for me when I became CTO of a german startup, doing their own “Club Penguin” clone in Germany called “Atlantis“. Initially, we had a freemium (free basic access with premium subscription as option) business model. this was changed to the now typical microtransactions for virtual item sales.

Since we were building the complete platform from scratch, we had a lot of different areas to tackle, so BI was mainly seen as a “hobby” of mine, rather than the strategic necessity for commercial success I thought it is or should be.
Basically, we did aggregated log events from the database (a MySQL single read/write master, multiple read-only slaves setup) per time slot – like number of chat messages per day, time spent online per character per day. We did this using an open source tool called ART.

 

On the website, Google Analytics (and Piwik) provided the standard metrics like Visits, Average Time on Site, Bounce Rate. I thought about using Ajax-calls into Google Analytics to track ingame events, but decided against it, not to mix web traffic stats and ingame events (that need to be stored in the database, anyway).

My employment there ended before I had time to research and implement something more elaborate and detailed. I’d be very interested to talk about what others did, what tools or methods you use, and so on.

New “Business Intelligence and Data Mining for games” LinkedIn group

March 11th, 2011 No comments

I started a LinkedIn group to talk about Business Intelligence and Data Mining for all kinds of games – social, browser, console, PC, mobile.

As I have posted before, I think this is a very interesting topic, but somehow there does not seem to be a lot of information available – so let’s talk about how you approach it, what kind of tools and frameworks do you use, how you integrate the various data sources, what kind of (automated or manual) decisions and optimizations you feed back into your game design and/or virtual economy parameters, and so on.

So, whether you already have vast experience in that area, or you just starting out, join now and let everybody know!

 

New social game from (Team) Vienna

March 4th, 2011 2 comments

Another new social game coming from Vienna – TeamVienna’s “Zombiees” started their private alpha today on Facebook.

At a glance it seems that a majority of Vienna’s finest game developers are all creating social or web games or frameworks –  spielwerk, mipumi, platogo, Team Vienna, fatfoogoo

Special gratulations to socialspiel for winning the Austrian Staatspreis for Push!

Easy recommendations

March 2nd, 2011 No comments

easyrec logoA project that I have been working on during my employment as a development team manager at VeriSign has been the base for an open source version:

EasyRec enables you to include item recommendations based on the behaviour of your website users.

From their website:

  • User Actions are sent to the easyrec using the REST API. Possible actions are viewing, buying or rating an item.
  • These user actions are stored in the database of the Recommendation Engine.
  • The provided Analyzers periodically analyze all recorded data for identifying patterns to generate recommendations.
  • These Recommendations can be accessed through calls to the easyrec webservice API and presented to a user.

I left VeriSign in 2008, so it will be quite interesting for me to see how it evolved.