Sega Europe is working with Data Scientists to improve player retention and monetization.
This was one of the reasons Sega/Relic cancelled new content for DoW3.
Quote Relic Communications lead, Benjamin Boudreau
Retention and sentiment were the two biggest measures we were watching most closely.
https://community.dawnofwar.com/discussion/15995/well-relic-q-a/p6
Recent Relic job announcement for a "LIVE OPERATIONS DIRECTOR" for future CoH content/features/monetization/retention:
https://archive.ph/465Ky
https://www.linkedin.com/jobs/view/1515159400/
As a Live-Ops Director, you will…
▪Manage and design content, campaigns and features that maximize acquisition, retention and monetization throughout the product life cycle
▪Conduct and communicate in-depth analysis of in-game economy using data insights and strong business acumen to set and achieve KPIs
▪Seek in-depth player insights and develop new content strategies through data- driven analysis
How SEGA leverages in-game data to keep players coming back
22 November 2019
https://techhq.com/2019/11/how-sega-leverages-in-game-data-to-keep-players-coming-back/
*SNIP*
“There’s a huge revolution going on in data at the moment and many companies, SEGA included, are collecting a wide variety of data about their product, about their fanbase.
“We thought they’d been very good about what had happened in the past. But there’d been fewer questions about how that past informs our future,” Wang said.
“We’re all part of this data revolution here— it’s a great thing to be part of, but everyone has the responsibility to use the data in a way that will enhance the lives and the experiences of the community around us.”
*SNIP*
Data comes in two raw types; the first is monthly sales insights data from Steam— a digital distribution platform that hosts millions of concurrent users, where SEGA games are available to download.
But the second is data from in-game player activity. Wang and his team work with SEGA’s developer studios to add in-game events into the products, which allow insights and analysis to be drawn on how players play the game, ultimately shedding light on aspects of the game that can be improved on.
“With this data, we get about 5,000 events per second,” Wang told us.
*SNIP*
All this fine and granular insight help SEGA’s developer teams continually craft and update experiences that surpass user expectations.
“We can take this data to analyze clusters of player behavior and understand what the main groups of play styles are on the game,” Wang said.
“This has been a huge success, and it’s great for us and it helps us to make improvements to the game in the future and better content for the game that the community actually wants.”
While this forms the basis for in-game insights, the data team explore all sources available to them to better understand their users, across each unique community, and what keeps them coming back. That can include using machine learning to scour games reviews for keywords to analyze the sentiment the game is evoking.
https://twitter.com/stanleywanguk
https://www.linkedin.com/in/stanley-wang-1941a3157/
Also on Stanley's team is Felix Baker:
https://www.linkedin.com/in/felix-baker-b879a32a/
That said, there is a very dark side to Data Science and that is Whale-Hunting AI;
Bellular News | The Ghastly Monetisation AI That Tracks Down & EXPLOITS Whales
Yodo1's AI-driven whale hunt is a bad look for the games industry:
https://www.gamesindustry.biz/articles/2019-10-21-yodo1s-ai-driven-whale-hunt-is-a-bad-look-for-the-games-industry-opinion
Transformers players spending $150k grabbed headlines, but Yodo1's GCAP talk raised tough questions about responsible monetisation in mobileHenry Fong, Founder & CEO at Yodo1 (Beijing):
"I always used to think that if you monetise your audience too hard, they'll leave the game. But it's actually the other way around"
https://www.linkedin.com/in/hfong/