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Free To Play Audience Management through Live Operations
MAXIME MASHKOV
HEAD OF LIVE OPERATIONS NORTH AMERICA
WARGAMING
2
Maxime Mashkov
Wargaming.net
Head of Live Operations,
World of tanks America
Live Ops in World of Tanks America
oversees personalized player
experience and product market fit for
North America and South America
markets through transformation into
player insights and data-driven
organization.
Intro
World of Tanks 3
Our product and target audience
HEAVY
METAL
GRITTY
SOLID
POWERFUL
AUTHENTIC
MILITARY
"Middle-aged male are
more likely to play this
game than other
demographic groups"
WOT 2011 Segmentation:
4Audience Management
Key milestones: from first segmentation to real-time campaigns
WOT release
in EU AND NA
2011
2014 2016 2018 - Now2012
Data platform
Data processing
Data extraction
Storage policy
In-Game Segmentation
for Active Users:
shaping the first CRM
strategy
First external
segmentation:
8 lifestyle segments
for acquisition
First Real-Time
campaign:
In-game
targeted offers
Growth through Testing
and Iteration:
Exploring data, running
targeted campaigns, scaling
Adding more features to
PRMP
Integration with external
platforms
Live Operations
DEV
PUB
Data quality automation
Determine data language
Real-time data stream and
data processing
5Real-time Rule Engine
Data behind the offers we see in game client
Events / Day
World of Tanks, World of Tanks:
Blitz and World of Warships
550Mln+
Raw Data / Day
15+ different data sources for each
game multiplied by regions
3TB+
Events / Second
Battle & financial logs, any logs from
any activities on our web services
40kUP
TO
Regular
Updates
New Content
Contests
Country holidays
(Independence day)
Server-wide
special
Global holidays
(New Year)
Premium shop offers
In-game specials
Offline
Community
events support
Personal Seniority rewards
Special offers
Personal missions
Price elasticity
tests
6
Global LocalRegional
Scope of LiveOps
We are getting granular in different Geos and levels of targeting
Player Centric Communication Algorithm 7
Engagement
segment
Engagement
score
(will they keep
playing?)
Monetization
segment
(do they pay?)
Monetization
score
(will they pay?) Goal Offer example
New user YES Conversion Welcome pack
New user NO
Early churn
prevention
Onboarding
educational content
Active user NO Churn prevention Retention program
Active user YES Non-paying user Conversion
Conversion test
offers
Active user YES Paying user YES Upsell
Discounts for more
expensive bins
Active user YES Paying user NO
Payment
reactivation
Special
bundles
Inactive user Re-engagement
Winback
rewards
Personalized offers automation based on predictive models
8Impact Measurement
Iterating the campaigns until significant shift in behaviour is achieved
Value Proposition
What player’s problems
do we solve?
Product & Price
What exactly is offered?
Segmentation
Who is the target
audience?
Promotion
What should the offer
look like?
→ →
Significant shift in player’s behaviour?
(+ good community feedback)
YESNO ScaleIterate
→
9Results
Successful campaigns allow Live Ops to run as self-sustainable service
85% of campaigns fail
(and it’s ok)
10Midway Summary
Technology can not lead on its own
- Good product
- Reliable data
- Accurate prediction models
- Automated offer selection
- Automated analysis
- Informative dashboards
- Solid iteration process
11Making Emotions Count
Offers should be consistent with what the player feels at that moment
Happy moment
offer
12
Offers should be consistent with what the player feels at that moment
Sad moment
offer
Making Emotions Count
13Key takeaways
Using data to build trust
- Good product
- Reliable data
- Accurate prediction models
- Automated offer selection
- Automated analysis
- Informative dashboards
- Solid iteration process
- Knowing players problems
- Taking player’s language
- Being honest in value proposition
- Not breaking the game
- Local and cultural differences
- Building and changing the habits
- Listening to community feedback
HARD PREREQUISITES SOFT PREREQUISITES
What’s needed to run Live Operations?
Thank you for your attention!
Q&A
14
Maxime Mashkov
m_mashkov@wargaming.net
telegram: @mmashkov

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F2P Audience Management Through Live Operations | Maxime Mashkov

  • 1. Free To Play Audience Management through Live Operations MAXIME MASHKOV HEAD OF LIVE OPERATIONS NORTH AMERICA WARGAMING
  • 2. 2 Maxime Mashkov Wargaming.net Head of Live Operations, World of tanks America Live Ops in World of Tanks America oversees personalized player experience and product market fit for North America and South America markets through transformation into player insights and data-driven organization. Intro
  • 3. World of Tanks 3 Our product and target audience HEAVY METAL GRITTY SOLID POWERFUL AUTHENTIC MILITARY "Middle-aged male are more likely to play this game than other demographic groups" WOT 2011 Segmentation:
  • 4. 4Audience Management Key milestones: from first segmentation to real-time campaigns WOT release in EU AND NA 2011 2014 2016 2018 - Now2012 Data platform Data processing Data extraction Storage policy In-Game Segmentation for Active Users: shaping the first CRM strategy First external segmentation: 8 lifestyle segments for acquisition First Real-Time campaign: In-game targeted offers Growth through Testing and Iteration: Exploring data, running targeted campaigns, scaling Adding more features to PRMP Integration with external platforms Live Operations DEV PUB Data quality automation Determine data language Real-time data stream and data processing
  • 5. 5Real-time Rule Engine Data behind the offers we see in game client Events / Day World of Tanks, World of Tanks: Blitz and World of Warships 550Mln+ Raw Data / Day 15+ different data sources for each game multiplied by regions 3TB+ Events / Second Battle & financial logs, any logs from any activities on our web services 40kUP TO
  • 6. Regular Updates New Content Contests Country holidays (Independence day) Server-wide special Global holidays (New Year) Premium shop offers In-game specials Offline Community events support Personal Seniority rewards Special offers Personal missions Price elasticity tests 6 Global LocalRegional Scope of LiveOps We are getting granular in different Geos and levels of targeting
  • 7. Player Centric Communication Algorithm 7 Engagement segment Engagement score (will they keep playing?) Monetization segment (do they pay?) Monetization score (will they pay?) Goal Offer example New user YES Conversion Welcome pack New user NO Early churn prevention Onboarding educational content Active user NO Churn prevention Retention program Active user YES Non-paying user Conversion Conversion test offers Active user YES Paying user YES Upsell Discounts for more expensive bins Active user YES Paying user NO Payment reactivation Special bundles Inactive user Re-engagement Winback rewards Personalized offers automation based on predictive models
  • 8. 8Impact Measurement Iterating the campaigns until significant shift in behaviour is achieved Value Proposition What player’s problems do we solve? Product & Price What exactly is offered? Segmentation Who is the target audience? Promotion What should the offer look like? → → Significant shift in player’s behaviour? (+ good community feedback) YESNO ScaleIterate →
  • 9. 9Results Successful campaigns allow Live Ops to run as self-sustainable service 85% of campaigns fail (and it’s ok)
  • 10. 10Midway Summary Technology can not lead on its own - Good product - Reliable data - Accurate prediction models - Automated offer selection - Automated analysis - Informative dashboards - Solid iteration process
  • 11. 11Making Emotions Count Offers should be consistent with what the player feels at that moment Happy moment offer
  • 12. 12 Offers should be consistent with what the player feels at that moment Sad moment offer Making Emotions Count
  • 13. 13Key takeaways Using data to build trust - Good product - Reliable data - Accurate prediction models - Automated offer selection - Automated analysis - Informative dashboards - Solid iteration process - Knowing players problems - Taking player’s language - Being honest in value proposition - Not breaking the game - Local and cultural differences - Building and changing the habits - Listening to community feedback HARD PREREQUISITES SOFT PREREQUISITES What’s needed to run Live Operations?
  • 14. Thank you for your attention! Q&A 14 Maxime Mashkov m_mashkov@wargaming.net telegram: @mmashkov