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New Media Measurement
                  sean zehnder   socialesque 09




Wednesday, April 29, 2009                         1
Outline
                            old-school Media
                            New-School Interactive
                            The Interactive Revolution
                            (How) are video games different?
                            New‐School Measurement



         www.socialesque.com               info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                2
old-school Media

                            How do they size...                  Why do they size...

                                       Newspaper Audiences
                                       Radio Audiences
                                       TV Audiences


             What is the smallest unit of an ‘audience’ in each?

             What does each metric imply about the behavior of the
             audience member -- meaning what are they doing?

         www.socialesque.com              info@socialesque.com             www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                         3
old-school Media
                            May 1996              May 1997                    Oct 1997                           June 1998




                              Portals           Virtual Community           New Measurement                 New Busines Opportunities




                            June 1999             July 1999                  Sept 1999                           Aug 1999




                       New Skills in Demand   Disruptive Technologies       Old Industries In Flux              Dreaming of Mobile




         www.socialesque.com                         info@socialesque.com                            www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                   4
old-school Media

           Web 1.0
                      Most user’s didn’t have broadband
                      Flash existed, but it was mostly for animations
                      There was dynamic content, but it required a lot of
                      custom scripting and code to do relatively simple things
                      Discourse around offline vs. online




         www.socialesque.com          info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                           5
old-school Media
            Web 1.0 Measurement
                      Impressions
                      Clicks
                      (later) Time on Screen
                      Google Analytics “breakthrough” -- finally it is easy to
                      gather and chart basic stats
                      Data was primarily HTTP/Referrer, Cookie, and
                      JavaScript based



         www.socialesque.com           info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                            6
old-school Media




                               page 61 of July 5, 1993 issue of The New Yorker, (Vol.69 (LXIX) no. 20)




         www.socialesque.com                      info@socialesque.com                        www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                            7
New-School Interactive
                        April 2001              March 2004                    Feb 2005                  Nov 2005




                   Dealing w/ Massive Scale     Wisdom of Crowds               Open Source             Mobile Revolution




                        Dec 2006                  July 2006                   April 2006                Aug 2006




                                              Social Networks Emerge          Games Grow Up            Cult of Personality
                    User-Generated Content




         www.socialesque.com                           info@socialesque.com                   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                            8
New-School Interactive
                               INTERACTIVE | SOCIAL | MOBILE | UBIQUITOUS | VIRAL | HYBRID




         www.socialesque.com                   info@socialesque.com                 www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                  9
New-School Interactive
                               INTERACTIVE | SOCIAL | MOBILE | UBIQUITOUS | VIRAL | HYBRID
                                flash | ajax | rails | django | openid | opensocial ...




         www.socialesque.com                   info@socialesque.com                 www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                  10
The Interactive Revolution
                                                                                     Let’s say you have some data in an newspaper...


                                               “The Chronicle”                                                            1.0                   Unit                              Metric
       Offline Newspaper


                   AVERAGE RAINFALL (INCHES/MONTH)


                                                                                                                                                A Sale                             # of Sales
                   JAN        FEB       MAR       APR       MAY      JUN      JUL      AUG      SEP      OCT      NOV     DEC
        San Fran   4.35       3.17      3.06      1.37      0.19     0.11     0.03     0.05     0.20     1.22     2.86    3.09
        Seattle    5.35       4.03      3.77      2.51      1.84     1.59     0.85     1.22     1.94     3.25     5.65    6.00
        Chicago    1.53       1.36      2.69      3.64      3.32     3.78     3.66     4.22     3.82     2.41     2.92    2.47
        New York   3.17       3.02      3.59      3.90      3.80     3.65     3.80     3.41     3.30     2.88     3.65    3.42
                                                                                                                                                                              Total Subscriptions
                                                                                                                                            A Subscription
        Miami      2.01       2.08      2.39      2.85      6.21     9.33     5.70     7.58     7.63     5.64     2.66    1.83
                                                                                                                                                                            Total New Subscriptions



                                                               You might consider sprucing it up to make it more readable...



                                               “The Chronicle”                                                            2.0
       Offline Newspaper

                                                                                                                                         Rationale                     Costs                    ROI
                          Average Rainfall (inches/month)
                       Jan       Feb       Mar       Apr      May      June     July     Aug      Sep      Oct     Nov     Dec

                                                                                                                                                                                          More Sales
       San Francisco             3.17      3.06      1.37     0.19     0.03     0.06     0.05    0.20      1.22    2.86    3.09
                       4.35
                                                                                                                                      You believe readability
             Seattle   5.35      4.03      3.77      2.51     1.84     1.59     0.85     1.22     1.94    3.25     5.65    6.00
                                                                                                                                  increases the attractiveness of   Layout & Graphic
            Chicago    1.53      1.36      2.69     3.64      3.32     3.78     3.66     4.22     3.82     2.41    2.92    2.47
                                                                                                                                  your paper, and attractiveness        Design
          New York     3.17      3.02      3.59     3.90      3.80     3.65     3.80     3.41     3.30    2.88     3.65    4.42
                                                                                                                                                                                          More New
                                                                                                                                         will drive sales.
             Miami     2.01      2.08      2.39     2.85      6.21     9.33     5.70     7.58     7.63    5.64     2.66    1.83
                                                                                                                                                                                         Subscriptions




         www.socialesque.com                                                                             info@socialesque.com                                   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                                                                                11
The Interactive Revolution
      A new online paper opens in your market...                                                                   Unit                                     Metric

                                 theHerald.com                                              1.0                  A Sale                                     # of Sales
       Online Newspaper


                                                                                                             A Subscription                Total Subscriptions, Total New Subscriptions
                          Average Rainfall (inches/month)
                                                                                4+    2-3    1-2   <1
                                                                                                             An Impression                      Time On-Screen , # of Impressions
                          Jan   Feb   Mar   Apr   May June   July   Aug   Sep   Oct     Nov        Dec

          San Francisco
                                                                                                                     Rationale                         Costs                      ROI
                Seattle

                                                                                                                                                  Layout & Graphic
               Chicago
                                                                                                         They can reach a new audience (e.g.                                Did we reach a
                                                                                                                                                      Design
          New York City
                                                                                                          a younger one that gets their info                             younger demographic?
                 Miami
                                                                                                                       online).
                                                                                                                                                                           Can we learn more
                                                                                                                                                  Website creation
                                                                                                         They hope to learn more about their                               about our readers
                                                                                                           ‘readers’ by using new metrics.                                       now?
                                                                                                                                                  Website hosting &
                                                                                                                                                     support
     So you update your own look-and-feel...
                                                                                            3.0
                                “The Chronicle”
       Offline Newspaper

                                                                                                                     Rationale                      Costs                       ROI

                                                                                                                                                Layout & Graphic
                                                                                                                                                                       Did we reach a younger
                                                                                                                                                    Design
                                                                                                         You believe your readership is more                               demographic?
                                                                                                         interested in getting a sense of how
                                                                                                         the environment is changing, rather                             Are we keeping our
                                                                                                                                                 Updating your
                                                                                                              than using raw rainfall data.                           subscribers or losing them
                                                                                                                                                printing press to        to the competitor?
                                                                                                                                                do color graphics



                                                                                                                     Your notion of an the ‘average reader’ demographic has changed.
                                                                                                         Note        Your notion of what the ‘average reader’ is DOING has also changed.

         www.socialesque.com                                                                info@socialesque.com                                  www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                                                                          12
The Interactive Revolution
                                                                     So your competitor decides to make their graphic interactive...

                                              theHerald.com                                                        2.0                Unit                                  Metric
                Online Newspaper


                                                                                                                                      A Sale                               # of Sales
                            Average Rainfall (inches/month)                                Choose cities...


                                                                                                                                 A Subscription           Total Subscriptions, Total New Subscriptions
                             Jan   Feb   Mar   Apr   May   June   July   Aug   Sep   Oct     Nov    Dec


                                                                                                                                 An Impression                Time On-Screen , # of Impressions
                                     Seattle
                                                                          Chicago
                                                                                                                                     A Click                          Most Popular Cities
                                                                                                        New York
                                                                                                                                     A Drag                          Most Popular Months
                              San Francisco



                                                                                                                                    An Error                Number of times the city was changed

                                                                                                                              A Behavior (generally)         Number of Times Shared w/ a Friend
                                                                                                Miami
                                                                                                                               An Event (generally)          Number of Times the Server Crashed



                                                                  Rationale                                                   Costs                             ROI

                                                                                                                                                  Can we track how often they share
                                                                                                                         Layout & Graphic              this page with a friend?
                                                                                                                             Design
                                   They believe that more interactive content is
                                        more engaging for their ‘readers.’                                                                           Can we track how long they
                                                                                                                                                   typically spend with the content?
                                                                                                                          Flash Designer /
                              They believe that users will share the link to this
                                                                                                                              Scripter
                              website with friends if they find the content really                                                                 Can we tell if they spend more time
                                        cool (or fun, or useful, etc.).                                                                             with this content than they did
                                                                                                                           DB Engineer
                                                                                                                                                    reading our static table (from
                                                                                                                         Hosting & Support                previous iteration)?




    Take-Away: Behind Every Good Metric is a Model of Behavior
         www.socialesque.com                                                                          info@socialesque.com                                      www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                                                                                13
The Interactive Revolution
                                          More Reasons to Measure

              I measure...                                         In order to...

                     Time

                                        Assess Effectiveness of site on gaining and holding user’s attention
                 Impressions



             System Behavior             Save money. Stop bad behavior. Keep system out of user’s way.




               User Behavior       Ensure they are having good experience. Identify new business opportunities.




         www.socialesque.com                info@socialesque.com                        www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                      14
(How) are video games different?
                      1. Games are *highly* interactive                               2. Games involve simulations


                                                Dynamic      Interactive
                            Static Systems                                              Model         System          Display
                                                Systems       Systems




                                             3. Game Simulations enable Designed Experiences

                                                          Mechanics        Dynamics      Aesthetics




                                 Mechanics - logic and data that makes the system work (e.g. code)

                                 Dynamics - the rules of the game world (e.g. physics)

                                 Aesthetics - the game as experienced/perceived by the user



         www.socialesque.com                                 info@socialesque.com                         www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                        15
(How) are video games different?
                                                                       4. Games require mastery


                                                                        Perceives the                       Plans Some
                                                                                             Builds a                       Acts in the
                                             The Player (Agent)...         World                               Action
                                                                                             Theory                           World




                                                                                        Refines their idea of the world...




                              5. Since key behaviors differ across games, standardization can be extremely difficult.

                        Example: “Dead Reckoning”




                              An expert behavior common in an FPS where a
                            player moves in an arc relative to a target such that
                              it makes it harder for the target to hit the player
                              while the player is still able to fire on the target.



         www.socialesque.com                                         info@socialesque.com                                         www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                                                16
(How) are video games different?
                                 5. Many behaviors are emergent from this complex system.

                                                                      For one, artificial intelligence is an increasingly
                                                                      important aspect of video games. It is being
                                                                     used to improve the ‘performances’ of the non-
                                                                       player characters, and to simulate complex
                                                                     dynamics in real-time such as crowd behavior.

                                                                         Also, massively multiplayer games have
                                                                        dramatically increased the SCALE of data
                                                                        needing to be measured and processed.

                                                                          In other words, behavior is emergent.




         www.socialesque.com                  info@socialesque.com                            www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                            17
(How) are video games different?
                                         Eve Online




         www.socialesque.com          info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                           18
(How) are video games different?
                                         Eve Online




         www.socialesque.com          info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                           19
(How) are video games different?
                                         Eve Online




         www.socialesque.com          info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                           20
(How) are video games different?
                                         Eve Online




         www.socialesque.com          info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                           21
(How) are video games different?
                                         Eve Online




         www.socialesque.com          info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                           22
New-School Measurement

                                 Will Wright -- Creator of The Sims franchise

                                      “With Sims Online, we’re trying to take a lot of the
                                   community dynamics that we’ve learned from The Sims
                                   off-line and reinterpret them in an online world. And we
                                      study the online community all the time. It’s a very
                                   interesting community -- it’s over half female, which for
                                  an online game is totally different. And it turns out that a
                                  community of 55% females behaves very differently than
                                   a community that’s 75% males...In fact we’re capturing
                                  very detailed information. I can tell you how many people
                                  are kissing more today than they were yesterday, or how
                                               that’s correlated to other things.”
                                                 (From Laurel, B. 2003, p. 255).




         www.socialesque.com             info@socialesque.com             www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                        23
New-School Measurement

                     Measurement at Massive Scale
                     Metrics that can’t often be standardized
                     New ways of thinking about engagement
                     New reasons to measure
                     Cross-Media Measurement




         www.socialesque.com         info@socialesque.com   www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                          24
New-School Measurement
                                     Socialesque’s “Rules of Engagement”




                                                                                               analyze
                     model                            instrument                                                                           refine



            What do you expect will be        What might fun look like in your          Did people do what you               What can be done to improve the target
         engaging about your application?                game?                                expected?                                   behaviors?

           What might frustrate users?       What might frustration look like?      Were there things that you notice        Can the model of engagement be refined
                                                                                   in the data that you didn’t think to        based on the new understanding?
         What do you hope they do while       What measures might capture                 include in the model?
           they use the application?                engagement?                                                                Which items and features were most
                                                                                   Which measures are the strongest          popular, and might some features need to
                                               What is practical to measure                in your model?                      be removed or improved to enhance
                                                 from this application?                                                                   engagement?




         www.socialesque.com                                    info@socialesque.com                                      www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                                               25
New-School Measurement
                                       Case Study: Attrition in Social Network
                                         “A friend leaves the network”
                                                                                                                                          model


      expectations                                            basic model
                  Social measures will be most
                  influential.
                                                                    Amount of Social
                                                                                            Number of Friends            Quality of Friendship
                                                                      Interaction



                                                                                                     +               +
                                                                                       +
                  The effect will be cumulative:
                  the more friends you have                                                Game Satisfaction &
                                                                                              Enjoyment

                  lost, the more each loss is felt.
                                                                                                      -



                  Will have a greater impact with                                          Likelihood of Attrition

                  a closer friend.




         www.socialesque.com                 info@socialesque.com                               www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                         26
New-School Measurement
                                                                     Case Study: Attrition in Social Network

                                                                                                                                                    model
                                                                                                                   Examination of Context
                            Aggregate User Behavior                                     Social Network
                                                                                                                         SESSIONS
                                                                                       Number of Friends
                                                                                                                  How often do people play?
                              Amount of Interaction
                                                                                      Quality of Friendship
                                                                                                                  How long do people play?
                               Quality of Interaction
                                                                                        Network Density
                                                                                                              What does a play session look like?
                                                                                     Network Centralization
                                                                                                                           USERS
                                                                                     Network Homogeneity
                                                                                                                     Financial Investment
                        In this example, the user behaviors are
                      seen as proxies of social network qualities,
                                                                                                                   Brand Loyalty or Favour
                       since we do not have direct measures for
                                    those variables.
                                                                                                                       Time Investment




         www.socialesque.com                                               info@socialesque.com               www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                                   27
New-School Measurement
                                    Case Study: Attrition in Social Network

                                                                 Statistical                                                       analyze

                  Filter             Query
                                                                  Analysis
            if not in avatars       Distributed
                  table          Processing using
                                      ‘cloud’
                                    computing
           If they don’t have
                 friends
                                  11 node Cluster

               If they never       10 hour query
                 whispered         reduced to 30
                                      seconds

                   random             reduced                           Survival                95% Confidence

                   sample         processing time
                                                                                   Std. Error
                                                                         Time                      Interval

                                                                 Mean   76.32        0.69       74.97, 77.66
                                     by ~100X


         www.socialesque.com              info@socialesque.com                                      www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                    28
New-School Measurement
                                    Case Study: Attrition in Social Network
            losing a friend *does* increase the                                                                                       analyze

                                                       however
               chance that a user will leave.

                                                                  this effect can be reduced when users
                                                                     have strong social networks and
                                                                          communicate frequently.
                                                              Regression Analysis of Social Factors in Game Attrition

                                                                  Predictor       B        Std. Error      Wald     Sig.     Exp(B)

                                                                                                 Model 1

                                                             Friendship Size     –.034       .004          64.381   .000      .966

                                                             Cohesiveness        –.010       .005          5.229    .022      .990

                                                             Outgoing Whispers   –.001       .001          5.269    .022      .999

                                                                                                 Model 2

                                                             Friendship Size     –.035       .004          66.599   .000      .966

                                                             Cohesiveness        –.001       .001          4.604    .032      .999

                                                             Incoming Whispers   –.010       .005          5.208    .022      .990




         www.socialesque.com               info@socialesque.com                                     www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                       29
New-School Measurement
                                  Case Study: Attrition in Social Network

                                 Was the data timely enough to effect change?                             refine


                                 If users aren’t doing what you expected, should you
            general              be trying to redirect them or reward their actual
                                 behavior?

                                 After implementing a fix, did you observe the desired
                                 outcome?


                                 Additional user-level variables would improve
                                 analysis: demographic, account creation/
                                 cancellation, etc.

                                 It is possible, from this type of model, to implement
           Specific               a monitoring system to alert Disney of high-risk
                                 clusters or even individual users.

                                 The content of the messages can also be an
                                 important source of information about the network.

         www.socialesque.com             info@socialesque.com             www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                         30
New-School Measurement
                                 Case Study: Avenue Q Facebook Application
                                                                                                   analyze




         www.socialesque.com             info@socialesque.com         www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                    31
New-School Measurement
                                              Case Study: Navigation in an FPS
                                                                                                              analyze




                            Animated heatmap-style visualization

                            Contact Sheet for Frame-by-Frame Study

                            Useful for level balancing & helping users find their way

         www.socialesque.com                      info@socialesque.com           www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                               32
New-School Measurement
                                          Case Study: Navigation + Survey Data in an FPS
                                                                                                                                      analyze


               Pearson Correlations: Navigational Behaviors and Player Reactions
                                 # Cells Visited   Freq. of map use                                                    .188*
                            Max Time For A Cell    Frustration                                                         .208*
                              Distance Traveled    Understanding of Map                                                .194*
                                 # Cells Visited   Understanding of Map                                                .316**
                                         Speed     Understanding of Map                                                .263**
                                 # Cells Visited   Frustration                                                         -.202*
                            Max Time For A Cell    Understanding of Map                                                -.311**
                        Dead Reckoning Count       Intensity                                                           -.191*
                                                   **. Correlation is significant at the 0.01 level (2-tailed)
                                                   *. Correlation is significant at the 0.05 level (2-tailed)




         www.socialesque.com                          info@socialesque.com                               www.socialesque.com/socialesque-blog

Wednesday, April 29, 2009                                                                                                                       33

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Metrics and Analytics for new media

  • 1. New Media Measurement sean zehnder socialesque 09 Wednesday, April 29, 2009 1
  • 2. Outline old-school Media New-School Interactive The Interactive Revolution (How) are video games different? New‐School Measurement www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 2
  • 3. old-school Media How do they size... Why do they size... Newspaper Audiences Radio Audiences TV Audiences What is the smallest unit of an ‘audience’ in each? What does each metric imply about the behavior of the audience member -- meaning what are they doing? www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 3
  • 4. old-school Media May 1996 May 1997 Oct 1997 June 1998 Portals Virtual Community New Measurement New Busines Opportunities June 1999 July 1999 Sept 1999 Aug 1999 New Skills in Demand Disruptive Technologies Old Industries In Flux Dreaming of Mobile www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 4
  • 5. old-school Media Web 1.0 Most user’s didn’t have broadband Flash existed, but it was mostly for animations There was dynamic content, but it required a lot of custom scripting and code to do relatively simple things Discourse around offline vs. online www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 5
  • 6. old-school Media Web 1.0 Measurement Impressions Clicks (later) Time on Screen Google Analytics “breakthrough” -- finally it is easy to gather and chart basic stats Data was primarily HTTP/Referrer, Cookie, and JavaScript based www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 6
  • 7. old-school Media page 61 of July 5, 1993 issue of The New Yorker, (Vol.69 (LXIX) no. 20) www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 7
  • 8. New-School Interactive April 2001 March 2004 Feb 2005 Nov 2005 Dealing w/ Massive Scale Wisdom of Crowds Open Source Mobile Revolution Dec 2006 July 2006 April 2006 Aug 2006 Social Networks Emerge Games Grow Up Cult of Personality User-Generated Content www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 8
  • 9. New-School Interactive INTERACTIVE | SOCIAL | MOBILE | UBIQUITOUS | VIRAL | HYBRID www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 9
  • 10. New-School Interactive INTERACTIVE | SOCIAL | MOBILE | UBIQUITOUS | VIRAL | HYBRID flash | ajax | rails | django | openid | opensocial ... www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 10
  • 11. The Interactive Revolution Let’s say you have some data in an newspaper... “The Chronicle” 1.0 Unit Metric Offline Newspaper AVERAGE RAINFALL (INCHES/MONTH) A Sale # of Sales JAN FEB MAR APR MAY JUN JUL AUG SEP OCT NOV DEC San Fran 4.35 3.17 3.06 1.37 0.19 0.11 0.03 0.05 0.20 1.22 2.86 3.09 Seattle 5.35 4.03 3.77 2.51 1.84 1.59 0.85 1.22 1.94 3.25 5.65 6.00 Chicago 1.53 1.36 2.69 3.64 3.32 3.78 3.66 4.22 3.82 2.41 2.92 2.47 New York 3.17 3.02 3.59 3.90 3.80 3.65 3.80 3.41 3.30 2.88 3.65 3.42 Total Subscriptions A Subscription Miami 2.01 2.08 2.39 2.85 6.21 9.33 5.70 7.58 7.63 5.64 2.66 1.83 Total New Subscriptions You might consider sprucing it up to make it more readable... “The Chronicle” 2.0 Offline Newspaper Rationale Costs ROI Average Rainfall (inches/month) Jan Feb Mar Apr May June July Aug Sep Oct Nov Dec More Sales San Francisco 3.17 3.06 1.37 0.19 0.03 0.06 0.05 0.20 1.22 2.86 3.09 4.35 You believe readability Seattle 5.35 4.03 3.77 2.51 1.84 1.59 0.85 1.22 1.94 3.25 5.65 6.00 increases the attractiveness of Layout & Graphic Chicago 1.53 1.36 2.69 3.64 3.32 3.78 3.66 4.22 3.82 2.41 2.92 2.47 your paper, and attractiveness Design New York 3.17 3.02 3.59 3.90 3.80 3.65 3.80 3.41 3.30 2.88 3.65 4.42 More New will drive sales. Miami 2.01 2.08 2.39 2.85 6.21 9.33 5.70 7.58 7.63 5.64 2.66 1.83 Subscriptions www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 11
  • 12. The Interactive Revolution A new online paper opens in your market... Unit Metric theHerald.com 1.0 A Sale # of Sales Online Newspaper A Subscription Total Subscriptions, Total New Subscriptions Average Rainfall (inches/month) 4+ 2-3 1-2 <1 An Impression Time On-Screen , # of Impressions Jan Feb Mar Apr May June July Aug Sep Oct Nov Dec San Francisco Rationale Costs ROI Seattle Layout & Graphic Chicago They can reach a new audience (e.g. Did we reach a Design New York City a younger one that gets their info younger demographic? Miami online). Can we learn more Website creation They hope to learn more about their about our readers ‘readers’ by using new metrics. now? Website hosting & support So you update your own look-and-feel... 3.0 “The Chronicle” Offline Newspaper Rationale Costs ROI Layout & Graphic Did we reach a younger Design You believe your readership is more demographic? interested in getting a sense of how the environment is changing, rather Are we keeping our Updating your than using raw rainfall data. subscribers or losing them printing press to to the competitor? do color graphics Your notion of an the ‘average reader’ demographic has changed. Note Your notion of what the ‘average reader’ is DOING has also changed. www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 12
  • 13. The Interactive Revolution So your competitor decides to make their graphic interactive... theHerald.com 2.0 Unit Metric Online Newspaper A Sale # of Sales Average Rainfall (inches/month) Choose cities... A Subscription Total Subscriptions, Total New Subscriptions Jan Feb Mar Apr May June July Aug Sep Oct Nov Dec An Impression Time On-Screen , # of Impressions Seattle Chicago A Click Most Popular Cities New York A Drag Most Popular Months San Francisco An Error Number of times the city was changed A Behavior (generally) Number of Times Shared w/ a Friend Miami An Event (generally) Number of Times the Server Crashed Rationale Costs ROI Can we track how often they share Layout & Graphic this page with a friend? Design They believe that more interactive content is more engaging for their ‘readers.’ Can we track how long they typically spend with the content? Flash Designer / They believe that users will share the link to this Scripter website with friends if they find the content really Can we tell if they spend more time cool (or fun, or useful, etc.). with this content than they did DB Engineer reading our static table (from Hosting & Support previous iteration)? Take-Away: Behind Every Good Metric is a Model of Behavior www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 13
  • 14. The Interactive Revolution More Reasons to Measure I measure... In order to... Time Assess Effectiveness of site on gaining and holding user’s attention Impressions System Behavior Save money. Stop bad behavior. Keep system out of user’s way. User Behavior Ensure they are having good experience. Identify new business opportunities. www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 14
  • 15. (How) are video games different? 1. Games are *highly* interactive 2. Games involve simulations Dynamic Interactive Static Systems Model System Display Systems Systems 3. Game Simulations enable Designed Experiences Mechanics Dynamics Aesthetics Mechanics - logic and data that makes the system work (e.g. code) Dynamics - the rules of the game world (e.g. physics) Aesthetics - the game as experienced/perceived by the user www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 15
  • 16. (How) are video games different? 4. Games require mastery Perceives the Plans Some Builds a Acts in the The Player (Agent)... World Action Theory World Refines their idea of the world... 5. Since key behaviors differ across games, standardization can be extremely difficult. Example: “Dead Reckoning” An expert behavior common in an FPS where a player moves in an arc relative to a target such that it makes it harder for the target to hit the player while the player is still able to fire on the target. www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 16
  • 17. (How) are video games different? 5. Many behaviors are emergent from this complex system. For one, artificial intelligence is an increasingly important aspect of video games. It is being used to improve the ‘performances’ of the non- player characters, and to simulate complex dynamics in real-time such as crowd behavior. Also, massively multiplayer games have dramatically increased the SCALE of data needing to be measured and processed. In other words, behavior is emergent. www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 17
  • 18. (How) are video games different? Eve Online www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 18
  • 19. (How) are video games different? Eve Online www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 19
  • 20. (How) are video games different? Eve Online www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 20
  • 21. (How) are video games different? Eve Online www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 21
  • 22. (How) are video games different? Eve Online www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 22
  • 23. New-School Measurement Will Wright -- Creator of The Sims franchise “With Sims Online, we’re trying to take a lot of the community dynamics that we’ve learned from The Sims off-line and reinterpret them in an online world. And we study the online community all the time. It’s a very interesting community -- it’s over half female, which for an online game is totally different. And it turns out that a community of 55% females behaves very differently than a community that’s 75% males...In fact we’re capturing very detailed information. I can tell you how many people are kissing more today than they were yesterday, or how that’s correlated to other things.” (From Laurel, B. 2003, p. 255). www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 23
  • 24. New-School Measurement Measurement at Massive Scale Metrics that can’t often be standardized New ways of thinking about engagement New reasons to measure Cross-Media Measurement www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 24
  • 25. New-School Measurement Socialesque’s “Rules of Engagement” analyze model instrument refine What do you expect will be What might fun look like in your Did people do what you What can be done to improve the target engaging about your application? game? expected? behaviors? What might frustrate users? What might frustration look like? Were there things that you notice Can the model of engagement be refined in the data that you didn’t think to based on the new understanding? What do you hope they do while What measures might capture include in the model? they use the application? engagement? Which items and features were most Which measures are the strongest popular, and might some features need to What is practical to measure in your model? be removed or improved to enhance from this application? engagement? www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 25
  • 26. New-School Measurement Case Study: Attrition in Social Network “A friend leaves the network” model expectations basic model Social measures will be most influential. Amount of Social Number of Friends Quality of Friendship Interaction + + + The effect will be cumulative: the more friends you have Game Satisfaction & Enjoyment lost, the more each loss is felt. - Will have a greater impact with Likelihood of Attrition a closer friend. www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 26
  • 27. New-School Measurement Case Study: Attrition in Social Network model Examination of Context Aggregate User Behavior Social Network SESSIONS Number of Friends How often do people play? Amount of Interaction Quality of Friendship How long do people play? Quality of Interaction Network Density What does a play session look like? Network Centralization USERS Network Homogeneity Financial Investment In this example, the user behaviors are seen as proxies of social network qualities, Brand Loyalty or Favour since we do not have direct measures for those variables. Time Investment www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 27
  • 28. New-School Measurement Case Study: Attrition in Social Network Statistical analyze Filter Query Analysis if not in avatars Distributed table Processing using ‘cloud’ computing If they don’t have friends 11 node Cluster If they never 10 hour query whispered reduced to 30 seconds random reduced Survival 95% Confidence sample processing time Std. Error Time Interval Mean 76.32 0.69 74.97, 77.66 by ~100X www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 28
  • 29. New-School Measurement Case Study: Attrition in Social Network losing a friend *does* increase the analyze however chance that a user will leave. this effect can be reduced when users have strong social networks and communicate frequently. Regression Analysis of Social Factors in Game Attrition Predictor B Std. Error Wald Sig. Exp(B) Model 1 Friendship Size –.034 .004 64.381 .000 .966 Cohesiveness –.010 .005 5.229 .022 .990 Outgoing Whispers –.001 .001 5.269 .022 .999 Model 2 Friendship Size –.035 .004 66.599 .000 .966 Cohesiveness –.001 .001 4.604 .032 .999 Incoming Whispers –.010 .005 5.208 .022 .990 www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 29
  • 30. New-School Measurement Case Study: Attrition in Social Network Was the data timely enough to effect change? refine If users aren’t doing what you expected, should you general be trying to redirect them or reward their actual behavior? After implementing a fix, did you observe the desired outcome? Additional user-level variables would improve analysis: demographic, account creation/ cancellation, etc. It is possible, from this type of model, to implement Specific a monitoring system to alert Disney of high-risk clusters or even individual users. The content of the messages can also be an important source of information about the network. www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 30
  • 31. New-School Measurement Case Study: Avenue Q Facebook Application analyze www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 31
  • 32. New-School Measurement Case Study: Navigation in an FPS analyze Animated heatmap-style visualization Contact Sheet for Frame-by-Frame Study Useful for level balancing & helping users find their way www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 32
  • 33. New-School Measurement Case Study: Navigation + Survey Data in an FPS analyze Pearson Correlations: Navigational Behaviors and Player Reactions # Cells Visited Freq. of map use .188* Max Time For A Cell Frustration .208* Distance Traveled Understanding of Map .194* # Cells Visited Understanding of Map .316** Speed Understanding of Map .263** # Cells Visited Frustration -.202* Max Time For A Cell Understanding of Map -.311** Dead Reckoning Count Intensity -.191* **. Correlation is significant at the 0.01 level (2-tailed) *. Correlation is significant at the 0.05 level (2-tailed) www.socialesque.com info@socialesque.com www.socialesque.com/socialesque-blog Wednesday, April 29, 2009 33