Game Analytics


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Game Analytics


Game Analytics

Author: Magy Seif El-Nasr

language: en

Publisher: Springer Science & Business Media

Release Date: 2013-03-30


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Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Game Analytics


Game Analytics

Author: Russell Ovans

language: en

Publisher: Thought Pilots

Release Date: 2025-04-01


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A thorough but gentle introduction to the field of free-to-play games, describing in detail how successful game studios collect and query their data, build predictive models, run A/B tests, and grow their bottom line. Whether you are an experienced developer looking to stay ahead of the curve or a newcomer seeking to break into the industry, this book is the edge you need when analyzing games. With an in-depth focus on the core areas of user retention, monetization, and predicting customer lifetime value (LTV), Game Analytics contains the hands-on SQL queries, statistical theory, and Tableau visualization tips and tricks you need to succeed as a data analyst, product manager, or user acquisition manager in free-to-play games.

Serious Games Analytics


Serious Games Analytics

Author: Christian Sebastian Loh

language: en

Publisher: Springer

Release Date: 2015-06-13


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This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.