subscribers pay rate = ÷ active users x100
active rate = the number of landing passengers ÷ average line value = Revenue ÷
ARPU subscribers
game churn rate = size ÷ current active users History up the total peak concurrent
= 24 hours the number of concurrent
up to 24 hours on average per hour, while online = the sum total ÷ 24 小时 online
game operator in China average concurrent users = ACU ACCU】 【
have said charging mode with game props = APC
active paid subscribers active paying accounts = APA
average contribution paying users revenue = ARPU
day login account number = UV
the average user online duration = TS
peak concurrent users = PCU has said PCCU】 【
also pay online = CCU
number of generally 2 to 4 times online. -
active users (players): refers to the promotion of code through your registration, not a trumpet, or cheating, more than one month is not normal for the game official to delete users as active users .
you promote the two users has not yet passed at least 1 month of review time, you can record your promotion to promote the user to view your registration time. And the two users need to meet the definition of active players can be called active players!
active paying accounts = APA.
average contribution per active paying users revenue = ARPU.
the number of days active
【】
active days, the definition of a user login the game the same day some time, recognized the day of active users, active days plus 1 day.
day 0:00-23:59 landing the game for 2 hours or more users active in the day of days, the cumulative number of days active in 1 day. 0:00-23:59 game time that day landed
0.5 to 2 hours, the cumulative number of active days 0.5 days.
day 0:00-23:59 0.5 hours less time landing the game, not for the cumulative number of active days.
Daily:
--------- Description
number of users online: (taking a moment of the day top-line, generally occurs around 9:30)
new entrants into the number of users: (daily number of new users log on)
day Login Quantity:
daily log / online:
--------- Description
earnings ; daily consumption of composition: (based on amount and composition of the pie chart the number of do)
daily consumption amount:
daily consumption number of users:
daily recharge amount:
recharge daily number of users:
daily recharge ways:
--------- products described by the degree of concern
official website Home Visits:
Client installations: (based on the installation is complete pop-up page)
client downloads:
client download Hits:
installation rate: download and install / downloads
--------- Description
game system ; daily increment of money, consumption and net added value:
grade distribution:
loyal user ratings distribution:
; characteristics of the market price of goods (such as Ourgame beans):
week:
--------- user groups described
active number of users: the game the week the number of users logged
loyal users: Log more than 3 times this week (1 day repeat visit count ), the highest level of over 15 characters, on-line longer than 14 hours when
loss account the number of users: Log last week but this week the number of users are not logged in
turnover rate: the loss of user /
last week the number of active loyalty to the wastage rate: the Zhou Zhongcheng users not logged in the week the number of users / number of users on the Zhou Zhongcheng
; loyalty: loyalty to the number of users / number of active users * Fixed value (ratio of change in the number of new entrants)
conversion rate: this week last week, logged on user the proportion of loyal users into profits
--------- Description
ARPU value changes (weeks): the total recharge the week / week, the number of paying subscribers; total recharge the week / week average of the highest paying customers online
: This week there have been acts of number of players paid
Add the number of paying users: This week the new paid subscribers
pay rate: the number of paying users for the week / the week of logged-on user
the number of subscribers lost: last week the number of paying users logged this week, the wastage rate of pay
: last week,
minesota twins jerseys, the proportion of paying customers logged this week
up transfer payment: one day in the week after the registered user the number and proportion of paying customers every month
:
ARPU value: the total recharge of the month / month, the number of paying subscribers; monthly recharge amount / month average of the highest paid online
users: The monthly payment behavior of the players had a number of
Add the number of paying users:
loss of the number of paying users:
pay turnover rate:
active users: logged in users this month;
for the props:
daily purchases :
daily volume:
resale number: purchase and then sold to other players in the hands of the number of
; resale price:
velocity: the total number of resale / resell the props in the number of buyers
grade distribution:
User grade distribution:
product analysis for the game packaging, profit is necessary to support design, but also an important reference guide the daily operations. Is the core operation of the work. However, other industries, even if done a lot of data analysis and other information collection, we often still difficult to obtain enough information to get a very clear conclusion, experience and intuition in decision-making is still an important role to play.
product analysis is divided into:
one point of view from the collection of information sources:
(a) data analysis (background check through a database or data)
1. routine data analysis (daily, weekly, every half months, monthly, quarterly, ... ...)
; 2. project data analysis (non-routine / repeat, such as the open area impact assessment, change assessment game)
; project data surveys generally follow this process:
1. to determine the purpose of Investigation (confirmed exploration,
nba jerseys, prediction)
2. to achieve the purpose of this survey of what conclusion you need to support
; 3. how to get the original data analysis (analysis model)
4. How to obtain the raw data
(b) Customer Feedback (process)
(c) their own game experience
(d) the player directly (interactive games, daily communication, QQ group,
dwyane wade jerseys, will meet so small)
Second, from a content point of view: (routine)
(a ) Product Status Description: The game system parameters to reflect the current situation and the operation and maintenance platform
1. the game world description (peak / are online, money, monitoring , grade distribution, features a monster / item / items price)
2. operation and maintenance platform and the other (downloads, download completion rates, registrations, hardware utilization, customer service-related data, etc.)
(b) of the players play behavior analysis: physical characteristics of the external behavior + + + group play behavior described
1. the user physical characteristics (gender, age, etc.)
2. external behavior characteristics (log frequency, duration, time, etc.)
3. play behavior characteristics (loss of level and change)
4 . description of group behavior (peak of active users / customers and the relevant proportion of loyal, New user, active, loyalty, turnover rate, conversion rate, etc.)
(c) player consumer behavior analysis: adjusted earnings designed to capture user requirements,
cheap nba jerseys, new props design
1. paid subscribers description (the number of paying subscribers, ARPU, subscribers play behavior analysis )
2. Profit description (profitability, composition and changes in consumption trends)
3. props analysis (using the range, the use of depth, use / give reasons for such)
4.
willingness to pay analysis ; (1) Analysis of consumer preferences (for Gold / personality / enhancement (experience, equipment, skills) / facilitate interaction / Other)
(2) the link between consumption and game settings (props corresponding level, the player used to behaviors (such as a skill), game task, the opening scene, etc.)
5.
payment behavior analysis (1) Analysis of the number of units the player props (with the amount of contact between a prop)
(2) The pay grade distribution (initial purchase level,
lebron james jerseys, the current level of distributions to buy props)
; (3) pay the amount of the distribution (the first payment amount, the amount of renewals)
(4) pay the user classification (according to the amount paid over time)
(5) renewals behavior analysis (not the loss of players,
cheap barcelona jersey, the suspension of consumption, and consumption of the transfer)
(6) focus on the user's tracking