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How to succeed in the mobile game space by Lloyd Melnick

Tag: content roadmap

When to use qualitative research

When to use qualitative research

In the mobile gaming space, being data driven is largely synonymous with using quantitative data, with qualitative data (such as user research) relegated to third class status. Most game companies believe their decisions should be based on user activity in their product. They often act and allocate resources only to analyze their existing data, with design thinking and user research considered old fashioned and not as accurate. These companies, however, are missing an opportunity.

As I have said before, all data should be used to make decisions and optimize your product. Gameplay data is extremely valuable but so are qualitative data sources. Young children learn quite early that when you add a positive number to a number, the new number is larger. Thus, there is no way adding qualitative data to your quantitative data can make your analysis weaker. As long as the qualitative research does not detract from the analysis, it makes you stronger.

There is a great article, Qual vs Quant: when to listen and when to measure by Laura Klein, that explains when qualitative research is most useful. The article explains that you should constantly use both qualitative and quantitative data, but different situations require different focus.

Slide1

When to focus on qual research

Qualitative research is important to understand why you are experiencing a problem or situation. Quantitative research tells you that you have a problem and what the problem is (i.e. D1 retention is down 20%).

What method in which situation

Klein highlights three different high level scenarios and then discusses whether qualitative or quantitative research would help most. In the first scenario, you are only considering changing one variable. You may be deliberating whether to change the maximum bet on slots in your casino. In this situation, quantitative analysis is optimal. With a change this small, users in a testing session or discussion will not give you any actionable information. Qualitative feedback will not provide failure to compensate for the time and money it takes to set up interviews, talk to users, and analyze the data.

The second scenario is when you are planning a multi-variable or flow change. You may be planning to implement a new feature, like a progression system, that would among other things require you adjust the user interface and journey. While you could launch it and measure performance, you would never know why it failed or succeeded. Qualitative research allows you to learn before launching what elements of the feature are compelling, what is confusing and how you can optimize the feature before you launch the feature.

The third scenario is prioritizing your roadmap. In this situation, a combination of qualitative and quantitative research is optimal. As Klein writes

The key here is that you want to look at what your users are currently doing with your product and what they aren’t doing with it, and you should do that with both qualitative and quantitative data.

Qualitative Approaches:

  • Watch users with your product on a regular basis. See where they struggle, where they seem disappointed, or where they complain that they can’t do what they want. Those will all give you ideas for iterating on current features or adding new ones.
  • Talk to people who have stopped using your product. Find out what they thought they’d be getting when they started using it and why they stopped.
  • Watch new users with your product and ask them what they expected from the first 15 minutes using the product. If this doesn’t match what your product actually delivers, either fix the product or fix the first time user experience so that you’re fulfilling users’ expectations.

Quantitative Approaches:

  • Look at the features that are currently getting the most use by the highest value customers. Try to figure out if there’s a pattern there and then test other features that fit that pattern.
  • Try a “fake” test by adding a button or navigation element that represents the feature you’re thinking of adding, and then measure how many people actually click on it. Instead of implementing an entire system for making friends on your site, just add a button that allows people to Add a Friend, and then let them know that the feature isn’t quite ready yet while you tally up the percentage of people who are pressing the button.

What to do

There are some situations where you should rely on the quantative research, other situations where qualitative research is best, but generally a combination of the two is the optimal way to formulate your product strategy. By using both, you are collecting all available information and using this data to drive optimal decisions.

Key takeaways

  1. Qualitative research (survey, user panels, etc.) is often neglected by game companies who prefer to use quantitative data (KPIs) to drive decisions, but this approach neglects that more information is always better.
  2. In situations where you are only impacting one variable, quantitative data is the answer; if you are adjusting flow or multiple variable, lean on qualitative data; and if you are prioritizing your roadmap, use a robust combination.
  3. There are some situations where you should rely on the quants, other situations where qualitative research, but generally a combination of the two is the best way to formulate your product strategy.

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Unknown's avatarAuthor Lloyd MelnickPosted on October 29, 2019October 7, 2019Categories Analytics, General Social Games Business, LTVTags content roadmap, qualitative data, quantitative data, surveyLeave a comment on When to use qualitative research

Do people really have a short attention span

A few months ago I posted about the cadence of releasing new content, citing Netflix as an example, and it got me to start questioning a related commonly held belief, that consumers attention spans are shrinking. It goes without question that people today have shorter attention spans than previous generations, look at YouTube videos versus television shows. Common sense says game players or tv watchers now want a faster, more intense short experience. Whenever I hear “commonly held, “goes without question,” or “common sense” I get very skeptical, as it often means we are assuming something without evidence to prove it.

Television actually shows an increased attention span

The launch of 24: Legacy helped crystalize my suspicion against the case of shorter attention spans. When the original 24 series launched in 2001, it was a tremendous success largely because it went from a model where an episode on network television was primarily self-contained to a story arc that spanned an entire season.

Fast forward to 2017 and most of the dramas on television involve a story arc that lasts a season (or more). From Game of Thrones to Luke Cage to Man in the High Castle to Mr. Robot, each episode leads to the next and the story arc is not complete until the end of the season. Even popular network television shows like Quantico and The Flash have story arcs that pull you from one episode to the next.

A season of a TV series now is closer to a mini-series in the 1970s and 1980s (Roots, V, Holocaust). Rather than watch a single episode and be done with it, people are eager to watch 10-13 episodes (about 10 hours of programming), demanding more, not less, attention of viewers.

slide1

Games also have captured our attention for longer

Some would argue the rise of mobile, casual games shows that the game industry is experiencing shorter attention spans, as players are looking for a short (5-15 minute experience), but wait, maybe games are experiencing the same phenomenon as television. In the early 2000s people would wait anxiously and buy an Unreal or Halo or Final Fantasy, play it for days or weeks (often without sleeping or at least showering) and then go on the next big game. Now you may actually shower but instead of playing for days or weeks, you are actually playing the same game for years. The top grossing games in the iOS US iPad AppStore include Minecraft (launched 2009), Game of War (2013), DoubleDown (2010), and Candy Crush (2012), ranging in age from 4 to 7 years. These games shown that rather than lasting minutes, game players’ attention span last years.

What this means

Rather than just being an interesting discussion point, the attention span issue has significant implication for game producers as well as other entertainment companies. When you are designing your product, rather than just focusing on short and intense play sessions, understand how you will keep players engaged for years. Rather than trying to stick a metagame on top of your product, you need to build it for long-term engagement from the ground. Only then will you satisfy the demand for a sustained entertainment experience. And most importantly, never use conventional wisdom or common sense to plan your product or strategy.

Key takeaways

  • While it is commonly accepted that consumers’ attention span has decreased, the opposite is actually true.
  • Rather than just watching one television episode or play a game for a few days/weeks, viewers now will watch a full season to grasp the metastory and play the same game for years.
  • To satisfy the new consumer, you need to create entertainment products that can last for years, not minutes.

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Unknown's avatarAuthor Lloyd MelnickPosted on March 1, 2017February 19, 2017Categories General Social Games Business, General Tech BusinessTags attention span, content, content roadmap, meta-storyLeave a comment on Do people really have a short attention span

The most important secret in monetization

There are many conversations, articles and even books on how to optimize in-application purchases (IAP) in social games but most neglect the most important element. Rather than focusing on adding friction, tweaking price levels, running sales, etc., there is one aspect that does not get enough attention and can make all the difference between success and failure: Continue reading “The most important secret in monetization”

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Unknown's avatarAuthor Lloyd MelnickPosted on May 3, 2012September 6, 2012Categories Analytics, General Social Games Business, Lloyd's favorite postsTags content, content roadmap, monetization, playdom, social games, tom clancy, wooga, zynga5 Comments on The most important secret in monetization

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Lloyd Melnick

This is Lloyd Melnick’s personal blog.  All views and opinions expressed on this website are mine alone and do not represent those of people, institutions or organizations that I may or may not be associated with in professional or personal capacity.

I am a serial builder of businesses (senior leadership on three exits worth over $700 million), successful in big (Disney, Stars Group/PokerStars, Zynga) and small companies (Merscom, Spooky Cool Labs) with over 20 years experience in the gaming and casino space.  Currently, I am the GM of VGW’s Chumba Casino and on the Board of Directors of Murka Games and Luckbox.

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