Playnomics Publishes Q3 2012 Player Engagement Study
Thursday, 18th October 2012 at 2:18 pm
Engagement Scores Show and Slice Active Player Behavior Geographically, Over Time, Intensity, Virality and Loyalty
SAN FRANCISCO– Oct 18, 2012 - Playnomics, the market leader in predictive analytics for games, today released their Q3 2012 user data report, with key highlights including daily play and churn rates for US audience. Engagement is the key focus of Playnomics’ research– for this report and in general– because in today’s social game marketplace, it’s evermore clear that early segmentation and targeted messaging are key to engaging, retaining and monetizing far and beyond one-off experiences. Engagement is king and Playnomics studies show how.
“We pull and analyze data from millions of players worldwide, across all the online social games in our PlayRM platform, to determine results with important, applicable implications for developers,” said Chethan Ramachandran, CEO of Playnomics.“When do players return to your game and how frequently? What are the triggers for player returns? Which are most likely to share your games with their friends? Why do they come back, and how often? These questions are crucial for user retention in today’s online marketplace, and our tools make it possible for developers to answer them, easily, succinctly, once and for all.”
The PlayRM™ platform finely slices and dices player data across infinite dimensions with information about who’s playing games and why. Playnomics’ user data report scores each player in their PlayRM network across multiple facets (attention, loyalty, intensity), allowing developers to better understand their audience and, ultimately, retain loyal users. The Playnomics Engagement Score is like a high fidelity credit score, designed to quantify performance across every stage in a player’s life cycle for different styles of play. The average engagement score per active user from July-September is 25.4. Additional insights from the Q3 report include:
- Almost 95% of all US players acquired in Q3 were inactive by the end of the quarter[/*]
- About 85% of all new US players do not return after the first day[/*]
- US females churn at a slightly higher rate than US males, but tend to play longer than their male counterparts before doing so[/*]
- Non-churners play twice as long on their first day as churners[/*]
- Players are most likely to play on Saturdays, but play the longest on Mondays[/*]
- Oregon has the most engaged players in the US, while the southeastern region is less engaged than the US average[/*]
See the full Playnomics Q3 report for additional information on daily engagement and global trends at http://www.playnomics.com/news.
Founded in 2009, Playnomics is the global leader in quantifying play behavior. Comprised of entrepreneurs and industry experts who pioneered data mining in finance, information security and bioinformatics, Playnomics was the 2010 winner of the VentureBeat startup competition“Who’s Got Game”. In 2012, Playnomics launched the first-ever CRM platform for games called PlayRM™, and grew its predictive PlayScience Engine to score over 30 million monthly active players across dozens of the leading online games and brands worldwide. San Francisco-based Playnomics is backed by leading venture investors, including FirstMark Capital, Accelerator Ventures and TriplePoint Capital. For more information, please visit www.playnomics.com.
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