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Data-driven Method for Mobile Game Publishing Marketing Promotion
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0002-7242-4318
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0001-9287-9507
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0002-9972-4716
University of Skövde, School of Engineering Science. University of Skövde, Virtual Engineering Research Environment. (Produktion och Automatiseringsteknik (PAT), Production and Automation Engineering)ORCID iD: 0000-0002-8619-3776
2021 (English)In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China, IEEE, 2021, p. 35-42Conference paper, Published paper (Refereed)
Abstract [en]

Marketing is vital for game businesses. However, it is hard to reach the target audiences and choose the right marketing strategies for different user acquisition channels in mobile game publishing. This paper shows how business intelligence can guide independent (indie) mobile game developers to do marketing promotion based on a data-driven method. We apply and extend the ARM funnel model from social game publishing to mobile game publishing and provide a data-driven method to evaluate the marketing promotion performance. First, in order to address indie game marketing challenges, we propose a data-driven method by defining key metrics and applying two different analysis methods for assessing mobile game marketing promotion. Second, we apply our data-driven method to an indie mobile game project and guide the indie game studio to determine the potential marketing promotion issues. Third, we also provide suggestions on improving marketing performance based on analysis results, especially by differentiating between channels. Finally, we summarize how our method can be generalized and used to guide indie mobile game marketing promotion, find high-quality channels for user acquisition, improve the marketing promotion effect, and discuss future research work.

Place, publisher, year, edition, pages
IEEE, 2021. p. 35-42
Keywords [en]
business intelligence, indie game developer, game analytics, marketing promotion, metrics, ARM funnel model, channel.
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB); Production and Automation Engineering
Identifiers
URN: urn:nbn:se:his:diva-20885DOI: 10.1109/ICEBE52470.2021.00016ISI: 000942017800006Scopus ID: 2-s2.0-85128782709ISBN: 978-1-6654-4418-7 (electronic)ISBN: 978-1-6654-4419-4 (print)OAI: oai:DiVA.org:his-20885DiVA, id: diva2:1634543
Conference
2021 IEEE International Conference on e-Business Engineering (ICEBE), 12-14 November 2021, Guangzhou, China
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

This research was supported by University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak. 

Available from: 2022-02-02 Created: 2022-02-02 Last updated: 2023-08-23Bibliographically approved
In thesis
1. Bringing Game Analytics to Indie Game Publishing: Method and Tool Support for Indie Mobile Game Publishing
Open this publication in new window or tab >>Bringing Game Analytics to Indie Game Publishing: Method and Tool Support for Indie Mobile Game Publishing
2022 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

With the continuous development of the game industry, the research in the game field is also deepening. Many interdisciplinary knowledge areas and theories have been used to promote the development of the game industry. Business Intelligence (BI) has been applied in game development for game design and game optimization. However, few systematic research efforts focus on the game publishing side, especially for independent (indie) game publishing.

From the game business side, with the development of the game industry, the traditional game value chain has been complemented by the mobile value chain and the online value chain. The mobile game value chain refers to a new situation where game developers can publish games directly through different distribution channels like App Store (2020) and Google Play (2022). The online value chain means developers can connect with players directly, for example, through their own websites. These new value chains make indie game developers publishing possible. However, how indie game developers conduct the game publishing business is unclear. In addition, as more and more indie game developers focus on the mobile platform, creating increasingly fierce competition for players' attention. Many indie game developers are good at game development, but most lack experience in game publishing. They have issues with user acquisition work and how to transfer users into loyal and paying players.

This research plans to understand how game analytics can be used for indie mobile game publishing. In practice, a new method has been created and developed to guide indie game developers’ decision-making during free-to-play (F2P) mobile game publishing. This new method mainly focuses on addressing the main challenges of indie game developers during mobile game publishing. The new method facilitates indie mobile game publishing by providing guidance on how data collection and analysis can be conducted.

Design Science Research (DSR) method is used to fulfill the overall research aim. The DSR method is used to guide the development of an artifact based on previous literature and empirical findings from working with indie game companies. Theoretical background was obtained through a literature review of BI adoption and usage in the game area, especially for game analytics. The empirical materials were gathered through interviews and surveys with indie game companies in Sweden and Asia. The main challenges with their game publishing can be determined through semi-structured interviews with indie game developers and combined with the literature review. Then a tentative design is provided based on the identified needs, and the existing ARM funnel model is extended and optimized. Based on the tentative design demonstrations and iterations with different indie game companies, the tentative design is refined until a method is finally provided. Based on the evaluation of several indie game companies from Asia, it can be concluded that this method can guide indie game developers with F2P (free-to-play) mobile game publishing and address their main challenges.

This research contributes both to research and practice. From the research perspective, the main contribution of this research is based on the traditional game value chain evolution and the indie game company interviews to identify the main challenges for indie mobile game publishing. Then a new method is proposed to address the main challenges and guide indie game developers with mobile game publishing. From the practice perspective, the method provided in this thesis is the guidelines and also with the newly developed game data analysis tool, called F2PAP. It can be used in actual game projects and guide indie game developers with data collection, analysis, visualization, evaluation of their game business performance, and taking actions to improve their game publishing.

 

Abstract [sv]

Med den kontinuerliga utvecklingen av spelindustrin fördjupas också forskningen inom spelområdet. Många tvärvetenskapliga kunskapsområden och teorier har använts för att främja utvecklingen av spelindustrin. Business Intelligence (BI) har använts i spelutveckling för speldesign och speloptimering. Få systematiska forskningsinsatser fokuserar dock på spelpubliceringssidan, särskilt för oberoende (indie) spelpublicering.

Från spelbranschens sida, med utvecklingen av spelindustrin, har den traditionella värdekedjan kompletterats med den mobila värdekedjan och online värdekedjan. Värdekedjan för mobilspel har skapat en ny situation där spelutvecklare kan publicera spel direkt genom olika distributionskanaler som App Store (2020) och Google Play (2022). Värdekedjan online innebär att utvecklare kan få kontakt med spelare direkt, till exempel via sin webbplats. Dessa nya värdekedjor gör det möjligt för utvecklare av indiespel att publicera sina spel själva. Hur indiespelutvecklare bedriver spelpubliceringsverksamheten är dock oklart. Dessutom, eftersom fler och fler indiespelsutvecklare fokuserar på den mobila plattformen, vilket skapar en allt hårdare konkurrens om spelarnas uppmärksamhet. Många indiespelsutvecklare är bra på spelutveckling, men de flesta saknar erfarenhet av spelpublicering. De har utmaningar när det gäller att nå potentiella spelare och även med att få dem att bli lojala och betalande spelare.

Denna forskning syftar till att förstå hur spelanalys kan användas för indie-mobilspelspublicering. I praktiken har en ny metod utvecklats för att vägleda indiespelsutvecklare i free-to-play (F2P) mobilspelspublicering. Denna nya metod fokuserar främst på att ta itu med de största utmaningarna från indiespelsutvecklarens sida under deras mobilspelspublicering. Den nya metoden underlättar publicering av indie-mobilspel genom att ge vägledning till hur datainsamling och analys kan genomföras.

Design Science Research (DSR) metod används för att uppfylla det övergripande forskningsmålet. DSR-metoden används för att styra utvecklingen av en artefakt baserad på tidigare litteratur och empiriska rön från arbete med indiespelsföretag. Teoretisk bakgrund erhölls genom en litteraturgenomgång av BI-användning och användning inom spelområdet, speciellt för spelanalys. Det empiriska materialet samlades in genom intervjuer och undersökningar med indiespelsföretag i Sverige och Asien. De största utmaningarna med deras spelpublicering kan fastställas genom semistrukturerade intervjuer med indiespelsutvecklare och kombineras med litteraturgenomgången. Därefter tillhandahålls en preliminär design baserad på de identifierade behoven, och den befintliga ARM-trattmodellen utökas och optimeras. Baserat på preliminära designdemonstrationer och iterationer med olika indiespelsföretag, förfinas den preliminära designen tills en metod slutligen tillhandahålls. Baserat på utvärderingen av flera indiespelsföretag från Asien kan man dra slutsatsen att denna metod kan vägleda indiespelsutvecklare med F2P (free-to-play) mobilspelspublicering och ta itu med deras främsta utmaningar.

Denna forskning bidrar både till forskning och praktik. Ur ett forskningsperspektiv är det huvudsakliga bidraget från denna forskning baserat på den traditionella utvecklingen av spelets värdekedja och intervjuer med indiespelsföretag för att identifiera de största utmaningarna för publicering av indiemobilspel. Sedan föreslås en ny metod för att ta itu med de största utmaningarna och vägleda indiespelsutvecklare med mobilspelspublicering. Ur praktikperspektivet är metoden som ges i denna uppsats riktlinjerna och även med det nyutvecklade verktyget för speldataanalys, kallat F2PAP. Den kan användas i faktiska spelprojekt och vägleda indiespelsutvecklare med datainsamling, analys, visualisering, utvärdering av deras spelverksamhetsprestanda och vidta åtgärder för att förbättra deras spelpublicering.

Place, publisher, year, edition, pages
Skövde: University of Skövde, 2022. p. xix, 108/112
Series
Dissertation Series ; 49
Keywords
business intelligence, game analytics, metrics, indie game developer, marketing, revenue forecast
National Category
Computer and Information Sciences
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-22148 (URN)978-91-987906-3-4 (ISBN)
Public defence
2022-02-09, Portalen, Insikten, Kanikegränd 3B, Skövde, 13:00 (English)
Opponent
Supervisors
Available from: 2022-12-20 Created: 2022-12-20 Last updated: 2023-06-02Bibliographically approved

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Su, YanhuiBacklund, PerEngström, HenrikStrand, Mattias

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