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Bringing Game Analytics to Indie Game Publishing: Method and Tool Support for Indie Mobile Game Publishing
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (GAME Research Group)ORCID iD: 0000-0002-7242-4318
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 [en]
business intelligence, game analytics, metrics, indie game developer, marketing, revenue forecast
National Category
Computer and Information Sciences
Research subject
GAME Research Group
Identifiers
URN: urn:nbn:se:his:diva-22148ISBN: 978-91-987906-3-4 (print)OAI: oai:DiVA.org:his-22148DiVA, id: diva2:1720960
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
List of papers
1. Comprehensive review and classification of game analytics
Open this publication in new window or tab >>Comprehensive review and classification of game analytics
2021 (English)In: Service Oriented Computing and Applications, ISSN 1863-2394, Vol. 15, no 2, p. 141-156Article in journal (Refereed) Published
Abstract [en]

As a business model, the essence of games is to provide a service to satisfy the player experience. From a business perspective, development in the game industry has led to the application of Business Intelligence (BI) becoming more and more extensive. However, related research lacks systematic examination and precise classification. This paper provides a comprehensive literature review of BI used in the game industry, focusing primarily on game analytics. This research mainly studies and discusses five aspects. First, we explore game analytics aspects in the available literature based on the traditional game value chain. Second, we find out the main purposes of using analytics in the game industry. Third, we present the problems or challenges in the game area, which can be addressed by using game analytics. Fourth, we also list different algorithms that have been used in game analytics for prediction. Finally, we summarize the research areas that have already been covered in literature but need further development. Based on the categories established after the mapping and the review findings, we also discuss the limitations of game analytics and propose potential research points for future research.

Place, publisher, year, edition, pages
Springer, 2021
Keywords
Business intelligence, Game analytics, game metrics, prediction, distribution channels, game publishing
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19216 (URN)10.1007/s11761-020-00303-z (DOI)000583654500001 ()2-s2.0-85094845529 (Scopus ID)
Projects
Game Hub Scandinavia 2.0 (NYPS 20201849)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0 This research was supported by the 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.

Published online: 1 November 2020

Available from: 2020-11-03 Created: 2020-11-02 Last updated: 2023-06-02Bibliographically approved
2. Business Intelligence Challenges for Independent Game Publishing
Open this publication in new window or tab >>Business Intelligence Challenges for Independent Game Publishing
2020 (English)In: International Journal of Computer Games Technology, ISSN 1687-7047, E-ISSN 1687-7055, Vol. 2020, p. 1-8, article id 5395187Article in journal (Refereed) Published
Abstract [en]

With the continuous development of the game industry, research in the game field is also deepening. Many interdisciplinary areas of knowledge and theory have been used to promote the development of the game industry. Business intelligence technologies have been applied to game development for game design and game optimization. However, few systematic research efforts have focused on the field of game publishing, particularly with regard to independent (indie) game publishing. In this paper, we analyse data collected from a set of interviews with small indie game developers. The results indicate that most of the indie game developers have already used business intelligence for game self-publishing, although three main challenges have been identified: first, how to conduct marketing promotion and improve the return on investment (ROI); second, how to collect game publishing data; and third, how to analyse the data in order to guide game self-publishing. Our interviews also reveal that the business model applied to a game significantly impacts the role of game analytics. The study expands and advances the research on how game analytics can be used for game publishing, particularly for indie game self-publishing.

Place, publisher, year, edition, pages
Hindawi Publishing Corporation, 2020
National Category
Computer Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18185 (URN)10.1155/2020/5395187 (DOI)000510887600001 ()2-s2.0-85079138803 (Scopus ID)
Available from: 2020-02-04 Created: 2020-02-04 Last updated: 2023-06-02Bibliographically approved
3. A data-driven model for mobile game new version update evaluation
Open this publication in new window or tab >>A data-driven model for mobile game new version update evaluation
2020 (English)In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere: Digital Games Research Association (DiGRA) , 2020Conference paper, Published paper (Refereed)
Abstract [en]

Game analytics has been used in game development and game research. However, less work focus on the game publishing side, especially on the new version update evaluation. This paper shows how game analytics can be used to guide game version updates. We innovatively view mobile game publishing as maintaining a fish tank and use our Fish Tank Model (FTM) to evaluate how game version updates improve players’ activation and game revenue. First, we define some key metrics for evaluating mobile game performance based on FTM. Second, we introduce a real game project to develop and apply FTM to the new version update. Third, based on analyzing the changes before and after the game version update, we provide suggestions on how to improve the new version. Finally, we summarize how to use our data-driven model to guide the mobile game new version update evaluation and continue to improve the game content.

Place, publisher, year, edition, pages
Tampere: Digital Games Research Association (DiGRA), 2020
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
Business Intelligence, Fish Tank Model, Game Analytics, Indie game developer, Metrics, New version update
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19069 (URN)
Conference
2020 DiGRA International Conference: Play Everywhere
Available from: 2020-09-17 Created: 2020-09-17 Last updated: 2023-06-02Bibliographically approved
4. Data-driven Method for Mobile Game Publishing Marketing Promotion
Open this publication in new window or tab >>Data-driven Method for Mobile Game Publishing Marketing Promotion
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
Keywords
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:nbn:se:his:diva-20885 (URN)10.1109/ICEBE52470.2021.00016 (DOI)000942017800006 ()2-s2.0-85128782709 (Scopus ID)978-1-6654-4418-7 (ISBN)978-1-6654-4419-4 (ISBN)
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
5. Data-driven method for mobile game publishing revenue forecast
Open this publication in new window or tab >>Data-driven method for mobile game publishing revenue forecast
2022 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, Vol. 16, no 1, p. 67-76Article in journal (Refereed) Published
Abstract [en]

Games as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. This includes all steps of the process, from forecasting to decision-making based on the results. This paper provides a data-driven method that uses the mobile game revenue forecast based on different time-series prediction models to drive the game publishing. We demonstrate how to use the data-driven method to guide an indie game studio to forecast revenue and then set the revenue forecast as the internal benchmark to drive game publishing. In practice, we involve a real game project from an indie game studio and provide guidance for one of their casual game projects. Then, based on the revenue forecast, we discuss how to set the revenue forecast as an internal benchmark and drive the actions for mobile game publishing. Finally, we make a conclusion on how our data-driven method can be used to drive mobile game publishing and also discuss future research work.

Place, publisher, year, edition, pages
Springer, 2022
Keywords
Business Intelligence, Game analytics, Game metrics, Indie game developer, Benchmark, Time-series prediction, Game publishing
National Category
Other Computer and Information Science Business Administration
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20832 (URN)10.1007/s11761-021-00332-2 (DOI)000734143700001 ()2-s2.0-85121663973 (Scopus ID)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0

Published: 23 December 2021

This research was supported by the 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: 2021-12-30 Created: 2021-12-30 Last updated: 2023-06-02Bibliographically approved
6. Data-driven Analysis Platform for Indie Mobile Game Publishing
Open this publication in new window or tab >>Data-driven Analysis Platform for Indie Mobile Game Publishing
2022 (English)In: DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together, Kraków: Digital Games Research Association (DiGRA) , 2022Conference paper, Published paper (Refereed)
Abstract [en]

With the appearance of mobile game devices and third-party game distribution channels, such as App Store and Google Play, more and more independent (Indie) game studios are doing mobile game development and publishing themselves. However, research on using game analytics to help these indie game developers with game publishing is scarce. In practice, due to lack of experience, it is hard for most indie game developers to get the correct data and analyze it professionally. In order to guide indie game developers with mobile game publishing, this paper extends the existing ARM funnel model and provides a new concept of mobile game publishing, which can be recognized as two inputs and one output. Then, a mobile game publishing analysis platform called the F2PAP is designed and developed based on the new concept. It can guide indie game developers with data collection, analysis, and visualization for game business evaluation and improve game publishing performance.

Place, publisher, year, edition, pages
Kraków: Digital Games Research Association (DiGRA), 2022
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
business intelligence, game analytics, metrics, indie game developer, marketing, distribution
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21660 (URN)
Conference
DiGRA 2022, Bringing Worlds Together, Kraków, Poland, July 7–11, 2022
Note

© 2022 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author. 

Available from: 2022-08-06 Created: 2022-08-06 Last updated: 2023-06-02Bibliographically approved
7. Data-driven method development and evaluation for indie mobile game publishing
Open this publication in new window or tab >>Data-driven method development and evaluation for indie mobile game publishing
2023 (English)In: Multimedia tools and applications, ISSN 1380-7501, E-ISSN 1573-7721, Vol. 82, no 7, p. 11047-11078Article in journal (Refereed) Published
Abstract [en]

With the emergence of mobile distribution channels, the traditional game value chain has produced new changes, leading to the emergence of the mobile value chain. Independent (Indie) game developers can upload their games directly through third-party app stores and publish them themselves. However, many indie game developers have issues with game publishing, especially updating the new version, promoting the market, and forecasting revenue for their games. This paper aims to provide a method to guide indie mobile game developers with mobile publishing. This new method mainly focuses on addressing the main challenges from the indie game developer’s side. The method includes a new concept of mobile game publishing logic and an online analysis tool along with the guidelines. It shows how to collect and analyze data and guide new version updates, marketing promotion, and revenue forecasts. In practice, the method was provided to six indie game companies and guided their mobile game publishing, and related data were collected and analyzed for evaluation. Based on the survey and interview results, the usefulness, usability, and confidence in the method were positive, and the method improved the indie game developers’ mobile game publishing and benefited their game business.

Place, publisher, year, edition, pages
Springer Nature Switzerland AG, 2023
National Category
Human Aspects of ICT Interaction Technologies Information Systems Media and Communication Technology Information Systems, Social aspects
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21745 (URN)10.1007/s11042-022-13688-0 (DOI)000844934900006 ()2-s2.0-85137071821 (Scopus ID)
Funder
Interreg Öresund-Kattegat-Skagerrak, 20201849
Note

CC BY 4.0

Published: 26 August 2022

© 2022 Springer Nature Switzerland AG. Part of Springer Nature.

This research was supported by the 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.

Open access funding provided by University of Skövde

Available from: 2022-09-01 Created: 2022-09-01 Last updated: 2023-06-02Bibliographically approved

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