Playnomics, the global leader in predictive marketing and data science for games, today announced the availability of the Player Engagement Study for Q1 2013, the latest report on gaming statistics for social, casual and mobile games with detailed analysis on engagement and monetization. Developed from data collected by the Playnomics PlayRM™ Platform, this study examines 50 million active players worldwide within the first quarter of 2013, providing actionable insights while taking a comparative look at the behavioral characteristics of players engaging in arcade (short term, single session) versus non-arcade games (long term play, featuring levels, campaigns and collectibles).
The full report is available now at http://www.playnomics.com/q1-playnomics-quarterly-report/
“Understanding player engagement through research and analysis of behavioral data, combined with enabling developers with the right tools to take action on this data is our core focus at Playnomics. The Player Engagement Study is a snapshot of insights we reveal for developers through the PlayRM Platform – this quarter we specifically highlighted arcade versus non-arcade players, uncovering that non-arcade games provide 13X the engagement of arcade,” said Chethan Ramachandran, CEO of Playnomics.
The PlayRM Platform captures dynamic gaming behaviors across over 100 million player profiles, and finely slices player data across infinite dimensions with information about who is playing games and why. The platform scores each player across multiple facets (attention, loyalty, intensity). 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. From the platform, developers can better understand their audience, target messaging to players at the right time, and increase engagement.
Key takeaways from the Playnomics Player Engagement Study for Q1 2013 include:
· Arcade players typically spent 16.7 minutes per session across 1.4 sessions, whereas non-arcade players spent 28.8 minutes players per session across 17.9 sessions, suggesting non-arcade games produce greater engagement and retention
· Across all types of games, players in Turkey had the highest engagement levels with 45.9 minutes per play session; players in Japan had the highest average number of play sessions at 22.5 per person
· Among new non-arcade players who joined in the first two weeks of the quarter, 0.77% monetized and total spend among these monetizers was almost $600K
· The top 1% of monetizers accounted for 32.68% of total spend, resulting in the bottom 99% of monetizers providing only 67.32% of total spend
For more information visit www.playnomics.com.
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 a total of over 100 million unique players across dozens of the leading online games and brands worldwide. San Francisco-based Playnomics is backed by leading venture investors, including FirstMark Capital, Vanedge Capital, XSeed Capital, MetamorphicVentures, Accelerator Ventures, and TriplePoint Capital. For more information, please visit http://www.playnomics.com/.
Salley Chan, Playnomics