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A/b test helps the growth of game business
2022-06-24 20:53:00 【ByteDance data platform】
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Development status and challenges of China's game industry
Weak growth in the domestic market
2021 Annual game sales revenue 2965.13 One hundred million yuan , Year-on-year growth 6.4%, The growth rate is higher than 2020 Annual reduction 15%. The scale of game users is up to 6.66 Hundreds of millions of people , Year on year growth was just 0.22%.2021 The growth of game sales revenue in , The demographic dividend of the game tends to be saturated , The domestic game market as a whole is changing from an incremental market to a stock market . Affected by the law on the protection of minors and the restrictions on the distribution of domestic game editions , Domestic development will be limited for some time in the future .

The self-developed game has a strong momentum at sea
2021 year , The actual sales revenue of China's independently developed games in overseas markets reached 180.13 Billion dollars ( near 1200 RMB ), Than 2020 Years increased 25.63 Billion dollars , Year-on-year growth 16.59%. From the average growth rate in the past five years , The share of Chinese games going to sea shows a steady upward trend . The income distribution of overseas key regions of China's independently developed mobile games is , From the U.S. 、 Japan 、 Korean revenue accounts for 32.58%,18.54% and 7.19%, Contributed to 58.31% The income of the .

Private traffic disturbs the industry pattern
In recent years , With the rapid development of we media platform , The accumulation of private domain traffic provides a new launch foundation for the release of games . With the help of precision marketing technology , The game launch on the we media platform has achieved remarkable results . Play with celadon 《 The strongest snail 》 For example ,《 The strongest snail 》 It will be launched on two platforms, Tiktok and watermelon video , Warm up through suspense 、 Super challenge 、 New interactive ways such as the task of the whole people , The target users have been accurately reached , After the game goes online 10 God iOS Flowing water super 1.04 Billion , For a month in a row iOS Top ten best sellers of the game .
As the number of domestic game users tends to be saturated , China's game industry has also gradually transformed from a high-speed growth period , The market maturity is improved , Competition tends to be refined . The cost of game companies is high , It's hard for users to retain , The requirements for fine operation are becoming higher and higher . Superimpose the challenges of game sailing and private domain traffic operation , The demand and dependence of game enterprises on data analysis are further improved .
Quick trial and error ,A/B Testing helps create popular games
The game industry has developed so far , Has experienced the era of console games 、 The age of web games 、 Mobile game era and other stages , Today, mobile game revenue accounts for% of domestic game revenue 7 As above , Many traditional game companies are facing the pressure of transformation . As the game technology matures , A large number of emerging companies are pouring into the industry , Further exacerbated the competitive pressure .
The game R & D process is roughly divided into project approval 、 verification 、 Development 、 test 、 There are six stages of online preparation and operation , Each stage is often accompanied by many modifications . How effective is the modification ? Whether there will be a negative impact on the core indicators ? Traditional thinking , It is to verify the effect of new features after they are put online , However, the online cycle is often long , Over reliance on experience , Problems with a wide range of influence .

A/B The experiment takes out a small part of the online traffic , Completely randomly assigned to the original strategy A( The control group ) And new strategies B( test group ), Combined with certain statistical methods , Get an accurate estimate of the relative effects of the two strategies . adopt A/B Experiments can be made on new features of the game / Modify to make scientific evaluation , Use small online traffic to verify the effect , And be able to effectively measure the benefits .
A/B experiment , The results of scientific evaluation modification
Before we do the experiment , The experimenter needs to agree in advance on an expectation of the level of significance , That is, limit " The original assumption was correct but rejected " The upper limit of probability is α, The generally accepted probability range for making such errors is 0%~5%. In the statistical calculation of the experiment , We use it p-value To represent the actual probability of making such a mistake in an experimental scenario . as long as p-value Less than what we set in advance α, The experiment reached the standard at the significance level . Calculating the significance level is a method used to combat sampling errors , When our experiment reaches the standard at the significance level , We think there are 95% The above assurance shows that the experimental results are reliable . This greatly reduces , The possibility of the negative impact of the game modification on the indicators .
《 The whole people bomb 》 Is a simple operation 、 Easy to use ball jumping tower leisure games , The player can make the marble penetrate the colored bricks layer by layer , Enjoy the pure pleasure of ejection , You can also unlock more unknown balls , Experience the forming fun of synthesis . Game operation is to verify the impact of the game home page on the player's retention and advertising data , Compare the two home page schemes : Tower jumping page ( The control group )、 Composite page ( test group )

after 2 Zhou's experimental test , Results show , The first page is a composite page in 3 Japan 、7 The core indicators such as daily retention and the effect of advertising are better than those of the control group . Finally, choose the scheme of full volume composition page , Online and achieved excellent results .


In addition to the above scenes ,A/B Experiments are also often used to verify the following changes. Novice guided changes , Novice task difficulty adjustment , Difficulty of initial resource adjustment and other checkpoints 、 Equipment explosion rate 、 Changes to the mall interface that affect the game experience, such as the adjustment of the winning rate of the treasure chest , Integral system , Bulletin board 、banner、 Button 、 The change of functional areas such as icons matches the system 、 Friend system 、 Chat system and other social functions change the game IP、NPC、 Game scenario 、 Plot change experiment stratification , Expand online traffic
Experimental stratification , Expand online traffic
Small A To validate new weapon systems , need 50% Flow verification for ; Small B Modify the mall interface , Also needed 50% Of traffic ; Small C Improved the novice task , Also need to 50% Flow verification for . At the same time 3 An experiment , need 150% Of traffic . The online traffic is not enough , Only experiments can be prioritized , Let several experiments be carried out successively , But this leads to inefficiency .
adopt A/B Experimental traffic layering technique , Copy the total traffic “ Countless times ”, formation ” Countless ” Flow layer . The flow layers are orthogonal to each other , In addition, the experimental traffic running on the same layer is mutually exclusive , So as to ensure that multiple experiments run at the same time will not interfere with each other .

Experimental layering technology can effectively solve the problem of insufficient online traffic , Especially in the game beta stage , It is often difficult to obtain users at this stage . You need to release the internal test task , Get gamers by small-scale buying , The cost of traffic acquisition is high . At this stage, you need to verify the performance of the game 、 Compatibility , But also on the way the game is played 、 Level settings 、 Story plot 、 Adjust the revenue model . If the internal test time is too long , Not only does it require sustained buying , It will also slow down the online rhythm of the game , You may even miss the hot spots in the market .
adopt A/B Experimental traffic layering technique , Break the flow limit , Greatly shorten the game verification time , Fast online iteration .
Scene capabilities , Make promotion more efficient
In addition to the traditional client 、 Other than the server experiment , We also provide for special scenarios A/B Experimental ability , Make the experiment more convenient , The effect is more remarkable .
Visualization experiments : Through WYSIWYG online editing , Reduce in Web/H5 Page optimization scenario , Products and operators use A/B The cost of experimental tools . Promotion page for game activities , The effect comparison of the lottery page , Go online quickly without programming .

Push experiment : Through the title of the push notification 、 Content 、 Click action to test , Find the best solution . Support multiple push channels 、 Device type ; Can be applied to game pull new 、 Recall and campaign promotion , Timely response results , Avoid negative effects .

Advertising experiment : Improve advertising ROI, Optimize advertising strategy , You can compare different experimental texts 、 Advertising effects of different delivery channels . Control by transforming efficiency measures “ Natural transformation ” Influence on the experimental effect , Ensure the scientificity and preciseness of advertising experiments .

The game goes out to sea ,A/B Escort
Nowadays, global operation has become a new trend , Compared with domestic game revenue, overseas game revenue has higher growth . Domestic self-developed games have gone to sea , Quickly seize the share of key regions . At the same time, it also brings differentiated operation 、 Global publishing 、 New challenges such as information security .
Regional differentiated operation
Because of the culture of each country 、 Religious beliefs 、 Differences in trends , Same game activities and modifications , In different regions overseas, the benefits are often different . For the company , Differentiated operations in different overseas regions , It is often necessary to accumulate local operation experience , The cost is usually high . Blindly promote , It is easy to lead to some negative effects .
A/B The experiment supports the selection of game users in different regions , Targeted tests can be carried out for users in different regions , Can quickly compare experimental results , Determine the best plan for the area .

Global publishing
Global release is also a challenge that the company has to face in the process of going to sea . Global release means an increase in operation and maintenance costs , At the same time, multi version management also increases the complexity of distribution . Running A/B experiment , Support direct conversion to features for publishing . It also supports progressive publishing 、 Scheduled release , And rollback operations . By using the feature publishing function , Make the publishing process more concise , Reduce release risk .

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