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Archive for June, 2008

25 reasons users STOP using your product: An analysis of customer lifecycle

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Churn from a customer lifecycle perspective
As much as I blog about viral marketing, it can’t be avoided that having healthy product retention is an equally (and incredibly) important part about having a successful product. Thus, in addition to talking about the issues around user acquisition, a similar discussion must be had around user churn.

In the customer lifecycle perspective, you look at the product from the perspective of a user that has a series of experiences starting from newbie and going into an advanced role. In addition to looking at the success cases, looking at the failure cases is informative too – you want to analyze your product for potential exit points and relate them to both quantitative and qualitative measures. More on the customer lifecycle concept here, by Josh Kopelman at First Round Capital.

Anyway, here’s a good example of this from the games industry: At the Austin Game Developers conference last year, there was a great presentation on why players leave their MMOGs from Damion Schubert (who also writes a mean blog here). There’s a very convenient writeup of his talk at Massively, which includes a great list. I’d encourage reading it in full. Obviously, the challenges that face more web-like products are very different, yet the same approach can be used.

Customer lifecycle within a social product
I imagine that many in the readership are working on social products – for any product in this space, you often have a number of fuzzy stages that a user can move through during their lifecycle. This may include stages like:

  • First experience
  • Soloing and single user value
  • Encountering some friends(?)
  • Hitting critical mass for social
  • Becoming a site elder

Obviously every product is different, but the rough idea should hold for every social product out there. Early on, the initial experience is all about whether or not the user sees value in the product, and whether or not it “looks okay.” Then, oftentimes the users won’t have enough friends to make the site useful, in which case they fall back on a solo experience. Once they start hitting some other folks on the site, and making friends, then if done correctly, the site will hit critical mass and things will be sticky. And finally, in some products, some % of these users will turn into mods or admins or otherwise be elders within the product.

25 exit points
Now let’s look at all the different reasons why people might leave at any point – and obviously, the retention gets stickier and stickier in each stage, so perhaps reasons like “the site is too addictive!” become less effective :)

Anyway, there they are:

    • First experience
  • “I don’t get what this site is about”
  • “This site is not for people like me”
  • “The colors/design/icons look weird”
  • “I already use X for that”
  • “I don’t want to register”
    • Soloing and single user value
  • “I don’t have time to get involved in a site like this”
  • “I’m lonely, not enough happens”
  • “I forgot my password”
  • “I don’t know how to talk or meet people”
  • “I’ll just check on this account every couple months in case something happens”
    • Encountering some friends(?)
  • “People on this site are mean”
  • “People I don’t know keep messaging me, WTF?”
  • “I want my friends to use this, but none of them are sticking”
  • “I’m getting too much mail from this site”
  • “I only have 3 friends, this site is still boring”
    • Hitting critical mass for social
  • “This site takes up too much of my time”
  • “Too many people are friending me that I only sorta know”
  • “People are stalking me based on my pics and events!”
  • “This Top Friends thing causes too much drama”
  • “I’m getting flooded by e-mails for everything that anybody does”
    • Becoming a site elder
  • “The guys who run this site aren’t building feature X that we really need!”
  • “The guys who run this site build feature Y that’s going to destroy this site!”
  • “I’m doing a lot of work but I’m not getting anything for it”
  • “I’m bored because there’s nothing left to do”
  • “Newbies are fun to pick on :)” (wait, maybe that’s a benefit!)

Obviously, this is just a quick brainstorm of a list, but the point is, the reasons why people churn is often very different depending on their lifecycle. And some of the best things you can do for your product, in terms of retention, are things that are very positive for newbies, but might have side-effects elsewhere. You always want to balance each of these things off, depending on your product and business goals.

Am I missing anything else obvious? Comments and suggestions are always welcome!

Written by Andrew Chen

June 29th, 2008 at 11:22 pm

Posted in Uncategorized

Companies reading Futuristic Play – advertising, games, media, and more

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One of the more unfortunate things about writing a blog focused on long-form essays that are not easily discussable is that you don’t get a ton of information about your audience just from comments and e-mail dialog. Through limited methods, I have some very rough visibility from what I can put together based on referrer logs, subscribed email addresses, and other sources.

Anyway, here’s a meta-blog post, in tradition with previous ones on top referrers, subscriber boosts from Scoble, and others, I wanted to share a short collection of the wonderful audience I’m very grateful to have reading this blog.

It’s pretty amazing to see how wide and interdisciplinary the audience is – there’s a ton of folks from super-consumery publishers/games, but also advertising and finance folks.

Here’s a selection of the companies that caught my eye:

Advertising and B2B:

  • Aster Data Systems
  • Medio Systems
  • Revenue Science
  • Tacoda
  • Right Media
  • Publicis Groupe
  • … and a bunch of ad networks

Games and entertainment

  • Electronic Arts
  • Linden Lab
  • NCSoft
  • Sulake
  • … and numerous startups like IMVU, Gaia, AreaE, and Weeworld

Media

  • Joost
  • Yahoo
  • Virgin
  • Google
  • Slide
  • Facebook
  • MTV
  • Hi5
  • Tagged
  • … and tons of Facebook developers and apps

Finance

  • Lazard Freres
  • Elevation Partners
  • Mohr Davidow Ventures
  • Blue Run Ventures
  • Sierra Ventures
  • Bessemer Venture Partners

Sorry if I’m missing anyone – I have a lot of empty referrer URLs, personal gmail/hotmail/yahoo addresses, and many other untraceable sources :)

Anyway, thanks to everyone for reading!

Written by Andrew Chen

June 29th, 2008 at 11:16 pm

Posted in Uncategorized

Poll: How do you launch a new product or service?

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(If you’re viewing this in an RSS reader, you have to view the actual blog to see the poll below)

Written by Andrew Chen

June 29th, 2008 at 2:18 pm

Posted in Uncategorized

Craigslist to surpass eBay in 2009? Compete and Quantcast seem to think so…

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At the Structure '08 conference, one of the eBay guys made the comment that scalability was a solved problem for them. A fellow conference goer observed:

airplanedan: must be nice to be ebay… James Barrese says they have scaling figured out and never have to worry about it again #structure08

This comment made me curious… Growth obviously makes scalability really hard, and how much is eBay growing anyway?? After pulling up a couple charges, in particular comparing things to Craigslist, you see some interesting results.

According to Compete, Craigslist has grown 76% in the last year while eBay has declined 11.6%:

If that pace continues – and your high schools stats warned you about the dangers of extrapolating- then Craigslist will pass eBay within the year. Wow! That would be big.

That means Craigslist will not only be the bane of all the old media newspapers, but also a former dotcom darling.

Here's the Quantcast graph for another datapoint:

Written by Andrew Chen

June 25th, 2008 at 3:29 pm

Posted in Uncategorized

More detailed analysis of social network value on Techcrunch

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Michael Arrington posted an article this morning called Modeling the Real Market Value of Social Networks that uses a similar approach more data (and a better granularity of data) than the blog I wrote last week on the same topic. It's absolutely worth reading, so check it out.

(And Mike, thanks for the shoutout in the article!)

His blog concludes with the following chart, detailing valuations:

As you can see, MySpace, Facebook, Bebo, and Hi5 are all in the top 4, but interestingly enough, you also have companies like Ameblo.jp, Buzznet, Skyrock, Mixi.jp, and a bunch of other companies that have not quite entered the Web 2.0 discussion. Obviously it's looking at data like this which prompts those kinds of questions. In particular, thinking about the role of international traffic in social networks drives awareness of the fact it's harder to monetize.

After all, a pageview is not just a pageview – you have to think about where it's coming from, where it's being displayed, when it's being displayed relative to the user's session, who it's being sold by, and a myriad of other constraints that determines advertising CPMs.

Written by Andrew Chen

June 23rd, 2008 at 9:23 am

Posted in Uncategorized

MySpace versus Facebook: Analysis of both traffic and ad revenue, using Google Trends

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(above, Facebook beating MySpace in Australia with the crossover at Oct 07)

MySpace versus Facebook
As some of you know, I’ve previously written about the MySpace versus Facebook topic, both a year ago in the post Wanna bet? In 1 year, will Facebook be bigger? Or will MySpace? and MySpace versus Facebook: Winning in the US, Losing internationally. In general, I’ve taken a fairly pro-MySpace stance, since I think there’s a lot of qualities of the site which are lost on the typical technogeek here in San Francisco.

That said, it’s undeniable that MySpace has been losing ground internationally, while both have plateau’d here in the US. Interestingly enough, I think the fact that it’s possible for a newer product like Facebook to overtake MySpace creates a surprising argument:

Social networks have weaker network effects than previously speculated

After all, if the networks effects would be strong, you’d figure that MySpace would be able to hold onto their lead anywhere, regardless of product quality, when in fact that hasn’t been the case.

Playing around with Google Trends
After reading many mentions of this new product, I decided to play around with Google Trends tonight. I started to compare MySpace versus Facebook traffic from around the world, since you can, for example, ask how MySpace versus Facebook is doing in the US, over the maximum time period.

A *big* caveat on the discussion below is that obviously the Google Trends product is new, and lacks any track record on how accurate it is. You can consider the following discussion very much contingent on these factors – if anyone wants to do a similar view of this in comScore or another service, would be happy to link to it! (A recent but coarser chart of comScore numbers can be found here)

Analysis of traffic trends, domestically and internationally
Anyway, here are a couple thoughts come out when you play around with the “major countries” listed in the Google Trends product:
  • First off, MySpace is staying dominant in a few countries, like the US, Germany, Italy, Japan, etc
  • Across the board, MySpace is the incumbent, and Facebook is coming from behind
  • However, Facebook beaten MySpace on traffic in 14 countries over the last year
  • In particular, June ’07 to Oct ’07 was particularly rough for MySpace, where 10 of the 14 countries were passed in this period 
  • In the markets where MySpace leads, you may consider them “mature” markets in the sense that both services have plateau’d in traffic – it’s not like MySpace growth is outpacing Facebook’s 

Here’s the full table of data, so you don’t have to do the work:

country myspace leads facebook leads crossover date
Australia X Oct-07
Austria X
Belgium X Nov-07
Brazil X
Canada X
China X May-07
Denmark X Oct-07
Finland X Sep-07
France X Nov-07
Germany X
Hong Kong SAR China X
India X
Italy X
Japan X
Netherlands X Mar-08
Norway X
Portugal X
Singapore X Jun-07
South Korea X Sep-07
Spain X May-08
Sweden X Jul-07
Switzerland X Oct-07
Taiwan X Apr-07
United Kingdom X Jun-07
United States X
Pretty interesting right?

Overlaying advertising markets
Now, the second question is, how do advertising markets play into this? After all, it’s not enough to win on traffic, but you want to win on valuable traffic. For this discussion, I’ll borrow a diagram Jeremy Liew from Lightspeed wrote about regarding ad spend both domestically versus internationally, in 2007:

Here, you see that the US is by far the largest ad market, and is worth more than the rest of the world combined. I think that’s a key observation. Another observation can be made by combining this diagram with the traffic table above:

country myspace facebook crossover 2007 ad spend (MM)
United States X 19500
United Kingdom X Jun-07 4727
Japan X 3397
France X Nov-07 2548
China X May-07 1269
Germany X 1142
Canada X 950
South Korea X Sep-07 779
Brazil X 400
India X 86

From this view, you can see that MySpace and Facebook are really trading blows in the larger markets. While the MySpace lead within the US is obviously the most important, from a revenue standpoint, it’s obviously not a good thing to see Facebook overtake MySpace in the UK, France, China, South Korea, and India, which are key markets.

Obviously, the best way to do this analysis would be to do a weighted sum of the market share in each country, but because there’s so much variance in CPMs based on how they are selling, a more granular model might actually create false assertions. If anyone has better data, would love to get it and would gladly repost here.

Conclusions
There are a couple key things here which I think are pretty interesting and important:
  • MySpace leads in the major market (the US) but is losing ground overseas
  • The overseas losses are material losses – not just random non-revenue countries 
  • The major losses all occurred in the mid/late 2007 timeframe 
  • Several markets are plateauing in traffic, meaning that the social network market is starting to mature – consider that MySpace+Facebook uniques, duplicated, is over 90M active users, which is a huge percentage of the online audience in the US 
  • How strong are the network effects of social sites, if incumbents can be displaced? Maybe it’s not so strong after all

Comments or suggestions welcome!

And please link to me if you like this article :)

UPDATE: Chuck Lam does a good analysis of the fact that China (and possibly other countries) are using domains other than Facebook.com and MySpace.com. For example, China is all about MySpace.cn, and leads Facebook in that regard.

Written by Andrew Chen

June 21st, 2008 at 1:56 am

Posted in Uncategorized

Free consulting on retention metrics* :)

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*in exchange for data

Looking for usage/retention data
I am looking for some usage/retention data to analyze using some tools I've built in the last couple weeks. In particular, I'm interested in better understanding retention rates and segmentation analysis for web products. Unfortunately, I myself do not have a lot of this kind of data at this point, and would like to work on it.

So, I'm offering some consulting services around this for free, in exchange for a complete dataset that I'm hoping some of my readers may have. I won't guarantee anything, but I'll share whatever I come up with, and keep it completely confidential.

Data specs
This is the kind of information you'd need:

  • list of user IDs and when the users were created
  • list of user sessions with timestamps, or list of all user events with timestamps (which we can use to approximate sessions), or list of when each user uninstalled an app, etc.
  • that's it!

If you're interested, shoot me an email at voodoo [at] gmail.

Thanks!

Andrew

Written by Andrew Chen

June 19th, 2008 at 10:36 am

Posted in Uncategorized

Are you working on a product targeted at teens? 10% off YPulse Conference on July 14-15

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Thinking about Generation Y, not just tech
One of my favorite blogs, YPulse, covers a great range of marketing, tech, and lifestyle issues around the teen demographic. The reason why I'm a fan is because they aren't just tech focused, but consider the research from A-Z on this demographic. Obviously it's great for people who are:

  • Working on social gaming or virtual worlds
  • Building out social networking sites based around games, media, or otherwise
  • Similarly, anyone who's doing Facebook or OpenSocial apps, to figure out what makes this demographic tick

Anyway, they are having a conference on July 14-15 in San Francisco, and they let me share a discount code. Here's the registration info:

REGISTER HERE
10% discount code: FUTURISTIC1

You can view the agenda here. They are having a screening of a documentary covering the demographic as well as a Q&A with a panel of teenagers at the end of the night also, which should be fun.

Sessions
A couple sessions I'm interested in – see you guys there:

Brand Engagement in Virtual Worlds for Youth

    * Creating virtual world experiences residents will love
    * How do you measure ROI in virtual worlds?
    * Connecting virtual engagement with real world engagement

Panelists:
Lauren Bigelow, General Manager, WeeWorld
Teemu Huuhtanen, President, North America, Sulake (Habbo)
Craig Sherman, CEO, GaiaOnline
Michael Wilson, CEO, There.com

Are Girls The New Geeks?

    * Understanding how girls and boys use the web
    * What works in reaching girls vs. boys
    * Girls are creating content, but what are they learning?

Panelists:
Nancy Gruver, Publisher, New Moon Girl Media
Allison Keiley, Online Content and Community Manager, Girls, Inc.
Ashley Qualls, CEO, WhateverLife
Holly Rotman, Senior Web Editor, eCRUSH/eSPIN; Writer, "Advice Girl" column, eCRUSH.com, Hearst Magazines

Written by Andrew Chen

June 19th, 2008 at 10:03 am

Posted in Uncategorized

Where are all the video startups? Maybe Content=King, online and offline

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I ran across this interesting diagram from comScore on the top video properties online:

Top U.S. Online Video Properties* by Unique Viewers
April 2008
Total U.S. – Home/Work/University Locations
Source: comScore Video Metrix

Property

Unique Viewers (000)

Average Videos per Viewer

Total Internet

134,471

81.6

Google Sites

83,720

49.7

Fox Interactive Media

52,046

10.7

Yahoo! Sites

37,323

9.4

Microsoft Sites

29,908

9.0

Time Warner – Excl. AOL

20,627

6.7

Viacom Digital

19,367

10.3

AOL LLC

19,115

5.0

Disney Online

10,805

9.1

ESPN

9,026

9.2

CBS Corporation

7,993

7.1

My first thought was… why are there no startups on this list? YouTube is the closest, and obviously they are dominating, but how about all the other folks?

A theory on this is that most startups have focused on aggregating long-tail video online, and displaying it as a "content site" similar to YouTube. That is, one would focus on just aggregating and displaying content, rather than building too much complexity on top of it.

Compare this strategy to the one employed by many of the top media companies listed above – they are taking their wells of proprietary content and posting it online, and mainstream content is able to drive traffic with or without surrounding featureset. If you check out ABC.com or many of the major network sites, they don't do anything fancy – just post the content in Flash and off you go. It really makes you believe that content is king, both online and offline.

Written by Andrew Chen

June 17th, 2008 at 4:02 pm

Posted in Uncategorized

Social gaming design – Bartle types versus Web 2.0 participation pyramid

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Spending time between two communities

By spending time in the “social gaming” space, it’s interesting to see the intersection of approaches from both the consumer internet folks versus the traditional game folks. In addition to business models (ads versus subs/virtual goods) or product emphasis (functionality versus storytelling/characters/etc) or other topics, I’m particularly fascinated by the difference in how they think about their players/users and their activities.

Let’s look at the two approaches – both the “Web 2.0” view as well as the games perspective. The former is represented by a pyramid, and the other is a 2-axis landscape.

The Web 2.0 point of view

A while back, Bradley Horowitz (then at Yahoo) wrote an article on a “pyramid of value creation” classifying Creators, Synthesizers, and Consumers. He uses the following diagram and writes – bold formatting is mine:

pyramidcg7

The levels in the pyramid represent phases of value creation. As an example take Yahoo! Groups.

  • 1% of the user population might start a group (or a thread within a group)
  • 10% of the user population might participate actively, and actually author content whether starting a thread or responding to a thread-in-progress
  • 100% of the user population benefits from the activities of the above groups (lurkers)

There are a couple of interesting points worth noting. The first is that we don’t need to convert 100% of the audience into “active” participants to have a thriving product that benefits tens of millions of users. In fact, there are many reasons why you wouldn’t want to do this. The hurdles that users cross as they transition from lurkers to synthesizers to creators are also filters that can eliminate noise from signal. Another point is that the levels of the pyramid are containing – the creators are also consumers.

The use of a pyramid reinforces some subtleties which I bold above:

  • There’s a hierarchical view of how users are perceived, with a linear path
  • Creators are generally seen as “higher value” than the less involved users
  • There’s an effort to “convert” lower value users into creators

Another good discussion and example of the pyramid point of view is here at Jeremiah Owyang, in an article called See Actual % of “Community Pyramids” with Technographic Data.

Let’s return to the pyramid a bit later in this blog.

The Games point of view

Richard Bartle, who wrote the original MUD (multi-user dungeon) did some great early analytical work on the players of his proto-virtual worlds. He writes a great article on this here, where he discusses Achievers, Explorers, Killers, and Socializers, which he plots on the 2-axis landscape below:

 

4quadrantsod9

 

The four things that people typically enjoyed personally about MUDs
were:

i) Achievement within the game context.
Players give themselves game-related goals, and vigorously set out to achieve them. This usually means accumulating and disposing of large quantities of high-value treasure, or cutting a swathe through hordes of mobiles (ie. monsters built in to the virtual world).

ii) Exploration of the game.
Players try to find out as much as they can about the virtual world. Although initially this means mapping its topology (ie. exploring the MUD’s breadth), later it advances to experimentation with its physics (ie. exploring the MUD’s depth).

iii) Socialising with others.
Players use the game’s communicative facilities, and apply the role-playing that these engender, as a context in which to converse (and otherwise interact) with their fellow players.

iv) Imposition upon others.
Players use the tools provided by the game to cause distress to (or, in rare circumstances, to help) other players. Where permitted, this usually involves acquiring some weapon and applying it enthusiastically to the persona of another player in the game world.

Later on in the article, he also touches on the dynamics between each one of these Bartle types, and how they interact to create the community that makes up a game. He also discusses methods of increasing or decreasing the prevalence of certain types, since oftentimes having too many or too little of a particular type can cause imbalance to the community.

A couple observations on this:

  • The 4 types are primarily treated as peers to each other
  • By presenting it as a 2×2 landscape, it also expresses the idea that a player might be in one type yet flirt with another
  • Yet, the diagonals are problematic, since it’s hard to express an Achiever who is also a Socializer

Let’s compare the two viewpoints now.

Comparing the two perspectives
It’s clear that there are clear differences between the two views. While one more closely resembles a linear, hierarchical view, the other represents a flatter, multi-variable view.

In general, I think the two views are in conflict with each other due to the emphasis on user-generated content versus company-created content. In a pure UGC web 2.0 site, you need the content creators otherwise there’s nothing to do for anyone else. Take a site like Digg or Facebook, and if it’s just you on the site, it’s not so interesting. Compare this perspective to the games world, which has long built gradual “solo” experiences that then open into social experiences.

In almost any MMO, you can still play it for a while before you have to start thinking about other people. There’s a long “single user” experience that makes the game fun and entertaining, even if you’re the only person logged on. For socializers, you can talk to NPCs and get your kicks that way. For achievers, you can fight monsters and level up your character. For explorers, you can still check out the world and try out all sorts of different things. By investing in a content experience up-front, there’s less of a reliance on content creators to make it all work.

In general, comparisons like this make me think more about the user/player lifecycle of any product – how do you bootstrap the initial experience and make that fun? How do you pivot the user into trying other things, in particular with real live people? How do you build the critical mass to make social experiences interesting? As always, there’s a lot for Web folks (like me) to learn about from the games people.

Comments and suggestions always welcome!

 

Written by Andrew Chen

June 17th, 2008 at 3:33 pm

Posted in Uncategorized

Social Gaming Summit: Recap and observations

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Social Gaming Summit today
Thanks again to Charles Hudson for inviting me to attend the Social Gaming Summit. I won't spend too much time summarizing the content of the conference, because of the Efficient Blogging Market Hypothesis, which states:

For every conference event summary that's posted, there's already an existing one that's earlier, more comprehensive, and better written ;-)

In this case, Justin Smith and Mashable have already posted some partial writeups here and here. Instead, I'll just focus on a couple observations shared during the panel discussions which I found interesting.

1) The "social games" crowd mostly consists of web people learning about games, rather than the other way around
Although representatives were there from more "casual" companies like Nexon, Neopets (Viacom), etc., for the most part the audience consisted of web folks building on social networking platforms building out pretty light game experiences. You can tell from the conference agenda, which has topics like "What Makes Games Fun?" that the game discussion was pretty light. Compare that topic to something like "Distributing your game on the internet 101," which might be the inverse discussion targeted at the games audience.

Similarly, you don't have folks from hardcore console/FPS/RTS/MMOG companies there trying to figure out how to branch out into the social networking platforms. Although it's clear there's some discussion on this, the conference didn't include many of those people. Ultimately, I think this tells you that the social games world might continue to be driven around discussions on distribution, basic game mechanics, etc. rather than focusing on story, narrative, art, and other more creative elements of the games world.

It was an interesting point that John Welch from PlayFirst made about the use of games as a storytelling medium. In games, like movies, you can create intricate stories, with characters, tension, narratives, plotlines, and such – and in the case of Diner Dash, he tries to build that up. Compare that to many websites and the initial wave of social games, which are more like board games in that they are more rulesets and less stories.

2) Building from the social interaction up, rather than the virtual world down
A very compelling point made today by the IMVU CEO Cary Rosenzweig was around the process of designing IMVU from the ground up, rather than their previous project There.com. He said that when the IMVU originally constructed There.com, the problem was that they created a ton of "space" without the social activity to make it dense enough and interesting enough. It was too easy for users to end up wandering around the environment without interacting with each other enough. This description reminded me of the problems that Half Life faced early on, described here, where the levels weren't fun and had to be reconstituted to be as "dense" experientially as possible, to make it interesting.

Anyway, Cary then described that after this lesson about focusing too much on the world rather than the players, IMVU was constructed around the chat, and the environments have been created to enhance the chat experience as much as possible. This is similar to the idea of really figuring out one "core mechanic" of your product, in this case socializing, and doubling down on that rather than potentially creating a scenario where users are walking down beautiful, albeit empty streets. One might also point out that from the Bartle Types point of view, this serves socializers much more than explorers, because the latter might be OK with large empty environments. (Consider Myst as a good example of this)

3) Virtual worlds can be harder to build than well-bounded games
Another comment I liked was when Daniel James from Three Rings pointed out that in many cases, virtual worlds can be much tougher to build than traditional "games." The reason is that for his previous game, Puzzle Pirates, which revolves around a pirate theme, there is clear context. You know that pirates seek treasure, fight other pirates (and the British Navy), steer ships, say "ahoy" and "AARRR," and other ideas that fit into the mythology. This ultimately creates an internal set of motivations where the players sorta know what to do!

On the other hand, virtual worlds are sandbox structures which give the user more flexibility in how they want to play. But then subtle things, such as allowing photos versus avatars, using real names versus fake ones, start to impose a system of hidden rules to the social system. To guide the user to enjoy certain things, and allow them to be spontaneous is hard, when you're trying not to impose too much of yourself as a designer.

In a way, there's a big tradeoff in the contextual, immersive cultures versus the sandboxes. While the engagement might be better for your users who accept the context, the bad part is that the context also turns some % of users off. Similarly, a virtual world might lack context, which makes it more accessible for people who want to do a bunch of different things, yet this lack of context means you have to spend more time guiding the user in helping them develop their own goals

4) Social systems that are real-life relationships versus online relationships are different
Daniel also made an interesting point about products which reflect real-life relationships versus online relationships, which is that the latter facilitates fantastical experiences more effectively. That is, if you want to play a female character with a 17th century costume and name, you might not want your real friends to know, nor will you want to put too much of your real interests and information into the character. Similarly, if you are building your own stand-alone site, the ramp-up period to get to critical mass might be easier because you just have to get your main "public space" to have enough people to be interesting.

Compare this to Friends for Sale, a social game which uses real names, photos, and relationships to make a fun game out of the situation. This is a game that very likely would not exist without Facebook's social graph. Question is, given their use of real information, does it make it harder to create an immersive environment, storyline, and character cast? Maybe so.

In the above two paragraphs are two categories of games: Companies that create destination sites and create a social graph of users who don't know each other in real life, and on Facebook of real life friends, but then the companies bootstrap on a platform to make it happen. Imagine a social game that both was based on real friends but was also a standalone site! The critical mass issues there are much more complex and difficult.

5) Social activities that enhance game-playing, versus games that enhance socializing
Dave Williams, SVP of Shockwave and Addicting Games, made a great point about how they view their effort on their own destination site, Addicting Games, versus their efforts to build a presence on Facebook. He made the distinction that Addicting Games is really meant to be a destination site which is focused on making it fun to play games. All the social activities on the site must be meant to support that, rather than changing the focus to communication or socializing. The reverse is then true on Facebook, where the focus is on socializing, and games are a specific way to passively socialize, similar to watching a TV show together (sometimes in silence!)

I think this focus explains to me the stratification of sites that are really "content sites" like YouTube, MetaCafe, Miniclip, Addicting Games, ABC.com, Hulu, and others, which display media content and make it easy to consume, but don't really build social activities around the site. The reason is that putting these activities in there can dilute the core value of the site, and people would rather use their traditional methods (like MySpace, email, etc.) to pass the media around anyway.

Conclusion
Net/net, I had a lot of fun – thanks again to Charles, Jeremy, et al for putting this on!

Written by Andrew Chen

June 13th, 2008 at 8:14 pm

Posted in Uncategorized

Social Gaming Summit tomorrow – see you guys there!

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Charles Hudson of Gaia invited me to attend the Social Gaming Summit tomorrow in San Francisco. Should be a lot of fun! I'll write a quick blog covering the conference, to sum it all up.

Agenda below:

10:00am – What Makes Games Fun?

We all like to have fun, right? What is it about games that makes them so fun? Is it gameplay? Social interaction? Achievements and accomplishments? Our panel of thought leaders will share their perspectives on what it takes to build a fun game and why building fun into games is more difficult than it looks.

» Erik Bethke – CEO, GoPets
» Dr. Ian Bogost – Founding Partner, Persuasive Games
» Nicole Lazzaro – President, XEODesign, Inc.
» John Welch – Co-Founder, President & CEO, PlayFirst
» Jeremy Liew – Managing Director, Lightspeed Venture Partners (moderator)

11:00am – Casual MMOs and Immersive Worlds

Many so-called “casual MMOs” and immersive worlds are casual only in the sense that the point of the game is not to bash gruesome looking monsters or the game isn’t set in a sci-fi fantasy world. The engagement story around existing and upcoming casual MMOs is real and very compelling. This panel will discuss what it takes to build a successful casual MMO that users love to play.

» Min Kim – Vice President of Marketing, Nexon America
» Patrick Ford, VP Marketing and Community Development, K2 Networks
» Kyra Reppen – SVP and GM, NeoPets
» Craig Sherman – CEO, Gaia Online
» Joey Seiler – Editor, Virtual Worlds News (moderator)

1:30pm – Asynchronous Games on Social Networks

There are a lot of interesting asynchronous activities happening on social networks. Some of them are traditional games, others are games in disguise. Join us and hear from some of the leading voices in this space share their views on how to build great gameplay characteristics into social networking applications and what opportunities exist for gameplay to take advantage of the social graph.

» Siqi Chen – Founder, Serious Business (Friends for Sale)
» Blake Commagere – Founder and VP Engineering, Mogad
» Shervin Pishevar – CEO, Social Gaming Network
» Mike Sego – Developer, (fluff)Friends
» Andrew Chung – Principal, Lightspeed Venture Partners (moderator)

2:30pm – User Generated Games in Social Networks and Virtual Worlds


Games are one of the most popular activities on social networks and virtual worlds. Increasingly, users are taking it upon themselves to create games and entertainment of their own within the context of existing online environments. Curious as to what’s driving this behavior? This is the panel for you.

» Daniel James – CEO, Three Rings
» Jeremy Monroe – Director of Business Development, Sports & Entertainment, North America, Sulake Inc.
» Ted Rheingold – Founder, Dogster and Catster
» Cary Rosenzweig – President and CEO, IMVU
» Dean Takahashi – Writer, Venture Beat (moderator)

4:00pm – Building Communities and Social Interaction In and Around Games

Social networking and games go hand in hand. Whether it’s taking advantage of the relationship data in social networks to build novel gameplay or building community among people who play games, game developers are discovering clever ways to build real communities around the games they’re developing. Hear from our panel of thought leaders about what it takes to successfully integrate community and social interaction into the next generation of games.

» Jim Greer – CEO, Kongregate
» Amy Jo Kim – CEO, Shufflebrain
» Mark Pincus – Founder and CEO, Zynga Game Network
» Dave Williams – SVP, Shockwave, AddictingGames
» Brandon Sheffield – Gamasutra (moderator)

5:00pm – Monetization and Business Models for Social Games

There are a handful of viable (proven) business models for social games. How should game developers go about choosing the best business model for their games? Our panel of experts will share their thoughts on the various business models and how to think through the right one for a given game.

» Jameson Hsu – Co-Founder and CEO, Mochi Media
» Matt Mihaly – CEO and Creative Director, Sparkplay Media
» Mattias Miksche – CEO, Stardoll
» David Perry – CCO, Acclaim
» Ravi Mhatre – Managing Director, Lightspeed Venture Partners (moderator)

Written by Andrew Chen

June 12th, 2008 at 1:33 pm

Posted in Uncategorized

Dear readers, need a quick favor!

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Hi all, I'm looking for recommendations/intros to find a great frontend engineer for a consumer internet project I'm working on. Ideally, would be located in the Bay Area or willing to relocate.

If you have any in mind, please shoot me a note at voodoo [at] gmail.

Very much appreciate it – I'll buy anyone who helps a coffee :) (Back to blogging soon!)

Written by Andrew Chen

June 9th, 2008 at 2:34 pm

Posted in Uncategorized

5 steps towards building a metrics-driven business

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Don't ask me about viral marketing, ask me about metrics
Given my history blogging about viral marketing, I'm occasionally approached by folks who ask me, "For product X, how would you promote it and make it viral?" I think there's an expectation that there's a playbook which you can directly apply to every situation.

Unfortunately, there's no real answer to this – ultimately, I think any advancements that can be made to your business function based on the fact you make very gradual improvements based on creating goals, measuring subcomponents, making hypotheses, and testing them. There's no better way to do this than to just do it.

But to get the metrics novice started, here's how I'd approach assessing each particular business:

Step One: Create clear, measurable goals
First off, it's important to identify the main goals of your business, based on current strategy. What are you focused on now? Is it total users acquired, is it number of photos uploaded, is it revenue generated? Whatever it is, you want to focus on something that's not too soft ("increase brand recognition!"), but also not too tactical ("increase pageviews per session!"). I usually prefer something that's a qualified overall metric. I don't care about total registered users, for example, but I do care about total registered users that come back at least 2 times.

Step Two: Make an uber-model that breaks down key variables
Now that you have an overall goal in mind, you want to focus on breaking that down into key variables that you have control over. It might take several layers of modeling before you can get to those controllable variables, but it's important to get there.

For example, if you worry about total registered users, then you want to track incoming users to the site. But the first page doesn't create a registration, they have to go through multiple pages for that. So measure incoming users, then the % that try to register, and then the % that complete the registration form.

The reason why I write a bunch of cohort analysis is that in my perspective, a lot of what you're aiming for is a "flow-based" model for users. You want to focus on separating out variables so that if you get 1000 new users one day, you know how many are coming in via being invited from active friends versus how many are coming in from ads. The more you break this down, the sooner you'll get into variables that you can control.

Step Three: Collect both quantitative and qualitative data
One of the biggest headaches when you're generating quantitative models on your business is that after the key variables are broken down, it's difficult to figure out how to improve a particular metric. Oftentimes, the surest ways to improve end up as local maxima, whereas the highest yield increases are only offered as hazy global maxima.

Let's take an example where you're a photo-sharing site, and you need more people to upload their pictures. Local maxima could be reached by doing things like:
  • A/B testing your upload page to make people more likely to upload
  • Delivering a ton of email notifications prompting users to upload 
  • Using switch-and-bait tactics like information-hiding, creating false incentives, etc. 
  • Creating a gimmicky points system to upload photos 

In many cases, I feel like many Facebook apps are trying to solve their problems by enacting the solutions as above. I think the quantitative side lends itself well to the above approaches, yet you rapidly hit diminishing returns.

Compare this to much harder (but higher payout) approaches like:
  • Repositioning the product for a higher resonating value proposition
  • Going after a different kind of audience to target their needs 
  • Recalibrating the "core mechanic" of the product to make uploading photos a natural part of using the product (like HotOrNot, for example) 
These qualitative approaches are much higher risk, because you can't collect significant amounts of data to validate your responses. You end up doing lots of user interviews, conducting ethnographic studies, and other methodologies that generate lots of data, but it's still up to you as the entrepreneur to figure it out. Not easy!

Ultimately, I think you have to combine the above approaches, to make sure you have views of the local maxima as well as potential paths into global maxima. Without both pieces of data, it's like navigating a mountain range with a map that's been torn into lots of different pieces.

Step Four: Generate hypotheses around key variables and variable combinations
Another key effort is to be able to follow the scientific method: Observe the data, generate many different hypotheses, and figure out what metrics are influenced. Build out an experiment, and conduct it! And remember that you can focus on an idea that hits just one variable, or even better, come up with higher-risk/higher-yield concepts that hit multiple variables.

In general, the more hypotheses you brainstorm the better – not all of them can be directly measurable, but sometimes you can figure out things that are related or proportional to what you're trying to accomplish.

Step Five: Execute test and control methods, and don't confuse correlation with causality!

Finally, it's important to execute your scientific approach with proper test and control methods:

A/B testing is a method of advertising testing by which a baseline control sample is compared to a variety of single-variable test samples. A classic direct mail tactic, this method has been recently adopted within the interactive space to test tactics such as banner ads, emails and landing pages.

Employers of this A/B testing method will distribute multiple samples of a test, including the control, to see which single variable is most effective in increasing a response rate or other desired outcome. The test, in order to be effective, must reach an audience of statistical significance.

This method is different than multivariate testing which applies statistical modeling which allows a tester to try multiple variables within the samples distributed. (from Wikipedia)

The entire point is, you have to separate out the variables that CAUSE the positive effects you're looking for, versus merely related things. The only way to separate these variables out is via A/B testing.

What are the tools you'll need to do this?
Now, all the steps above might sound like a lot, and in a way, it is. But your first focus is to have the inclination to even want to get started :)

In general, the first two steps (creating goals and breaking down variables) can just be done using spreadsheet models and talking. It's just figuring out how metrics really plays into your business – and even if you can't measure anything right away, it'll start to solidify how everything fits together.

Similarly, the hypothesis generation stage is all about getting in a conference room and doing brainstorms. The entire point of those discussions is just to generate ideas, with the constraint that the assertions have to be falsifiable.

For quantitative data collection, I typically do NOT recommend Google Analytics. Perhaps it's possible, through their events API, to collect some section of data you're looking for. But ultimately, the reporting has be built custom, by actual engineering staff. (Sorry, I know you didn't want to hear this) For the folks that are serious, you can spend as much as 50% of your energy building analysis and optimization tools, but of course, that can be the difference between a viral site that retains users well versus a crappy site that bleeds users. I generally prioritize this as a peer to the product experience, perhaps even higher, since I often overrule product functionality based on real data.

Same with A/B testing – in-house – unless you are just optimizing a page or two. In that case, you can use Google Website Optimizer.

Summary

To summarize:
  • Create clear, measurable goals
  • Make an uber-model that breaks down key variables
  • Collect both quantitative and qualitative data 
  • Generate hypotheses around key variables and variable combinations 
  • Execute test and control methods, and don't confuse correlation with causality!

For those who are dipping their toes in the water, I hope this helps!

Written by Andrew Chen

June 4th, 2008 at 3:17 am

Posted in Uncategorized

Users, customers, or audience – what do you call the people that visit your site?

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5 second personality test
This is a just-for-fun post on the way that language changes our perspective on design. I've been thinking a lot about these nuances in the way that it creates hidden assumptions on business models, how we treat our partners, our users/customers/audience, and other folks in the industry. As a result, I've come up with a one question personality test ;) Here's the question below:

What do you call the people who are on your site?

  1. Users
  2. Customers
  3. Audience

Have your answer?

Read below for some quick thoughts on what your answer could mean.

Audience
Folks that use the word "audience" are likely to have an advertising and monetization perspective. Ultimately, companies with an ad perspective see the audience they are building into an asset to be sold to their "real" customers, the advertisers. And so I hear phrases like X wants to "target this audience" or that they're "aggregating the Y audience" or similar wordings.

As I wrote in Your Web 2.0 startup is actually a B2B in disguise, the process of generating all those millions of pageviews is just step #1, and step #2 is to actually sell them to the advertisers who want to target this audience. That's absolutely a valid perspective.

Customers
The view of the people on your site as "customers" has the strong connotation that direct monetization is occurring, and that usually happens on ecommerce properties. I think this implies both the highest value and best treatment of the folks visiting your site.

Interestingly enough, business like social gaming sites would be wise to use this type of terminology when they depend on virtual goods models. Social gaming properties are not much unlike ecommerce sites, and it would be wise to have the same focus on merchandising, having attractive shops, cross-selling and up-selling, as well as treating your customers like they will hand you money.

Users
At the heart of "users" is the idea of using a product, or utility, or other functionality-focused usage. At least in my world, this is the most common terminology I hear. On the plus side, it creates plenty of opportunties for discussion around featuresets and product-oriented business strategies. However, on the downside, it doesn't explicitly acknowledge the nature of the advertising business as "audience" does, nor the imply the treatment that calling them customers would.

For my projects, I am particularly interested in virtual goods models for monetization, and as a result, it seems wise to reserve the word "customer" to refer to the people we attract.

Any other labels I'm missing? Comments and suggestions welcome.

Written by Andrew Chen

June 3rd, 2008 at 9:50 am

Posted in Uncategorized

Data portability: Is the social network data you’re hoarding treasure or trash?

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I recently wrote a guest blog yesterday at InsideFacebook.com, and wanted to republish it here as well.  


Data portability: What's the value of your social network data?
This blog post will be focused on the business-perspective of how a
company operating one of these social networks might think about their
data, particularly in regards to advertising monetization.

There's been a lot of discussion on the data portability issue in one form or the other. The consumer perspective on the data portability issue on the consumer side has been well-covered, and is well represented by Robert Scoble, Marc Canter, Gillmor Gang, and others. This is a big topic, especially when you've added as many friends
to Facebook as our Doonsberry friends have, in the above comic.

Business reasons to resist portability

When a company has aggregated a critical mass of audience and data, it's clear that data is worth something, but unclear how much. In particular, one might be resistant to data portability for a number of reasons, including:

  • If the data can be monetized for through advertising means, then a company might want to have proprietary access to that data
  • If a competitor can easily import user data, it makes it easier to switch services
  • If a user can too-easily share their data with external services, it may create privacy and security issues
  • … and others

There are many other reasons why businesses are reluctant to jump full bore into releasing control of the data, some great for consumers, some neutral, and some completely unaligned with their users. It's my opinion that, like the way Windows has evolved, you want to provide access but need to make it very clear what they are getting themselves into.

The reason why spyware has turned into such a huge industry was that for many years, it was far too easy to install any executable off the internet – and the Operating System gave poor warning on what users were trying to do. There are things you want to do to make sure you're not destroying an entire ecosystem, while still supporting the goals of your users.

My particular interest in this question mostly has to do with the value
of the data, particularly from an advertising standpoint – the first
bullet above.

The monetization of user data

The question is, if companies are busy hoarding all this user data – what is it really worth? How do you evaluate its value? And how does it fit into the context of the overall advertising market?

To outline the answers to this question, I'll cover a couple specific topics:

  • Ad network business models
  • Interest versus intent
  • Data to traffic overlap

Then I'll conclude with a short discussion on the future of social network data.

Ad network business models
The market for user data is very early. Only in
the last few years have companies emerged like Revenue Science, Tacoda,
Blue Lithium, and other companies you see on this list.
Note, of course, that I was previously employed by Revenue Science and
worked on their direct response ad network (in addition to other roles).

But to step back: For newbies to the advertising world, it's important to note that there are many many ad networks out there besides Google AdSense. For example, Blue Lithium, Valueclick, ContextWeb, Advertising.com, etc are all ad networks that fundamentally do the same thing:

Buy ad space at a lower price, then resell it for a higher price

Quite simply, it's arbitrage. So they sign up publishers, get them to stick ad code on their pages, and then fill the space with banner ads, Punch-the-monkey flash games, etc. The bigger the delta between what the buy it for and what they sell it for, the better their profit margins.

The problem is, there's like 300 ad networks out there, and it's getting more competitive every day. So like a Wall Street bank, these ad networks have to get smarter (and bigger!). They allow advertisers to target on context, geography, time, demographics, and many other factors. They support Flash ads, text ads, video ads, banner ads, all in many different sizes.

In all the targeting, they become huge consumers of data. To competitively identify low-value ad inventory and buy it on the cheap, you need to have more data than:

  • the publisher you're buying it from
  • the 299 ad networks who are also looking for the low-value inventory

If you have less data than either, then the ad inventory price will get bid up, and all of a sudden it'll be hard to get the volume of traffic you want. And thus, it makes sense to voraciously gather and utilize all the data you can, across many different areas. In particular, "user data" is interesting – if you can tell when someone in the market for a car, ad impressions against that user are suddenly very valuable.

Question is: What kind of data is valuable? And what kind is not?

Interest versus Intent
The first step to understanding the value of data is to look at the marketing funnel below:

You can consider the top part as consumer interest whereas the bottom part is consumer intent.

A user moves through a long funnel before coming into market and exhibiting buying signals (aka Intent). And there are a lot more people at the top, who are sorta kinda maybe in the market for a car (but maybe don't even know that they are) versus the folks at the bottom of the funnel who are ready to get their car loan processed and drive out to dealerships the next weekend.

When you are the bottom of the funnel, you are part of a select group, and because you are very close to taking action, it's easy to value you as a user. Here's how a car dealership might figure that out:

  • The dealership closes roughly 1% of anyone coming through as a "lead"
  • They make on average $2000 per car they sell
  • So they are willing to buy a lead for $20
  • Then build in some margin, and they're willing to spend $10 on a lead

(Note: these are made up numbers)

The problem here, however, is that there are only so many people ready to buy at one time. So typically, all this inventory gets sold out, and then you have to move upstream to buy more users. In particular, there's often a big concern that a product can get left out of the "consideration set" if it's not branded well. That is, even if you're buying all the Ford dealership leads as you can, if you can't position your gas guzzling SUV for the eco-conscious set, they never get the chance to filter to the bottom.

When you're at the top of the funnel, it's hard to value the ROI from advertising to those users. The focus there is to just be in the game and inside the "consideration set," as I mentioned. So the targeting there isn't typically focused on in-market status, but rather on more qualitative things like:

  • demographics
  • psychographics
  • desirable editorial areas (to complement the values of your brand)
  • really cool ad creative
  • etc.

Anyway, it's not as quantitative, and the distance between the brand side and revenue is often larger than folks want it to be. But it works, even through the following classic advertising quote applies:

"Half the money I spend on advertising is wasted; the trouble is I don't know which half"
— John Wanamaker

As a result, it may not surprise you that data around in-market behaviors (aka Intent) are worth a LOT more than the more watered down stuff (aka Interest), particularly because you can prove to advertisers that the former will make them money.

For search engines, the ultimate collector of consumer intent, you can get 1000X+ times the monetization levels that you'd get from social networks. Social networks, being communication-oriented, have very little intent relative to other sites on the internet. This doesn't mean the social network data is worthless, but it's definitely hard to use it to monetize.

Where are other places you can find intent?

  • Comparison shopping sites
  • Product reviews
  • Loan calculators
  • Shopping sites
  • Search engine marketing landing pages
  • etc.

Think of any service you might go to in order to make a transaction, or prior to making a transaction. The more of that data you have, the better off you are.

On the flip side, this data is scarce. The bottom of the funnel doesn't have many people, and because people aren't typically shopping forever on a product, it means the data is perishable.

Data to traffic overlap
Once you have the data, you have to figure out how to use it to buy-low and sell-high. One of the big questions revolves around when/where your data is applicable – and this problem is sometimes referred to as "overlap."

Let's say that you collect data about a bunch of unique users on your site, and all those users are very valuable. Then you want to find those same users on some other site, which has cheapo inventory. The plan is that if you can buy that inventory for cheap, but you can figure out the good stuff in there, then you can buy just the good stuff. Sounds great right?

Problem is, what's the overlap of users between your site and this publisher's? If it's small, then you might not be able to write a big check to justify the expense of doing the transaction. If you have 100k users and then you're finding some % of that on some other site, then that's not so exciting. So you really need to aggregate a ton of data to make this transaction work. And ideally, you are able to use your own data, but also use the data of other similar ocmpanies – this allows for more opportunities to bring in new users, rather than just recycling the current set of users you already have.

This issue of insufficient overlap has been alleviated somewhat recently. Since the mid 00s, there's been a number of ad networks that allow you to buy advertising by-the-cookie. Right Media, in particular, leads in these types of transactions. But Valueclick, Ad.com, etc all can provide similar arrangements as well. So given that these ad networks have already pre-aggregated a huge amount of inventory (several hundred billion pageviews per month), you can get reasonable scale on your data even if you don't have too much data. The downside to this, of course, is that it introduces yet another middleman into the mix, and since they know you are buying by-the-cookie, it's easy for them to charge you a little extra. Doh.

Conclusion
So to summarize the article above:

  • One potential issue that makes social networks resist data portability is the monetizability of the data
  • Not all user data is created equal, there's interest versus intent
  • Social networks generally produce lots of low-value interest data, which has weak ROI attached to it
  • Search engines, review sites, comparison shopping, etc all produce high-value intent data
  • Even if you have the data, you have to worry about whether or not you have enough of it to matter – although ad networks and exchanges have started to alleviate that

Questions and comments welcome!

Written by Andrew Chen

June 1st, 2008 at 10:22 pm

Posted in Uncategorized

Social gaming and MMOGs: Quick link roundup

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Quick list games-related info
A friend of mine recently asked me for a list of blogs, books, and other resources on game design, social gaming, virtual goods, etc. I wrote up a quick e-mail, and thought I’d publish it here as well.

If anyone has interesting stuff to add, please shoot me a note at voodoo [at] gmail!

I have not found much on the metrics of the games industry, particularly on the virtual economies side. That’s definitely one area I’d like to learn more about…

MMOG and virtual world blogs:

Individual blogs:

Books:

UPDATE: added a couple new links. There’s more on Mike Gowen’s blog here.

Written by Andrew Chen

June 1st, 2008 at 10:17 pm

Posted in Uncategorized