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ThinkingData announces publication of “Game Data Analytics Textbook of Data Analysis for Better Development Ma nagement”

ThinkingData announces publication of “Game Data Analytics Textbook of Data Analysis for Better Development Management”
*Thinkingdata Co., Ltd.*
Press release: September 3, 2024
**
ThinkingData announces publication of “Game Data Analytics Textbook of Data Analysis for Better Development Management”
ThinkingData (global headquarters: Singapore) will release the book “Game Data Analytics: Textbook of Data Analysis for Better
Development Management” on September 17, 2024. This book explains everything from basic knowledge of data analysis in the game industry to specific methods for achieving growth in the game business through data analysis.
Book release
* ■Contents of this book (partial excerpt from the “Introduction” of this book) *
This book systematically explains data analysis know-how specific to the game industry, divided into 12 chapters.
Chapter 1 provides an overview of game data analysis, and describes the analysis methodology as well as the system and values.
Chapter 2 looks back on the technical history of game data analysis and describes its evolutionary process. Chapters 3 to 7 explain the construction of a data analysis platform, data collection,
construction of an index system, and thematic analysis and exploratory analysis as specific types of data analysis necessary for game data analysis. .
Chapters 8 to 11 introduce examples of specific game management scenarios. In particular, we introduce verification and improvement of game content, advertising promotions, and management campaigns. Through these efforts, we advocate the concept of “detailed
management” in order to better understand and attract users. Finally, Chapter 12 concludes with a look at how data analytics in the gaming industry will evolve in the future.
* ■Book summary*
* “Game Data Analytics Textbook of Data Analysis for Better
Development Management” *
Author: ThinkingData
Translator: ThinkingData Japan Hayato Nakayama, Riku Shiraishi Release date: September 17, 2024
List price: 3,410 yen (3,100 yen tax 10%)
Format: B5, 232 pages
Available at bookstores nationwide, online bookstores, etc.
・Amazon: https://www.amazon.co.jp/dp/4798175919


・Rakuten Books: https://books.rakuten.co.jp/rb/17950142/

* ■Table of Contents*
*Chapter 1 Overview of game data analysis*
1.1 Concept of game data analysis
1.2 The value of game data analysis
1.3 Thoughts, methods, and techniques for game data analysis 1.3.1 Thoughts on game data analysis
1.3.2 Game data analysis method
1.3.3 Game data analysis system
1.4 Abilities required for game data analysts
*Chapter 2 Improving operations through game data analysis*
2.1 Overview
2.1.1 Improvement process in game management
2.1.2 The role of data analysis in the improvement process 2.2 Case study: Improving performance through improved operations 2.2.1 Quantification of goals
2.2.2 Obtaining suggestions
2.2.3 Considering solutions
2.2.4 Effect verification
2.2.5 Improving the tutorial passing rate
2.3 Key points for advancing the game improvement process
*Chapter 3 Game data analysis platform*
3.1 Evolution of game data analysis platform
3.1.1 First generation data analysis platform
3.1.2 Second generation data analysis platform
3.1.3 Third generation data analysis platform
3.1.4 Comparison between generations
3.2 Building 3rd generation data analysis platform
3.2.1 Selection of system construction method
3.2.2 Data collection
3.2.3 Establishment of indicator system
3.3 Utilization of 3rd generation data analysis platform
3.3.1 Thematic analysis and exploratory analysis
3.3.2 Data diversification
*Chapter 4 Collecting game data*
4.1 Overview
4.2 General data collection methods
4.2.1 Data collection from the client side
4.2.2 Data collection from the server side
4.2.3 Combined server/client-side data collection
4.2.4 Collection of Third Party Data
4.3 Data plan design and data transmission
4.3.1 Data plan design
4.3.2 Clarification of data management methods
4.3.3 Data plan priorities
4.4 Data management
4.4.1 Managing metadata
4.4.2 Data quality control
4.4.3 Data Compliance
*Chapter 5 Building an index system for game data*
5.1 Overview
5.1.1 Definition of indicator system
5.1.2 General game data metrics
5.2 How to build a game data index system and examples
5.2.1 Three principles to follow in the indicator system
5.2.2 How to construct an indicator system
5.2.3 Example: Building an index system for board games
5.3 Deep value of indicator system
5.3.1 Health Monitoring with Dashboard
5.3.2 Avoiding trouble through alerts
*Chapter 6 Thematic analysis of game data*
6.1 Overview
6.1.1 Defining thematic analysis of game data
6.1.2 Thematic analysis types for game data
6.2 Improved theme analysis
6.2.1 Contents of improved theme analysis
6.2.2 Case study: Improving next-day retention rate
6.3 Design-based theme analysis
6.3.1 Contents of design-type theme analysis
6.3.2 Example: Designing a cumulative billing campaign
6.4 Evaluation-type theme analysis
6.4.1 Contents of evaluation-type theme analysis
6.4.2 Case study: Evaluating a new stage design
*Chapter 7 Exploratory analysis of game data*
7.1 Detailed analysis based on data
7.1.1 Cluster analysis
7.1.2 Factor analysis
7.1.3 Correlation analysis between indicators
7.2 Causal inference and testing methods
7.2.1 A/B testing process
7.2.2 Examples from the gaming industry
7.2.3 Improving test efficiency
*Chapter 8 Verification and improvement of game content*
8.1 Overview
8.1.1 Content verification purpose and analysis perspective 8.1.2 Impact of key metrics on game content validation
8.1.3 Differences in content data verification for new and existing games 8.2 Example of verifying game content for a new game: Attaching jewelry 8.2.1 Game Content Overview
8.2.2 Analysis of game content
8.3 New content for existing games: Battle for Domination
8.3.1 Game Content Overview
8.3.2 Analysis of game content
*Chapter 9 Verification and improvement of advertising promotion* 9.1 Overview
9.2 Advertising delivery method
9.2.1 Four stages of advertising distribution
9.2.2 Main distribution channels and ad types
9.2.3 Key metrics for ad delivery
9.3 Analysis of advertising distribution data
9.3.1 Data integration before and after user acquisition
9.3.2 Promotion side – Acquisition of good users
9.3.3 Game Operator – User Retention
9.3.4 Improving ad delivery efficiency through data analysis *Chapter 10 Verification and improvement of operational campaigns* 10.1 Overview
10.2 Proof of campaign effectiveness
10.2.1 Decomposing the problem
10.2.2 Impact of campaigns on user purchasing behavior
10.2.3 Relationship between gift packs and billing behavior 10.2.4 Data Validation: Participant Profile
10.2.5 Potential negative effects of campaigns
10.2.6 Summary
10.3 Managing campaign data
*Chapter 11 Detailed game management*
11.1 Prerequisites for careful management
11.2 User segments
11.2.1 Values ​​and conditions of user segments
11.2.2 User Segmentation Steps
11.3 User segmentation granularity and examples
11.3.1 Segmentation based on user value
11.3.2 Segmentation based on user pyramid model
11.3.3 Segmentation based on user role
11.3.4 Segmentation based on user needs
11.4 Example of detailed management based on user segmentation *Chapter 12 Prospects of game data analysis*
12.1 Direction 1.: Further integration of game data analysis and business 12.2 Direction 2: Diversification of game data sources
12.3 Direction 3: Technological innovation of game data analysis platform 12.4 Direction 4: Deep fusion of game data analysis and AI
12.5 Direction 5: Further improvement of data security and privacy protection functions
* ■Information about book giveaway project*
To commemorate the publication, a conference sponsored by ThinkingData will be held on Wednesday, September 25, 2024, “ThinkingData Summit 2024.
We will give away a book* to all participants* of “Tokyo”. For more information about the event and to apply for participation, please see the special event page below.
*Special page*: https://thinkingdata-summit.tokyo/
ThinkingData Summit 2024 Tokyo
* ■Author/translator profile*
*Author: ThinkingData*
A software company with global headquarters in Singapore that provides “ThinkingData”, an integrated data solution for the gaming industry. Since our founding in 2015, we have supported over 1,200 game companies through data utilization. In August 2022, ThinkingData announced full-scale entry into Japan as a key strategy for global expansion.
Established Japan. In addition to developing and selling software, he also actively publishes best practices for data analysis in the game industry.
*Translator: Hayato Nakayama*
ThinkingData
Head of Japan Marketing. Has held sales, sales manager, and marketing manager positions at multiple foreign IT companies. In 2022, he established Search Eleven Co., Ltd. and became the representative director. We provide B2B marketing and data utilization consulting services to everyone from small to medium-sized businesses to major corporations. He assumed his current position in 2023 and oversees the marketing activities of the Japan branch.
*Translator: Riku Shiraishi*
ThinkingData
Data analyst. Worked on policy proposals related to global health at Nippon Results, a specified non-profit organization, and planned and operated the “Snowflies Control Project” while in Kenya. Supporting Japanese companies’ overseas expansion at the Japan International Cooperation Agency (JICA). After working at Metaps Co., Ltd., he became a chief researcher at Digital Transformation Research Institute Co., Ltd. in 2021. In 2022, he established null Co., Ltd. and became the representative director. Provides management advisory services to small and medium-sized enterprises. Current position from 2022. As a data analyst, support data analysis and data-driven operations of game apps. Co-authored with “DX textbook you want to read first” (SB Creative) etc.






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