Data Analysis and Persona Synthesis for Goldfish Casino Slot Games (GFC)

Brief:

I needed to assess our current toolset to understand our 500K Daily players in our game, identify growth opportunities for our development pipeline, and build data-informed personas to promote user-centric designs.

🎰Casino-style games historically have a low player retention rate. GFC’s vision of having a lifelong community of players would require a more holistic understanding of both the game and the players.

Testimonials from the Findings Workshop:

“Good Presentation. Beautiful deck and you are a great speaker. ”
— Chynna Mai - Director of Product

Role:

UX Research 🔎

For:

Evaluation of information and Utilization for team pipeline on a 500K Daily Player game. I created a 1 hour UX Workshop for 10 leadership employees to enhance the development pipeline.

Company:

Sciplay

“Really refreshing visuals…The content is very professional, straight to the point and at a clear introductory level that anyone can understand (which is really essential in this case, as the blend of the audience that you presented [to] are not necessarily UX oriented). I found it useful as it provided me some food for thought”
— Amir Dori - Head of Game Design

Initial Assessment:

GFC had several sources of information and further awareness on how to use these resources would elevate the whole team.

Game Refinery

This mobile game informant provides plenty of information. They provide game analysis per game, archetype breakdown, revenue trends, market trends, and an analyzer section for planning incorporation into new features.

Their array of archetypes provided a more updated picture for free-to-play slot games. Below are the Top Three with their core motivators:

Thrill Seekers

Excitement & Thrill

Collecting Treasure

Completing Milestones

46% of Players

Liquid & Grit

One of those resources, Liquid & Grit provides mobile game insights and even personas. However, the report was outdated and was not detailed enough for our purposes. They also focused on a different target audience. These personas would not help the team empathize or understand their players.

King of the Hill

Collecting Treasure

Completing Milestones

Competing Against

15% of Players

Treasure Hunter

Collecting Treasure

Completing Milestones

Discover New Worlds

13% of Players

GFC also had some interesting Geospatial data reports that reflected opportunities among current players. I was able to identify the main market and its state as well as two future opportunities for further expansion.

Conducted surveys from GFC were also a great insight into the player’s understanding and helped identify direction.

Early segmentation studies were also conducted, which provided insight for demographic movement across game activity patterns and how they relate to monetary patterns.

With all of these key takeaways, I recommended further steps to further understand their players such as:

Game Refinery Cross Comparison

Allow for comparison against competitors rather than rely on the non-used L&G

Age & Gender Breakdown

Would help think more critically about the data

Top three Game Refinery Archetypes with their top motivations for playing games are listed.

Similar motivators such as collecting treasure and completing milestones implied that low-risk solutions could affect demographics across the game.

To help teach the team how to use this data in their pipeline, I held a workshop event on how to create specific personas using what we learned.

Results:

In the end, GFC came away with:

  • Knowledge of creating specific personas

  • How to use personas

  • Actionable items understanding of their product and players.

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