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21/6/2020 Introducción a la analítica

APRENDA ROBLOX > ANALÍTICA

Introducción a la analítica
CONTENIDO

Compromiso

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Retencion


Retención diaria
Retención semanal

Monetización

La analítica implica recopilar y analizar datos para identificar dónde se está desempeñando
fuertemente su juego o dónde podría mejorarse. El uso de análisis para informar y mejorar su
diseño creativo puede ayudar a que sus juegos sean más exitosos y agradables para los
jugadores.

En este artículo, presentaremos conceptos y medidas clave, o métricas , sobre el uso de


análisis en el proceso de desarrollo de tu juego.

Tenga en cuenta que los "jugadores" también pueden denominarse "usuarios" para que sean
coherentes con los conceptos comúnmente mencionados que no son específicos de los
juegos.

Compromiso
El compromiso es una medida de lo invertidos que están los jugadores en tu juego. Un jugador
se considera "comprometido" si está jugando activamente y tiene una inversión emocional,
psicológica o monetaria en su juego. Los jugadores altamente comprometidos representan su
base de jugadores principales y tienen más probabilidades de convertirse en jugadores que
pagan.

Término Definición

Usuarios activos diarios (DAU) El número de jugadores únicos que juegan tu juego en un día.

Usuarios activos mensuales (MAU) El número total de jugadores únicos que juegan tu juego en un
mes.

Relación DAU / MAU Calculated by dividing the average DAU in a month by the total
MAU for that month. This ratio can be interpreted as the
percentage of days in a month that an average player plays your
game or as the percentage of your monthly players that play
your game every day.

DAU represented over time can help indicate whether players are consistently engaging with
and returning to your game (related to retention). DAU can shift rapidly as a result of new
features or content that you release and is a good way to measure the impact of updates on
your players.

MAU can be grown or maintained by providing regular updates that motivate your players to
remain in the game and addressing any issues that cause players to leave (such as bugs that
cause crashes or buggy states).

https://developer.roblox.com/en-us/articles/introduction-to-analytics 1/4
21/6/2020 Introducción a la analítica

The DAU/MAU Ratio is a more useful indicator of player engagement than DAU or MAU alone.
If your DAU/MAU ratio is high, that means that players are frequently engaging with your game
throughout the month. For example, a DAU/MAU ratio of 50% over a 30-day month means that
your average player logs in and plays 15 days of the month; or, that half of your players that
month played every day.

Retention
Retention is a measure of how many of your players return to the game again after their first
visit. Higher retention means that more of your players are motivated to come back after trying
out your game for the first time. Frequent updates and content releases are one way to keep
players coming back for more. Daily bonuses are another retention mechanic to inspire login
streaks.

Daily Retention
Daily retention is a good way to understand how “sticky” your game is to players. If your goal is
to make your game a regular habit for players, daily retention is a key metric for you to
monitor.

Term Definition

Day 0 (D0) References the day on which a new player first played your game.

Day n (Dn) References the nth day after Day 0, where n is a number. For example, Day 1 is the
day after Day 0, and Day 7 is the seventh day after Day 0.

Day n Retention The percentage of new players who return to the game on Day n.

Day 1 (D1) Retention indicates how many new players are motivated to return to your game the
day after they begin playing and is one of the most important retention metrics you can track.
High Day 1 retention often leads to higher overall retention for your game.

If your Day 1 Retention is low or declines, that usually indicates that your first-time player
experience needs to be improved. You may be losing new players early in your game because
of issues with your tutorial or user interface, a lack of immediate rewards, or a too-steep initial
progression curve.

One of the best ways to identify possible issues that you can fix to improve your D1 Retention
is to observe first-time player experiences. You can integrate analytic events into your new
experience flow to see where players are dropping out.

Tracking Day n Retention for later days can help you understand how long players generally
continue to return to your game. This is useful when you are trying to balance progression and
economy.

Weekly Retention
Weekly retention is a more forgiving metric than daily retention. It counts a player as “retained”
if they return at any point during a given week, while daily retention counts a player as
“retained” if they return on the specific day being tracked. Weekly retention is useful to track if
your game is more casual and does not necessarily require players to engage with your game
on a daily basis.

Term Definition

Week 0 (W0) References the week following the first time a new player played your game
(Day 0 to Day 6).

Week n (Wn) References the nth week following Week 0. For example, Week 1 is the week
after Week 0.

Week n Retention The percentage of new players who return to the game at any point during Week
n.
https://developer.roblox.com/en-us/articles/introduction-to-analytics 2/4
21/6/2020 Introducción a la analítica

Similarly to Day 1 retention, a low or declining Week 1 retention can indicate that there are
issues with your first-time player experience or initial progression curve. If your W0 retention is
high, but your W1 retention is low, that could indicate that your game is initially engaging
players, but that players are burning through content within a week or hitting a progression
wall within a week that discourages them from returning the second week.

Monetization
Monetization refers to your ability to earn money from players. Monetization encompasses
your in-game shop and related user interfaces, purchase flows, and up-sell mechanics, as well
as progression balancing, item valuation, in-game economy, and overall design.

Term Definition

Revenue The total amount of Robux earned by your game before any fees or costs are
taken into account.

Average Revenue The average number of Robux that a unique player spends in your game.
Per User (ARPU) Calculated by dividing revenue by the number of unique players in your game.

Average Revenue The average number of Robux that a unique paying player spends in your
Per Paying User game. Calculated by dividing revenue by the number of unique paying players
(ARPPU) in your game.

Conversion Rate The percentage of your players who have spent Robux in your game.

Revenue, or total Robux earned, is the easiest metric to track for monetization. Knowing how
many of your players are willing to pay money in your game and how much your players are
willing to spend, among other key metrics, will allow you to understand the health of the
monetization in your game and to adjust your monetization strategy more effectively.

Where Average Revenue Per User (ARPU) represents the worth or value of a player in your
game, the Average Revenue Per Paying User (ARPPU) reflects the quality of monetization in
your game.

ARPU and ARPPU is most useful when considered alongside your conversion rate.
Conversion rate reflects how well you are able to motivate players to spend money in your
game.

If you have a high conversion rate, for example, and a low ARPPU, that indicates that you are
good at getting players to buy at least one item in your game, but that there is little beyond
that initial purchase that inspires further spending. Understanding what is inspiring that
first-time purchase and examining its value could help you determine what content you need
to create to inspire more purchases.

A low conversion rate and high ARPPU, on the other hand, could mean that you have
expensive, but valuable items that only players with big pockets can afford to buy. Introducing
lower-priced items with high value, such as starter packs, could help inspire more purchases
from players with less to spend.

En general, los jugadores que compran algo en su juego una vez tienen más probabilidades de
volver a comprar. Comprender lo que es valioso en su juego para los jugadores puede ayudarlo
a descubrir qué vender, cómo establecer precios para jugadores con diferentes tamaños de
billetera y cómo diseñar la progresión y la economía para alentar esa primera compra y luego
crear usuarios que paguen a más largo plazo . .

ETIQUETAS: analítica ingresos métrica monetización compromiso retencion

ARTÍCULOS RELACIONADOS
https://developer.roblox.com/en-us/articles/introduction-to-analytics 3/4
21/6/2020 Introducción a la analítica

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https://developer.roblox.com/en-us/articles/introduction-to-analytics 4/4

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