Dmitri Williams (PhD, University of Michigan) is the CEO, Sensei, and Co-Founder of Ninja Metrics, Inc. Dmitri is a 15-year veteran of games and community research, and a world-recognized leader in the science of online metrics and analysis. The author of more than 40 peer-reviewed articles on gamer psychology and large-scale data analysis, Dmitri's work has been featured on CNN, Fox, the Economist, the New York Times, and most major news outlets.
He has testified as an expert on video games and gamers before the U.S. Senate, and is a regular speaker at industry and academic conferences. Dmitri moonlights as a healer and raid leader, and plays a wicked Ashe in League of Legends. He loves data, and believes more of it, used intelligently, makes the world a better place.
This post is part one of a five-part series on analytics in the gaming industry:
Part 1: Should I deal with this? How do I start?
Part 2: Basic Definitions
Part 3: Understanding Social in Games
Part 4: Cohort Analysis and Segmentation
Part 5: Predict
Actions Speak Louder than Words: Why a Virtual Nose Smudge is Better Than a Tweet
While playing video games solo can be fun, playing within a network of other gamers increases customer retention through engagement. This is a key metric for developers, who are looking to further monetize their games.
Part I of this looked at gender representations and found that they were heavily skewed male. In this installment, I’ll share the visuals for some context. We now know that females are underrepresented, but when they do show up, how are they represented?
Part One of a two-part look at gender stereotyping in games
Understanding the idea, the science, and the metrics behind virality and gaming