AB TEST
AB TEST
SUMMARY
SUMMARY
SUMMARY
SCOPE
SCOPE
SCOPE
Usually it’s better to give agency to players, but when things are very complex it can have a negative impact.
Usually it’s better to give agency to players, but when things are very complex it can have a negative impact.
Usually it’s better to give agency to players, but when things are very complex it can have a negative impact.
PROBLEM
PROBLEM
PROBLEM
Due to its complexity if we don’t force players might not learn the game. Should we?
Due to its complexity if we don’t force players might not learn the game. Should we?
Due to its complexity if we don’t force players might not learn the game. Should we?
HYPOTHESIS
HYPOTHESIS
HYPOTHESIS
Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.
Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.
Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.
DESCRIPTION
DESCRIPTION
DESCRIPTION
Three flows to analyze retention of players during one month to see if Tutorials had to be mandatory, semi-mandatory or non-mandatory.
Three flows to analyze retention of players during one month to see if Tutorials had to be mandatory, semi-mandatory or non-mandatory.
Three flows to analyze retention of players during one month to see if Tutorials had to be mandatory, semi-mandatory or non-mandatory.
GOAL
GOAL
GOAL
Choosing the right flow when transitioning to Ftp.
Choosing the right flow when transitioning to Ftp.
Choosing the right flow when transitioning to Ftp.
TOOLS
TOOLS
TOOLS
Experimental design, Neuroscience papers, interviews, keypad tracking, surveys, statistic analysis and player recordings.
Experimental design, Neuroscience papers, interviews, keypad tracking, surveys, statistic analysis and player recordings.
Experimental design, Neuroscience papers, interviews, keypad tracking, surveys, statistic analysis and player recordings.
POPULATIONS
POPULATIONS
POPULATIONS


DIFERENCES
DIFERENCES
DIFERENCES
Locking conditions, only present in mandatory paths.
Rewards only in mandatory flows. There are no rewards in non-mandatory, we needed players to have enough Operators to start playing pvp matches.
Locking conditions, only present in mandatory paths.
Rewards only in mandatory flows. There are no rewards in non-mandatory, we needed players to have enough Operators to start playing pvp matches.
Locking conditions, only present in mandatory paths.
Rewards only in mandatory flows. There are no rewards in non-mandatory, we needed players to have enough Operators to start playing pvp matches.
INSIGHTS
INSIGHTS
INSIGHTS



I designed the first AB test in the game, implementation was altogether with the Data and Onbaording team.
Despite our initial thoughts, no statistical difference was seen between the three populations. The outcome made us chose the semi-mandatory as it is the in between of the three of them.
I designed the first AB test in the game, implementation was altogether with the Data and Onbaording team.
Despite our initial thoughts, no statistical difference was seen between the three populations. The outcome made us chose the semi-mandatory as it is the in between of the three of them.
I designed the first AB test in the game, implementation was altogether with the Data and Onbaording team.
Despite our initial thoughts, no statistical difference was seen between the three populations. The outcome made us chose the semi-mandatory as it is the in between of the three of them.