Interview Prep: Common Game Analytics u0026 Metrics Questions Quiz Quiz

Sharpen your understanding of key game analytics concepts and metrics with scenario-based, commonly-asked interview questions. This quiz tests your grasp on retention, monetization, engagement, and event tracking fundamentals crucial for data-driven roles in the gaming industry.

  1. Understanding Retention Metrics

    If a mobile game has a Day 7 retention rate of 15%, what does this indicate about player behavior?

    1. 15% of new players reached level 7 in their first week.
    2. 15% of players who installed the game are still active on the seventh day after installation.
    3. 15% of players completed all game levels within 7 days.
    4. 15% of daily active users spent money on the seventh day.

    Explanation: Day 7 retention measures the percentage of new users who return to play the game exactly seven days after their first session. The other options confuse retention with monetization (option B), progression (option C), or completion rates (option D). Only the correct answer reflects standard retention metric definitions used in game analytics.

  2. Defining ARPU

    In the context of mobile gaming, what does the metric ARPU (Average Revenue Per User) best represent?

    1. Daily revenue generated by paying users only.
    2. Total revenue generated divided by the total number of unique users.
    3. Total number of active users per week.
    4. Average number of in-app purchases per transaction.

    Explanation: ARPU is calculated by dividing the total revenue by the total number of unique users over a time period, reflecting overall monetization efficiency. Option B describes user activity, not revenue. Option C misrepresents ARPU as a purchase frequency metric. Option D incorrectly limits the metric to paying users and daily revenue.

  3. Event Tracking Importance

    Why is setting up custom events important in game analytics, for example tracking when a player completes a tutorial?

    1. To gather specific insights into user behavior and identify potential drop-off points.
    2. To automate all marketing campaigns without manual setup.
    3. To ensure the game's graphics are high-quality and bug-free.
    4. To increase server speed and reduce data storage costs.

    Explanation: Custom event tracking highlights how players interact with specific game elements and helps pinpoint where players lose interest, informing design improvements. The other options are unrelated; option B confuses analytics with quality assurance, option C overstates the capabilities of analytics, and option D is irrelevant to event tracking.

  4. Session Length Analysis

    A game analyst notices that average session length has dropped from 12 to 7 minutes over a month. What is the most likely implication?

    1. Players are purchasing more in-game content per session.
    2. Players are spending less time per session, which may indicate reduced engagement.
    3. The game's loading speed has dramatically improved.
    4. The number of app installations is increasing rapidly.

    Explanation: Shorter session lengths often point to reduced user engagement or satisfaction. Option B is about user acquisition, not session length. Option C relates to spending habits, not time spent. Option D could affect session experience but does not directly relate to the average session duration itself.

  5. Funnel Analysis Utility

    When analyzing a player progression funnel, which conclusion can be drawn if there is a sharp drop-off between completing level 2 and starting level 3?

    1. The total number of players is higher on weekends.
    2. Revenue will inevitably increase regardless of gameplay changes.
    3. There may be a problem or difficulty spike in the transition from level 2 to level 3.
    4. Most users are actively engaging with all social features.

    Explanation: A sharp drop in a funnel often signals a pain point, such as a sudden difficulty increase or design issue causing players to quit. Option B is unrelated to funnel stages; option C concerns social engagement, not level progression; and option D makes an unsubstantiated claim unrelated to the funnel analysis.