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Executive Summary

Gaming A/B Test – Streak Multiplier Rewards

Project Overview
End-to-end analytics project simulating a casual/instant game A/B test

Experiment Setup

  • Variant A: Standard daily login rewards (control)
  • Variant B: New streak multiplier rewards (treatment)
  • Synthetic dataset: 100,000 users (~50k per variant)
  • Install dates: 2023-04-01 to 2025-10-30
  • Key tracked metrics: D1/D7/D30 retention, revenue, sessions D1, levels D7, payer conversion

Key Results – Overall (full dataset)

KPI Variant A Variant B Relative Uplift Statistical Significance
D7 Retention 24.49% 31.95% +30.5% p << 0.001
D30 Retention 10.29% 16.27% +58.1% p << 0.001
Avg Revenue per User $0.49 $0.58 +18.4% p << 0.001
Payer Conversion 3.09% 5.20% +68.3% p << 0.001
Sessions D1 2.68 3.11 +16.2% p << 0.001
Levels D7 14.99 18.58 +24.0% p << 0.001

Conclusion from significance testing
All major KPIs show extremely strong statistical evidence of improvement (p-values effectively 0.0 with ~100k users).
The observed uplifts are highly unlikely to be due to random chance.

Recent Cohorts Insight (Aug–Oct 2025, 91 daily cohorts)

  • Average D7 retention uplift remains strong (+20–40% on most days)
  • Daily statistical significance varies due to small cohort sizes (50–70 users per variant/day)
    → Normal and expected behavior — pooled/overall test is the decisive one

Business Recommendation
Strong recommendation to roll out Variant B (streak multiplier rewards) to 100% of players.

Expected impact (conservative estimates)

  • +25–35% medium-term retention (D7) → higher LTV & engagement
  • +15–20% revenue per user → meaningful monetization lift
  • +50–70% payer conversion → substantial increase in paying users

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