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Julian Runge

Publications and source records attributed to Julian Runge.

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Experimentation in Gaming: an Adoption Guide

Experimentation is a cornerstone of successful game development and live operations, enabling teams to optimize player engagement, retention, and monetization. This article provides a comprehensive guide to implementing experimentation in gaming, structured around the game development lifecycle and the marketing mix. From pre-launch concept testing and prototyping to post-launch personalization and LiveOps, experimentation plays a pivotal role in driving innovation and adapting game experiences to diverse player preferences. Gaming presents unique challenges, such as highly engaged communities, complex interactive systems, and highly heterogeneous and evolving player behaviors, which require tailored approaches to experimentation. The article emphasizes the importance of collaborative frameworks across product, marketing, and analytics teams and provides practical guidance to game makers how to adopt experimentation successfully. It also addresses ethical considerations like fairness and player autonomy.

cs.HC

Packaging Up Media Mix Modeling: An Introduction to Robyn's Open-Source Approach

As privacy-centric changes reshape the digital advertising landscape, deterministic attribution and measurement of advertising-related user behavior is increasingly constrained. In response, there has been a resurgence in the use of traditional probabilistic measurement techniques, such as media and marketing mix modeling (m/MMM), particularly among digital-first advertisers. However, small and midsize businesses often lack the resources to implement advanced proprietary modeling systems, which require specialized expertise and significant team investments. To address this gap, marketing data scientists at Meta have developed the open-source computational package Robyn, designed to facilitate the adoption of m/MMM for digital advertising measurement. This article explores the computational components and design choices that underpin Robyn, emphasizing how it "packages up" m/MMM to promote organizational acceptance and mitigate common biases. As a widely adopted and actively maintained open-source tool, Robyn is continually evolving. Consequently, the solutions described here should not be seen as definitive or conclusive but as an outline of the pathways that the Robyn community has embarked on. This article aims to provide a structured introduction to these evolving practices, encouraging feedback and dialogue to ensure that Robyn's development aligns with the needs of the broader data science community.

cs.CY

COVID-19 Demand Shocks Revisited: Did Advertising Technology Help Mitigate Adverse Consequences for Small and Midsize Businesses?

Research has investigated the impact of the COVID-19 pandemic on business performance and survival, indicating particularly adverse effects for small and midsize businesses (SMBs). Yet only limited work has examined whether and how online advertising technology may have helped shape these outcomes, particularly for SMBs. The aim of this study is to address this gap. By constructing and analyzing a novel data set of more than 60,000 businesses in 49 countries, we examine the impact of government lockdowns on business survival. Using discrete-time survival models with instrumental variables and staggered difference-in-differences estimators, we find that government lockdowns increased the likelihood of SMB closure around the world but that use of online advertising technology attenuates this adverse effect. The findings show heterogeneity in country, industry, and business size, which we discuss and is consistent with theoretical expectations.

econ.GN

Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming

Social gaming is today a pervasive phenomenon. Driven by the advent of social networks and the digitization of game distribution. In this paper the impact of digitization and so-cial networks such as Facebook on digital games is de-scribed and evaluated. This impact follows several vectors, including the introduction of new game formats and extend-ing the traditional audiences for games, which in turn has increased industrial revenue. The industry is in turn shaped by new business model such as Free-to-Play, digital distri-bution and the use of viral social features. These changes do not only appear irreversible, but more importantly, play a part in shaping the future of digital game design, notably for mobile devices. The paper presents new knowledge from controlled live experiments from a casual social game across Facebook and mobile platforms, finding positive re-turns by adding social gameplay features. This suggests that not only social network games, but also casual mobile games can benefit from deeper social gameplay mechanics. Given the impact of social features on gameplay, Game An-alytics will need to evolve to be able to handle requirements that arise from the introduction of social features, e.g. how to measure engagement against social features and shaping organic and viral spreading of a game.

cs.HC

Rapid Prediction of Player Retention in Free-to-Play Mobile Games

Predicting and improving player retention is crucial to the success of mobile Free-to-Play games. This paper explores the problem of rapid retention prediction in this context. Heuristic modeling approaches are introduced as a way of building simple rules for predicting short-term retention. Compared to common classification algorithms, our heuristic-based approach achieves reasonable and comparable performance using information from the first session, day, and week of player activity.

stat.ML