Incrementality in Game Analytics: Beyond AB Tests, on to Bandits and Marketing Mix Models

Julian Runge (Game Data Pros)
11 min readJul 26, 2023

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(For a TL;DR scroll to the end of the article)

Incrementality is a hot topic in marketing analytics, referring to “the measurement and analysis of the incremental impact of a marketing campaign or initiative. It aims to determine whether the marketing efforts are actually driving additional value or revenue beyond what would have occurred naturally without the campaign.” That’s the first paragraph of ChatGPT’s answer when prompted “What is incrementality in marketing analytics?”

When asked the same thing, Google delivers a similar answer drawing on the website Marketing Evolution: “Incrementality refers to growth that can be directly attributed to specific marketing efforts above and beyond the existing brand equity. For example, how much a certain channel, tactic, or overall campaign helped influence an increase in sales, newsletter sign-ups, etc.” (see Figure 1) Google’s answer confirms that incrementality is a thing in marketing analytics and not something that ChatGPT hallucinated.

Figure 1: The ideal way of measuring the incremental impact of a business action, e.g., a marketing campaign or a new game feature, on an outcome of interest, e.g., conversions or retention, is through a randomized control trial. Source: the author’s mind and hand (sorry if it’s not pretty).

Incrementality programs are so important in analytics because they aim to quantify the incremental causal effect that different actions, tactics and strategies had on relevant outcomes for the firm. Such precise causal measurement ensures that each action is attributed the right amount and sort of credit, in turn crucially informing the firm’s future actions and strategies. It can make all the difference between a fast approach to and increase in profitability. Or the inverse.

Now let’s see what we find about incrementality in game analytics:

ChatGPT: “In the context of game analytics, incrementality refers to measuring the incremental impact of a specific game feature, update, or intervention on player behavior, engagement, monetization, or other key performance indicators (KPIs). It aims to understand whether the implemented changes or additions have a positive effect on the game’s metrics beyond what would have occurred naturally without those modifications.”

Google: N/A, see Figure 2. Google is unable to answer the question, surfacing a link to a resource by the well-known company GameAnalytics that has nothing to do with incrementality. Then it offers material related to incrementality in marketing. Also Google Scholar has no clear leads.

In many ways, this tells us that

(1) incrementality is not yet a concept of importance in game analytics;

(2) it should be; due to its clear value proposition articulated above and due to ChatGPT’s plausible and succinct response. (I find ChatGPT very useful to check the plausibility and merit of new ideas in this way. The exercise is further helpful as ChatGPT commonly surfaces relevant definitions, references and related concepts.)

Based on these two points, this article aims to introduce the incrementality concept to game analytics. We will first define in more detail what incrementality means in the context of game analytics and then I will try to provide an overview of what I believe are important incrementality methods for game analytics and game analysts.

Figure 2: The concept of incrementality is foreign to game analytics as it stands. At a minimum, it has not been formally introduced — something that this blog post endeavors to change. Source: Google Search at www.google.com and scholar.google.com

Defining Incrementality in Game Analytics

While ChatGPT’s answer on incrementality in marketing analytics mentions a spectrum of methods that “aim to minimize biases and control for confounding variables, ensuring that the observed differences can be attributed to the marketing efforts with a reasonable degree of confidence,” its answer for incrementality in game analytics pretty squarely centers on A/B testing (experimentation):

“Game developers and analysts often employ incrementality analysis to evaluate the effectiveness of specific game design choices, marketing campaigns, pricing strategies, or other initiatives. The goal is to isolate the impact of the intervention by comparing the behavior of two groups: a test group that experiences the new feature or change and a control group that does not.

Typically, the test group consists of players who have been exposed to the modified game element, while the control group comprises players who continue to experience the game in its original state. By analyzing the differences in player behavior and performance between these two groups, game developers can assess the incremental impact of the introduced changes.”

It further writes that “insights gained from incrementality analysis in game analytics can help developers make data-driven decisions to optimize game design, improve player engagement, enhance monetization strategies, and refine the overall player experience. By understanding the true impact of specific game elements or changes, developers can focus their efforts on features and updates that lead to measurable improvements in game metrics and player satisfaction.”

Leaning into these elaborations, let’s define incrementality in game analytics:

Def. Incrementality in game analytics: The measurement of the incremental impact of specific game design choices or features, marketing campaigns, pricing strategies, technical updates, or other interventions on player behavior, engagement, monetization, or other key performance indicators (KPIs) of a game or game portfolio. Incrementality efforts aim to understand whether the implemented changes or additions have a positive effect on the game’s metrics beyond what would have occurred without those modifications. It thereby employs various methods of causal inference that help minimize biases and control for confounding variables, ensuring that the observed differences can be attributed to the intervention in question with a quantifiable degree of confidence.

This definition heavily draws on ChatGPT’s output but extends the space of admissible methods considerably beyond AB testing and experimentation. Incrementality methods in game analytics need to, as they do in marketing analytics, encompass all that causal inference has to offer! A further addendum to the definition is the quantification of uncertainty to help analysts, designers and product managers decide which measurements to rely on and which ones to assess further or abandon.

(For completeness, I should mention that, during my online search, I found this blog post titled “Incremental Data Science for Mobile Game Development.” The title is promising, and the covered applications are actually well selected and outlined, but the post fails to deliver a definition or even touch on the subject again. There is no further mention of incrementality or related concepts like experimentation, AB testing, causal inference, randomization. I am unclear what the author intended, but as it stands, the post’s content and title are simply disjointed.)

The Game Analytics Incrementality Matrix

There is a plethora of analytical tools available for incrementality measurement. Figure 3 tries to provide an initial overview positioning the different tools on a two-dimensional matrix. The horizontal dimension addresses the degree of intervention necessary to use a specific incrementality technique. E.g., AB testing requires randomly exposing different treatments (e.g., versions of the game) to different users, so a high degree of intervention in the user experience. Propensity score matching or marketing mix modeling (MMM) on the other hand work from observational data, requiring no or almost no dedicated intervention and leveraging naturally occurring variation in exposure. Note that not requiring intervention is of course an advantage, but non-interventional methods also tend to be less precise and flexible in detecting incrementality.

The second vertical axis covers the spectrum from low-level product to high-level market touchpoints with users. At higher-level market touchpoints such as an ad platform or (Connected-)TV, a game developer clearly has less control over a user’s experience and in fact might not be able to act at the user-level at all instead deciding on spend level and strategy for a specific marketing channel.

Figure 3: The Game Analytics Incrementality Matrix, showing different tools for incrementality measurement in game analytics. The horizontal axis depicts the degree of needed intervention in the user experience and the vertical axis the proximity to market versus product. A serious game analytics effort should entail the underlined methods at a minimum.

Per the matrix shown in Figure 3, AB testing becomes less applicable as you move further away from high levels of control over a user’s experience at granular product touchpoints to low levels of control, e.g., on an ad platform. Here, the applicability of AB testing as a tool for incrementality measurement will be dependent on the ad platform and if it offers AB test-based measurement. Similarly, algorithmic personalization becomes less applicable the less you can control the user experience at the individual-level. It can get analytically involved with reinforcement learning approaches like bandits and is also usually technically costly to implement. AB testing and algorithmic personalization overlap as a simple form of the latter can involve estimating linear models with interaction terms (of the sort outcome ~ treatment + treatment*covariate) on the data of a randomized (control) trial or AB test. All of these approach leverage the idea of treatment effect heterogeneity, i.e., that the incrementality effect of an intervention (read: marketing campaign, game feature) will often be different for different users where differences are captured and measured in the observed covariates about users.

So far, we discussed methods of “interventional causal inference,” i.e., where we need to intervene to produce the data we need to perform incrementality measurement. We will now turn to observational causal inference, i.e., methods that operate from naturally occurring data without explicit intervention on our part. Difference-in-difference and synthetic control estimators thereby try to identify effects of an event of interest from differences over time. E.g., should you release a new game feature to different countries at different points in time, these methods could produce an estimate of the feature’s incremental effect on your players from this data. They can do so both in the realm of low-level product and higher-level market touchpoints. Synthetic control methods work a bit better with availability of granular data, hence why they don’t reach as far up into the market territory. As both methods benefit from a certain level of intervention, they reach into the right half (the intervention territory) of the chart.

Regression discontinuity leverages the fact that experience assignment can be arbitrary within narrow bounds of certain user characteristics. E.g., say, players need a score of 10,000 to get access to a specific feature. Regression discontinuity would then estimate the feature’s incremental effect between players that reached a score of 9,999, and didn’t get access to the feature, and players that reached a score of 10,000, and got access to the feature. The idea is that these players must be very similar other than missing one point out of 10,000. Likewise, matching methods aim to compare instances who are as similar as possible, but some were exposed to the treatment of interest, and some were not. They essentially aim to control selection effects by matching up instances based on available non-endogenous covariates.

Again, I urge you to note that non-interventional incrementality methods are great because they work from naturally occurring data, but they also are limited in their precision and flexibility. True experiments, randomized control trials, are the gold standard for incrementality measurement and causal inference. Whenever implementable at acceptable cost, they should be your incrementality method of choice. In many cases you however cannot intervene in an environment or system and non-interventional methods are your only shot at incrementality measurement. E.g., when Apple changes its appstore ranking algorithm, you cannot run an experiment to determine what impact this had on organic adoption of your apps — but you can use difference-in-difference style estimators to try and quantify the effect.

Marketing Mix Modeling in the M(atr)ix?

Now, you may be surprised to see marketing and media mix modeling in a figure about incrementality measurement in game analytics. Let me elaborate.

This class of methods was originally developed to produce estimates of the elasticity of sales in advertising on different channels and media from aggregate (high-level) observational data. That is why it is positioned at the opposite end of AB testing in Figure 3. It, however, can take different actions in a firm’s marketing mix into account, including pricing, promotion and major product changes. When a model comprehensively covers a firm’s action space across the marketing mix (the 4P: product, price, place, promotion), it is commonly called marketing mix model (MMM).

You may notice that, while MMM was conceived for estimation from aggregate observational market data, its area in Figure 3reaches into the product territory — that is because a comprehensive MMM can include measures for major product changes (the first of the 4P of the marketing mix) and produce estimates of the incremental effect of these changes on sales and other outcomes. The MMM area further reaches into the territory of interventional causal inference. This is because modern MMM implementations commonly can be calibrated using the precise incrementality measurement outputs from ad experiments.

A simple MMM can boil down to a linear regression of sales on ad spend across different channels plus some trends for competition and indicators for holidays and other key events. Which is a rather simple analytics approach. But a reliable, well-calibrated, and trusted MMM can take a lot of effort in data preparation, model estimation, and on the organizational level, e.g., to be well integrated into a company’s marketing analytics operations.

Finally, Figure 3 shows multi-touch attribution (MTA). MTA provides estimates of the fractional contribution of customers’ touchpoints with a company’s marketing efforts. To the extent that a product (=game) produces touchpoints with new customers (think word-of-mouth), its area reaches into product territory. MTA models draw on many different methods, ranging from MMM-style to game theoretic approaches such as Shapley values which is why it overlaps with other methods. Complementarities between MTA models and MMM can be particularly high, e.g., reflected in Nielsen’s definition of MTA: “[MTA] is a marketing effectiveness measurement technique that takes all of the touchpoints on the consumer journey into consideration and assigns fractional credit to each so that a marketer can see how much influence each channel has on a sale.”

TL;DR / Why Does This Matter for Game Development?

I said in the beginning of this article that incrementality programs are so important in analytics because they ensure that each action taken by a team is attributed the right amount and sort of credit. This exercise is crucially important for the team to know what design and marketing choices worked and which ones didn’t, which ones your players liked and which ones they didn’t (see Figure 1), to in turn inform future actions and strategies. Getting this right can make all the difference between building an awesome game that players love and a game that is no fun and struggles with player retention and engagement.

Leaning into the incrementality concept in marketing analytics, this article defines incrementality for game analytics and provides an initial overview of methods (Figure 3), structured along the dimensions of needed intervention in users’ experience and proximity to product versus market. The second dimension in turn influences the granularity of the available data.

Game analytics can benefit from a formal introduction of the concept of incrementality: Game design, management (e.g., live operations), and marketing need to work in complementarity, as a team, to ensure success for a game. Principled and rigorous incrementality measurement processes and tools can quantify the location and extent of these complementarities and direct the symphony of everyone coming together to build an amazing game.

A serious game analytics effort should entail the underlined methods in Figure 3 at a minimum: AB testing / experimentation, simple forms of algorithmic personalization, and marketing mix modeling. Especially, MMM-style methods may currently be underleveraged in game analytics. They can not only provide guidance for marketing efforts but also inform larger product, live operations, and marketing initiatives, especially in conjunction with a strong and well-defined experimentation roadmap.

Reach out if you want to know how and more.

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