This is genius.

On 10/16/2015 09:42 AM, Andrew Lewis wrote:
Dear MCN peeps,

Ahead of my session at this year's MCN conference "Designing Evidence: Planning the Data 
You Track to Capture Specific Behaviour", here's the latest Digital Media post from the 
V&A blog, which outlines one of the ways we have been using these techniques. It's a nice 
simple run-down of the data we collected from a web game and what it tells us.
http://www.vam.ac.uk/blog/digital-media/how-people-really-react-when-judged-as-shown-by-game-data

It describes the results of tracking the interactions of individual players within the game 
"The Definery", made to support a recent exhibition: "What is Luxury?". This 
game is a simple and fun provocation, that allows you to subject your prized possessions to be 
judged as luxury or vulgar, based on questions that probe your emotional attachment, your 
likelihood of bigging it up and things like its cost and so on.

During the build of this game, we set up Google Analytics Event Tracking 
coupled with a bit of cookie setting, which allowed us to identify the various 
actions within an individual game session. There was some dynamic setting of 
variables that could store behavioural feedback and send as a package into our 
stats. This was deployed using Tag Manager, based on structured id and class 
naming within the html. This post shows the data.

The results represent the individual reaction of people from over 12,000 
individual game plays. The data showed a clear pattern that players who 
received a positive (luxury) rating of their item were twice as likely to 
respond to calls-to-action like sharing the game or accessing exhibition 
content.

This sort of data capture is useful if you want to move beyond blunt success 
metrics like number of page loads or number of app downloads. I think quite a 
lot of people on this list might find it of use.

Finally, as well as being able to measure the value of calls to action 
depending on differing game experience of course, we also captured the objects 
submitted. This also means we got the occasional amusingly naughty reference to 
bodily parts in the objects people submitted as well as handbags, scarves, 
vintage posters. Win, win!

For any MCN2015 attendees, I'll be looking at this and other data capture 
applications such as linking prior motivation to actual behaviour, tracking all 
the interactions within individual audioguide sessions (play, pause, search, 
replay, load tours etc.) and capturing why users' need large image downloads on 
our collection search.


Andrew Lewis
Digital Content Delivery Manager
Digital Media

Victoria and Albert Museum | South Kensington | London | SW7 2RL
T: +44 (0)20 7942 2373
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