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August 24, 2012

A/B testing

I have seen continuous A/B testing done on the fly. The process is now being more optimized and, apparently, offered with an interface allowing "creatives" to make sense of the statistics.

Tools like Swrve allow the designers themselves to rapidly test hypotheses about their games on just 5% of their users--everything from tweaking level difficulty (by adjusting enemy health or character physics), to seeing if users were more apt to select (and buy) a protagonist with a red or purple headband.

Posted by Ghost of a flea at August 24, 2012 07:47 AM