Businesses and investors rely upon a multitude of metrics to determine the strength, stability, or general health of a company. I have written before about WACC. Many are familiar with market cap[italization], revenue, income statements and just about everything else released in quarterly financial reports. The real factor separating analyst houses from the lay investor is the amount of historical and far-reaching present data available for analysis.
The first crop of Xbox 360 Achievement sites have already been gathering momentum for their leaderboards, individual account tracking, and artificial sentience. When will we start seeing qualitative analysis techniques applied to players' achievements?
We could have metrics such as:
The Time-to-Points Ratio - The average points a player earns within an hour of play time.
The Game Turnover Period - The average time a player takes to complete a game or a benchmarked number of points available.
The Sim/Sentient Victory Report - The ratio of successes a player has against a computer versus a true online opponent.
The Disconnect-to-Play Ratio - The relationship between the number of disconnections and the number of online matches.
I could go on and on, but I think you get the idea. The metrics available for measuring are almost endless. If you wanted to choose someone to watch, to play against, or to have on your multiplayer team, you could refer to these metrics to help you decide. I would imagine companies would look to these same metrics when deciding who to endorse as part of their marketing budget.
It may seem overly analytical, but the uses could possibly be far reaching. Perhaps it just seems cold and calculating. Microsoft might publicly say it takes the fun out of playing together. My guess is they'll secretly be tracking these metrics soon if they don't already. If they aren't, somebody else will be.
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