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Company focus

Supercell

Why has the average session duration for Supercell's Brawl Stars declined from 25 minutes to 18 minutes this month?

Prepared by NextSprints

15 mins
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Data Analysis Hypothesis Generation Problem-Solving Mobile Gaming Entertainment Tech Product Strategy User Engagement Mobile Gaming Metrics Analysis Root Cause Analysis
Product Management Root Cause Analysis Question: Investigating declining session duration in a popular mobile game

Introduction

The decline in average session duration for Supercell's Brawl Stars from 25 minutes to 18 minutes this month represents a significant shift in user engagement. This analysis will systematically investigate potential root causes, generate hypotheses, and propose solutions to address this critical metric change.

I'll approach this issue by first clarifying key details, ruling out external factors, and then diving deep into product-specific elements. My analysis will cover user behavior, technical aspects, and recent product changes to identify the most likely causes and propose targeted solutions.

Framework overview

This analysis follows a structured approach covering issue identification, hypothesis generation, validation, and solution development.

Step 1

Clarifying Questions (3 minutes)

  • Looking at the timing, I'm thinking there might have been a recent update. Has there been any significant game update or feature release in the past month?

Why it matters: Recent changes often impact user behavior. Expected answer: Yes, a major update was released. Impact on approach: If yes, I'd focus on analyzing the new features and their impact on session duration.

  • Considering user segments, I'm curious about the distribution. Is this decline uniform across all user segments, or are certain groups more affected?

Why it matters: Helps identify if the issue is global or segment-specific. Expected answer: The decline is more pronounced in casual players. Impact on approach: If segment-specific, I'd tailor solutions to address the needs of the most affected groups.

  • Thinking about engagement patterns, has there been any change in the frequency of sessions, even if they're shorter?

Why it matters: Helps distinguish between reduced overall engagement and changed usage patterns. Expected answer: Session frequency has increased slightly. Impact on approach: If frequency is up, I'd explore whether the game has become more snackable or if there are interruption factors.

  • Considering the competitive landscape, have there been any major releases or promotions from competitors recently?

Why it matters: External factors could be drawing users away or changing market dynamics. Expected answer: A popular competitor launched a new game mode. Impact on approach: If yes, I'd analyze how to differentiate and re-engage users who might be splitting their time.

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NextSprints

Updated Nov 19, 2024