2026/11 - Using AI to Inform Business Decisions - Not to Make Them (Stephane Kaufmann)

Formation créée le 01/10/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

8 heures (4 jours)

Accessibilité

Oui
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande

2026/11 - Using AI to Inform Business Decisions - Not to Make Them (Stephane Kaufmann)


Learn to run a real video game market analysis with an AI assistant, no developer or data science background required. Starting from a fictional game pitch, we will build a competitor benchmark together, gather its key performance figures, compare the game with its wider market, and find out what makes the benchmark games stand out in players' eyes, so you can make sure your own game's approach makes a difference. Along the way, you will learn how to talk to the AI so that it guides you well and handles the most complex tasks while you stay in control, how to spot the biases that make market data misleading, and how to stay on the right side of data protection rules. You will leave with a project you can reuse for your next analysis. From November 23rd to November 26th - 10:00am-12:00pm every day (CET Time) - Remote training (GR1) From November 23rd to November 26th - 14:00am-16:00pm every day (CET Time) - Remote training (GR2)

Objectifs de la formation

  • Work effectively with an AI assistant: write clear requests, ask for a test run before long tasks, check where each figure comes from, and keep a written record of decisions.
  • Build and justify a competitor benchmark for a game: ranked list, closeness criteria, competition map. Collect market data from Steam (reviews, ratings, prices, tags, playtime) and estimate the time and effort a collection requires.
  • Spot and handle common biases: samples limited to successful games, who actually writes reviews, average vs median, correlation vs causation, gaps in free data sources.
  • Turn player reviews into insights: define topics, check that they are unambiguous, and chart what drives recommendations.
  • Apply the legal basics of market data work and know when to bring in the legal team.
  • Leave with a reusable project to run the same kind of analysis on another game.

Profil des bénéficiaires

Pour qui
  • CEO, head of studio
  • Business developer
  • Marketing Manager
  • Project Manager, Producer
Prérequis
  • A first experience in the video game industry

Contenu de la formation

Session 1: foundations and the benchmark.
  • We cover the essentials of market data, its legal limits and what AI can do for you.
  • Then we build the competitor benchmark for our case game.
Session 2: key figures on the benchmark.
  • We gather the key Steam figures for each competitor and estimate their revenue.
  • Then we learn to read the numbers with a critical eye.
Session 3: the wider market.
  • We step back from the benchmark to study the market around it.
  • This reveals what a list of successes tends to hide.
Session 4: what players say.
  • We turn player reviews into clear topics to see what drives recommendations.
  • The course ends with an open discussion.

Équipe pédagogique

Stéphane Kaufmann works on game data from many angles. A researcher by training, he has spent nearly 15 years in machine learning and statistics. He joined the games industry in 2018 at Ubisoft, where he worked on market analysis for competitive games, studying market leaders such as Fortnite, Minecraft and Cyberpunk 2077 to understand what drives their success. At PulluP Entertainment, he built the data function from scratch: choosing the technical stack, hiring the team and setting up the practices, from data engineering and in-game analytics to business analysis and R&D. He also co-authored research papers on market and trend analysis on Steam, which led to talks at GDC and Game Camp. Stéphane is now an independent developer, building his own game with machine learning at the heart of its gameplay. He also works as a freelance game data consultant, helping studios of all sizes build the data strategy that suits them.

Suivi de l'exécution et évaluation des résultats

  • Initial and final self assessment form (10 min each)
  • Initial and final skill evaluation form (10 min each)

Ressources techniques et pédagogiques

  • Participants are welcomed into a dedicated virtual training room accessible via video conferencing, ensuring a consistent and interactive learning environment throughout the session.
  • Training content is shared on-screen in real time, combining theoretical presentations with practical case studies to reinforce understanding through applied examples. Interactive exchanges and Q&A moments are encouraged throughout to support engagement at a distance.
  • All training materials are made available online following the session, allowing participants to revisit key concepts and consolidate their learning at their own pace.

Qualité et satisfaction

Learner satisfaction rates and attendance

Délai d'accès

1 semaine

Accessibilité

For companies wishing to have their training costs covered by their OPCO, registration must be completed no later than two weeks before the start of the training to meet the OPCO’s processing deadlines. In all other cases, registrations can be accepted up to two business days before the start of the training. Accessibility: We are available to work with individuals with disabilities to assess the accommodations needed so they can comfortably participate in the training programs offered.