Event Types Introduction
GameAnalytics has 7 event types available for tracking different concepts in your game.
|Business||In-App Purchases supporting receipt validation on GA servers.|
|Resource||Managing the flow of virtual currencies – like gems or lives.|
|Progression||Level attempts with Start, Fail & Complete event.|
|Error||Submit exception stack traces or custom error messages.|
|Design||Useful for tracking any of your games GUI elements.|
|Ads||How players interact with ads within your game and monitor your ad performance.|
|Impression||Impression data taken from different ad networks, these are MoPub, Fyber and Ironsource|
The documentation below gives introduces some examples of how you might use each event. Specific code examples are included in the SDK documentation.
Use this event to track real money transactions in your game.
With the business event, you can include information on the specific type of in-app item purchased, and where in the game the purchase was made.
Example A: A player goes into the game’s shop and makes a purchase of a pack of coins.
Example B: You show the player a screen at the end of a level to prompt them to buy lives. They choose to purchase a pack of 3 lives that costs $0.99.
This event can be used to track when players gain (source) or lose (sink) resources like virtual currency and lives.
A Sink is when a player loses or spends a resource. A Source is when a player gains or earns a resource.
Example A: A player spends one life by starting a game.
Example B: A player buys a boost in the game with 100 gold currency.
Example C: A player earns a reward of 5 lives for watching an ad.
Example D: A player buys a pack of 100 gold currency as an in-app purchase for $0.99 from the store.
This event can be used to track when players start and finish levels in your game. This event follows a 3 hierarchy structure (for example World, Level and Phase) to indicate a player’s path or place in the game.
“Progress” could mean things like levelling up, completing quests, completing missions, or completing milestones. You can only track one type of progression with this event. For example, if you have levels and quests in your game, the progression event should only be used for either tracking levels or quests, but not both.
However, do not worry! You can use Design Event and/or Custom Dimensions to track a secondary progression concept, if need be.
Example A: A players starts Day 1 of the Wild West world in Plants vs. Zombies 2.
Example B: A player completes the “Enter a Competition” quest in My Horse by entering the Europe competition.
You can use the Error event to log errors or warnings generated by your players’ in-game behaviour.
Example A: A player has scored over 1 billion points on a level, which is not supposed to happen in your game.
You can use Design events to track any concept in your game using. For example, you could use this event to track GUI elements or tutorial steps.
Example A: A player completes the first step in your new user tutorial by naming their character.
Example B: A player clicks on the button to turn on the volume in your game.
This event can be used to track when players interact with Ads within your game and monitor your ad performance.
Example A: A player is shown an interstitial ad
Example B: A player clicks on a rewarded ad
Example C: An ad is failed to be shown to a player
Impression Events are used to track impression data from ads shown using different ad partners. A key metric which is tracked is Ad Revenue. Currently we support the following partners: