Recommended Airbridge Events - Gaming

    To effectively analyze user behavior in Airbridge, it is essential to have appropriate event definitions and event taxonomies tailored to the specific industry of the service. Consult the recommended event taxonomy for the gaming services.

    Note

    Before you continue reading on, you may need a basic understanding of Airbridge events. Refer to the following articles for more information.

    The following article from the developer guide is for developers.

    Gaming

    Before defining Airbridge events for your game, it's important to understand the users who play your game or the users you want to target. Collecting the recommended Airbridge events for gaming apps will help answer the following questions:

    • What in-game items do users purchase?

    • Which users frequently play the game?

    • How many users shared information about the game on social media?

    • How many users invited friends?

    Below is the recommended event taxonomy for gaming apps. The event taxonomy may vary depending on the game genre.

    The Install, Deeplink Open, and Open events don't require any taxonomy setup for Airbridge to collect them, as the events are automatically collected once the Airbridge SDK is installed.

    Standard Events

    For the full list of Standard Events, refer to this article.

    The purpose of collecting this event

    You can identify the users who signed up after installing the game and measure their user retention.

    Event definition sample

    You may define the Action or Label to collect the platform from which the user signed up.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.user.signup

    Action, Label

    {The platform from which the user signed up}

    Value

    -

    Attribute

    -

    Trigger

    When the "Sign-up complete" message is displayed

    The purpose of collecting this event

    You can identify the users who signed in and measure their user retention.

    Event definition sample

    You may define the Action or Label to collect the platform from which the user signed in.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.user.signin

    Action, Label

    {The platform from which the user signed in}

    Value

    -

    Attribute

    -

    Trigger

    When the user completes sign-in

    The purpose of collecting this event

    You can measure the revenue generated by users acquired by different ads. Based on the aggregated revenue data, you can also measure metrics such as LTV and ROI or optimize your ad campaigns.

    Event definition sample

    You may define the Action or Label to collect information on the category of the purchased item. To measure sales performance, the purchase amount shall be collected as Value. You can also use the Semantic Attributes to collect more information about the purchase.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.ecommerce.order.completed

    Action, Label

    {Payment method}, {Category of the purchased item}

    Value

    {Purchase amount}

    Attribute

    Transaction ID, Currency, Product ID, Product Price, Product Quantity

    Trigger

    When the user made the purchase

    The purpose of collecting this event

    To accurately calculate the revenue amount, the refund amount must be subtracted from the total purchase amount.

    Event definition sample

    You may define the Action or Label to collect information on the payment method and the category of the purchased item that is canceled. The canceled amount shall be collected as Value.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.ecommerce.order.canceled

    Action, Label

    {Payment method}, {Category of the purchased item that is canceled}

    Value

    {Purchase amount that is canceled}

    Attribute

    Transaction ID, Currency, Product ID, Product Price, Product Quantity

    Trigger

    When the purchase amount is refunded after order cancelation

    Attention

    The Order Cancel event (airbridge.ecommerce.order.canceled) shall be defined so that the Transaction ID is collected as semantic attributes. The Transaction ID of the Order Cancel event must match the Transaction ID of the Order Complete event (airbridge.ecommerce.order.completed).

    For more details on defining the Order Cancel event, refer to this article.

    Note

    If you want to measure the in-game ad revenue with Airbridge, integration with ad mediation platforms, such as Google AdMob and Unity LevelPlay, is recommended.

    The purpose of collecting this event

    You can collect ad impressions within the game and determine the ads engage users the most.

    Event definition sample

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.adImpression

    Action, Label

    {The placement where the in-game ad is displayed}

    Value

    -

    Attribute

    -

    Trigger

    When the user finished watching the in-game ad

    The purpose of collecting this event

    By collecting this data, you can determine if the game is designed for users to enjoy with the appropriate difficulty level.

    Event definition sample

    The information on the level or stage reached by the user must be collected as Action or Label to determine which level or stage the user reached.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.achieveLevel

    Action, Label

    {Game level or stage reached}, {The server the user selected}

    Value

    -

    Attribute

    Level, Description

    Trigger

    When the user reaches a specific level or stage

    We recommend collecting the Achieve Level events in ranges rather than collecting them every time the user reaches a level. Refer to the table below.

    #{"width":"80px"}

    Event Collection

    #{"width":"140px"}

    Description

    #{"width":"120px"}

    Actuals Report

    Collect event for every level reached

    - If your game has 10 levels and the Achieve Level event is collected for every level reached, 10 events for reaching levels 1 to 10 can be collected.

    - With the same logic, if your game is more complex and has 100 levels, 100 events may be collected.

    - By selecting Event Action as a GroupBy, you can see the events grouped in different levels. If you collect the Achieve Level event for the 100 levels in your game, you will see 100 rows.

    Collect event in ranges

    - If your game has 100 levels, you can group 10 levels into 1 range. This way, up to 10 events can be collected.

    - By selecting Event Action as a GroupBy, you can see the events grouped in different ranges. If you collect the Achieve Level event for 10 ranges in your game, you will see 10 rows.

    The purpose of collecting this event

    By collecting this data, you can determine if the game is designed for users to enjoy with the appropriate level of difficulty.

    Event definition sample

    The information on the mission or goal accomplished by the user must be collected as Action or Label to know which level or stage the user reached.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.unlockAchievement

    Action, Label

    {Mission or goal accomplished}

    Value

    -

    Attribute

    Achievement ID, Description, Score

    Trigger

    When the user accomplishes a mission or goal

    We recommend collecting the Unlock Achievement events in ranges rather than collecting them every time the user accomplishes a mission or goal. Refer to the table below.

    #{"width":"80px"}

    Event Collection

    #{"width":"140px"}

    Description

    #{"width":"120px"}

    Actuals Report

    Collect event for every mission or goal accomplished

    - If your game has 10 goals and the Unlock Achievement event is collected for every goal accomplished, 10 events for accomplishing goals 1 to 10 can be collected.

    - With the same logic, if your game is more complex and has 100 levels, 100 events may be collected.

    - By selecting Event Action as a GroupBy, you can see the events grouped in different goals. If you collect the Unlock Achievement event for the 100 goals in your game, you will see 100 rows.

    Collect event in ranges

    - If your game has 100 goals, you can group 10 goals into 1 range. This way, up to 10 events can be collected.

    - By selecting Event Action as a GroupBy, you can see the events grouped in different ranges. If you collect the Unlock Achievement event for 10 ranges in your game, you will see 10 rows.

    The purpose of collecting this event

    You can identify the items purchased using in-game credits or currency that is only usable within the game.

    Event definition sample

    The credit amount used to purchase an item must be collected as Value to calculate the sum of the credit amount spent.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.spendCredits

    Action, Label

    {Credit amount used}

    Value

    -

    Attribute

    Transaction ID, Product ID, Product Name, Product Quantity

    Trigger

    When the user completes the purchase using the in-game credits

    The purpose of collecting this event

    You can collect information on users who invited friends to the game or who used the sharing feature to share content within the game.

    Event definition sample

    You may define the Action or Label to collect the type of the link and the in-app location of the link generated by the user for sharing.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    airbridge.share

    Action, Label

    {The type of the links shared}, {The location where the link was generated within the app}

    Value

    -

    Attribute

    Description, Shared Channel

    Trigger

    When the user generates a link for sharing

    Custom Events

    If necessary, define additional Custom Events other than the events listed below to collect them.

    The purpose of collecting this event

    You can measure user retention after the game is installed.

    Event definition sample

    The timing of the collection for the Game Play event can vary depending on the game genre. For RPGs, the event may be collected when the user clicks the "Start Game" button. For puzzle and arcade games, the event may be collected at the start of each gaming stage.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    play_game

    Action, Label

    -

    Value

    -

    Attribute

    -

    Trigger

    When the user starts playing the game or enters a stage of the game

    The purpose of collecting this event

    You can identify users who have earned bonuses offered in the game. You can also see how users played the game to earn those bonuses.

    Event definition sample

    If your game offers various bonus items, you may define the Action or Label to collect information on the bonus item type.

    #{"width":"80px"}

    Event Component

    #{"width":"240px"}

    Description

    Category

    claim_bonus

    Action, Label

    {Type of the bonus item}

    Value

    -

    Attribute

    -

    Trigger

    When the user claims a bonus item

    The purpose of collecting this event

    If your game runs on multiple servers, you can use this event to identify a server preference among users who have been acquired from different campaigns.

    Event definition sample

    You may define the Action or Label to collect information on the server name the user selected to play the game.

    #{"width":"80px"}

    Event Category

    #{"width":"240px"}

    Description

    Category

    join_server

    Action, Label

    {Server name}

    Value

    -

    Attribute

    -

    Trigger

    When the user selects the server for playing the game

    The purpose of collecting this event

    You can measure user retention after patching your game.

    Event definition sample

    To analyze user behavior after certain patches, you may define the Action or Label to collect information on the game version.

    #{"width":"80px"}

    Event Components

    #{"width":"240px"}

    Description

    Category

    complete_patch

    Action, Label

    {Game version the patch is completed}

    Value

    -

    Attribute

    -

    Trigger

    When the patch is completed

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