Game Events

Overview

Use Game events to track when the player starts and ends the game, as well as tracking actions taken during gameplay. Actions that can be tracked would include things like earning achievements and unlocking new features, creating and modifying new characters, using skills, items, and powerups, and entering a shop and viewing products or interacting with user interface elements.

Available Events

  • game_started
  • achievement
  • character_created
  • character_updated
  • character_deleted
  • item_collected
  • item_actioned
  • product_viewed_event
  • shop_entered
  • skill_upgraded
  • skill_used
  • powerup_used
  • feature_unlocked
  • ui_interaction
  • options
  • notification

Critical Parameters

Event Required Parameters Optional Parameters
game_started N/A N/A
achievement achievement_id achievement_name
The id and name of the achievement

reward

If rewards are given to the player at the time of the event, the reward object can be used to store the items, currencies gifted to the player

character_created character_updated character_deleted

character_class character_id character_name

character_gender: character_created event only

Information about the character that’s being taken action on

N/A
item_collected

reward

Use the reward object to track the items (e.g., boosters, coins, gems, etc.) that are collected/received by the player

N/A
item_actioned

item_id item_name item_type action

The information about the item that’s being taken action on and what the action was

reward

If rewards are given to the player at the time of the event, the reward object can be used to store the items, currencies gifted to the player

product_viewed_event

viewed_product_id viewed_product_name

The product/IAP that’s being viewed by the player. viewed_product_id should be the store bundle id, such as “com.vottzapps.wordle.starterpack1”, whereas the viewed_product_name should be the display of the package, e.g., “Starter Pack”

N/A
shop_entered

shop_name

The name of the shop that’s being accessed

shop_type shop_id

The internal ID and type of the shop being accessed. If there are multiple types of shops, such as Weapon, Currencies, etc., use the shop_type parameter to differentiate the different shops.

skill_upgraded skill_used

skill_id skill_name

The internal id and the display name of the skill

current_skill_level, new_skill_level: skill_upgraded event only

The current and new (after upgrade) skill levels

success, reason_for_failure: skill_used event only

Whether the skill cast was successful or not, and the reason for failure (if the skill was not used successfully

N/A
powerup_used

mission_type mission_name mission_id mission_attempt power_up_name

The name of the power-up and when it was being used. Note that if the power-up is being used in a linear-progression game, i.e., level_ events, set the level_num as the mission_id and the level_attempt as the mission_attempt when using this event

N/A
feature_unlocked

feature_type feature_name

The feature that’s unlocked by the player

N/A
ui_interaction

ui_action ui_name

The name of the UI and the action that’s being done to the UI component

ui_location ui_type

The type and location of the UI that’s being taken action on

options

action option

The action that’s taken and the option that’s selected

N/A
notification

campaign_id campaign_name ID and name of the campaign

cohort_group cohort_id cohort_name Cohort info within the campaign

communication_sender: Communication sender used communidation_state: Communication state that has been reached

notification_id: ID of the notification notification_launch: Did the push notification launch the game notification_name: Name of the notification

N/A

Examples

achievement

  • It can be used for games that have achievement systems. This event can register rewards given to the player upon achievement completion. This event can also be used for tracking pre-determined player milestones by Product as well
    • Merge Card 3D
      • In this game, the team determined that they wanted to track the number of times (10, 20, 40, etc.) the player has merged the cards as milestones.

      • The event is fired whenever a player meets the pre-defined requirement

      • achievement_id = “10t”

      • achievement_name = “Merge 10 times”

character_created/character_deleted

  • The events can be used when the player creates or deletes a character from the game/account
  • Currently, no game is firing these events

character_updated

  • Use the event when the player updates a character’s information
  • The most common use case of this event is to track players changing costumes or cosmetic items in the game
    • Makeover Merge
      • Players unlock new items (clothes/room decorations/makeup) after task completion, then they can choose from one of the three options provided
      • The event is triggered when a player chooses and finalizes an option
      • character_class = “RoomDecoration”
      • character_id = “taskepisode-1.t13.V12”
      • character_name = “episode.episode-1”

item_collected

  • This event should be launched when a player acquires an item, either being gifted it or picking it up.
  • The most common use case of this event is when a player receives some gifts/prizes for free, such as from a Level Chest, Spin Wheel, Daily Login Reward, etc.
    • Wordle!

      • Players are offered a Spin Wheel feature to get a reward (for free and for a price)
      • reward
      {
        "rewardName": "spinWheel",
        "rewardProducts": {
          "items": [],
          "realCurrency": null,
          "virtualCurrencies": [
            {
              "virtualCurrencyAmount": 75,
              "virtualCurrencyName": "coins",
              "virtualCurrencyType": "coins"
            }
          ]
        }
      }
      

item_actioned

  • The player has done something with an item or stack of items
  • Use this event for general in-game actions not captured by other events, such as equipping items or changing heroes/cards before a battle
    • Mystic Duel: Heroes Realm
      • Players enter the Heroes tab to upgrade Heroes or change/swap Heroes from their active deck. We can use this event to track this action to understand the frequency of changing heroes and players’ preferences, etc.

      • action = “team_hero_change”

      • item_type = “hero_change”

      • item_id = “713948a0-926b-11ed”

      • item_name = “Olaf”

product_viewed_event

  • This event should be launched when a player views an IAP package. This is designed to capture a player’s impression and the purchase opportunity of an IAP package before the purchase.
    • Dream City: Coloring

      • The game has a special No-Ads IAP that surfaces in a full-screen during a level and before an interstitial ad shows. It uses this event to capture the impression of this IAP package
      • viewed_product_id = “com.dreamcity.noads2”
      • viewed_product_name = “NoAdsPromoEvent_1”

shop_entered

  • This event should be launched when a player accesses the shop
    • Happy Glass

      • The game has a Shop tab where players see all the available IAP offerings. It fires this event when players enter the Shop to understand players’ interest in purchasing
      • shop_name = “Shop”

skill_upgraded

  • This event should be launched when a player upgrades one of their character’s skills.
  • Note that the concept of “Skill” is not strict in this event. We use this event to track upgrades on various elements in-game, such as Hero/Card levels, Manager skill level (in idle games), etc.
    • Puzzle Wars: Heroes
      • This game has a progression system for its Heroes, where players collect copies of Hero cards to upgrade them to gain stronger power. The screenshots showed upgrading the Mebot Hero from Level 1 (Power 1) to Level 2 (Power 2)
      • The game fires the event for the Hero upgrades to track this user action and their latest Hero levels
      • skill_id = “hero_green_common_robot”
      • skill_name = “Robot”
      • current_skill_level = 1
      • new_skill_level = 2

skill_used

  • This event should be launched when a player uses a skill in-game
    • Mystic Duel: Heroes Realm
      • In the Battle, players can launch hero-specific skills by dropping the same color card to the Skill icon. This event can be used to track which Skills they launch in battles

      • skill_id = “PoisonArrow”

      • skill_name = “Archer”

      • success = True

      • reason_for_failure = “none”

powerup_used

  • Trigger this event when the player uses a power-up or booster
    • Found It!

      • Three power-ups are available to players in level to gain benefit to their gameplay. The example screenshot shows the player using a Hint power-up to find an object to collect/discover in the level
      • power_up_name = “hint”
      • mission_type = “classic”
      • mission_name = “01_asian_adventure”
      • mission_id = “1_2”
      • mission_attempt = 1

feature_unlocked

  • The event tracks whenever a feature, such as a game mode, item, badge, skill, etc., that was locked before gets unlocked and becomes available to the player for the first time
    • Mr. Bullet

      • In this game, some levels/game modes are gated by stars, i.e., players need to earn enough stars to unlock them. The game fires this event whenever a player meets the star requirement to unlock a new game mode
      • feature_type = “mode”
      • feature_name = “friendlyfire”

ui_interaction

  • The event should be recorded when the player interacts with parts of the user interface, specifically as they press buttons or links to view specific features and navigate around
  • This event is used to track user journeys around the interface to help determine if parts of the interface or features are not prominent enough
  • When a button or link to a specific feature exists in multiple locations, it can be valuable to track the location of the button that was used
    • Slap Kings

      • The game has several UI/Icons, such as Skin Inventory, PvP mode, on its main screen for players to interact with. It uses the event when a player clicks on any of the icons of interest
      • ui_type = “skin”
      • ui_name = “skin”
      • ui_action = “click”
      • ui_location = “level”

options

  • The event records players entering options/settings screens in a game and the option that gets updated.
    • Zombie Survivor

      • In the settings screen, players have four options to toggle on and off. The example shows turning off notifications
      • action = “Notification Off”
      • option = “Settings”

Event Validation

For each relevant event, check the following using the guide here: Event Validation

  • The event name appears
  • The critical parameters of the events are present

Dashboard & Analysis

Looker Explore

Achievement

  • [Example]: User count by Achievement Name in Merge Card 3D

Features Unlocked

  • [Example]: User count by game mode unlocked in Mr. Bullet

PowerUps Used

  • [Example]: PowerUp used per engaged user in the first five missions in Found it!

Skill Upgraded

  • [Example]: User count and Avg. New skill level (i.e. upgraded level) by Hero name in Puzzle Wars: Heroes

UI Interaction Events

  • [Example]: % of DAU clicking on the Skin icon in Level mode by day

Looker Dashboards

Note that most events in the Game Events section are for simple, straightforward on-time player actions and have very different use cases/scenarios from one game to another. As a result, there are no game-agnostic dashboards built for these events.