Events

LionAnalytics Event List

Event Type: [All Events] | [Gameplay] | [Ads] | [Level] | [Monetization] | [Social] | [Debug] | [Experiments] | [Internal]

Priority: [All Priorities] | [P0] | [P1] | [P2] | [P3] | [P4] | [P5]

Events
Client Function Event Type Backend Name Priority Description
SkillUsed Game skill_used P3 The player used a skill in game (cast fireball, used bomb, used swing…)
LevelUp Game level_up P5 The player leveled up. Note: this is for “player levels”. These are traditionally linked to “XP points” earned during gameplay. This is different from completing “game levels”, which is tracked by Mission Event
NotificationOpened Game notification P3 The game was launched through a push notification, or a notification was received.
FeatureUnlocked Game feature_unlocked P3 The player unlocked a level, item, badge, level, skills or anything else.
GameStarted Game game_started P0 The game started. Note that this event is not called automatically.
ItemCollected Game item_collected P3 The player picked up or was gifted an item.
ProductViewed Game product_viewed_event P3 The player looked at a product’s description, or viewed an item. This is designed to capture a player’s interest.
Options Game options P4 Use this event to track when a player changes game option on the settings screen (e.g. toggle audio on/off, enable notifications, etc).
ShopEntered Game shop_entered P3 The player accessed the shop.
NewPlayer Game new_player P5 A new player entered the game
HandAction Game hand_action P4 This event is a poker specific event used to track the betting rounds within a hand of poker.
Achievement Game achievement P3 The player completed an achievement. This event can also record the rewards for this achievement.
CharacterCreated Game character_created P3 The player created a new character.
SkillUpgraded Game skill_upgraded P3 The player upgraded one of their character’s skills.
CharacterUpdated Game character_updated P3 The player updated a characters information.
PowerUpUsed Game powerup_used P1 The player used a power up or boost.
UiInteraction Game ui_interaction P3 The player interacted with parts of the user interface, specifically pressed buttons to view specific features and navigate around.
ItemActioned Game item_actioned P3 The player used an item.
CharacterDeleted Game character_deleted P3 The player deleted a character.
AppOpenStart Ads app_open_start P4 An appopen ad started
AppOpenShowFail Ads app_open_show_fail P4 An appopen ad failed to show
AppOpenShow Ads app_open_show P4 An appopen ad was requested to show
AppOpenLoadFail Ads app_open_load_fail P4 An appopen ad failed to load
AppOpenLoad Ads app_open_load P4 An appopen ad was loaded
AppOpenEnd Ads app_open_end P4 An appopen ad ended
AppOpenClicked Ads app_open_clicked P4 An appopen ad was clicked
InterOpenStart Ads inter_open_start P4 An interopen ad started
InterOpenClicked Ads inter_open_clicked P4 An interopen ad was clicked
InterOpenLoadFail Ads inter_open_load_fail P4 An interopen ad failed to load
InterOpenShow Ads inter_open_show P4 An interopen ad was requested to show
InterOpenShowFail Ads inter_open_show_fail P4 An interopen ad failed to show
InterOpenEnd Ads inter_open_end P4 An interopen ad ended
InterOpenLoad Ads inter_open_load P4 An interopen ad was loaded
RewardVideoLoadFail Ads reward_video_load_fail P5 A rewarded video ad failed to load
RewardVideoLoad Ads reward_video_load P5 A rewarded video ad was loaded
InterstitialLoadFail Ads interstitial_load_fail P5 An interstitial ad failed to load
InterstitialLoad Ads interstitial_load P5 An interstitial ad was loaded
InterstitialShowFail Ads interstitial_show_fail P5 An interstitial ad failed to show
RewardVideoOpportunity Ads reward_video_opportunity P3 The player was presented with the option for a rewarded video.
CrossPromoClick Ads cross_video_clicked P4 The cross promotion ad was clicked
RewardVideoEnd Ads reward_video_end P4 A rewarded video ad ended
RewardVideoShowFail Ads reward_video_show_fail P5 A rewarded video ad failed to show
RewardVideoStart Ads reward_video_start P4 A rewarded video ad started
RewardVideoCollect Ads reward_video_collect P2 A rewarded video’s reward was collected
CrossPromoLoad Ads cross_promo_load P5 A cross Promo ad was loaded
RewardVideoShow Ads reward_video_show P1 A rewarded video ad was requested to show
RewardVideoClick Ads reward_video_clicked P4 A rewarded video ad was clicked
InterstitialEnd Ads interstitial_end P4 An interstitial ad ended
CrossPromoLoadFail Ads cross_promo_load_fail P5 A cross Promo ad failed to load
InterstitialClick Ads interstitial_clicked P4 An interstitial ad was clicked
InterstitialStart Ads interstitial_start P4 An interstitial ad started
CrossPromoShow Ads cross_promo_show P1 A cross promotion ad was requested to show
BannerShowRequested Ads banner_show P5 A banner ad was requested to shown
CrossPromoStart Ads cross_promo_start P4 A cross promotion ad has started
CrossPromoShowFail Ads cross_promo_show_fail P5 A cross promotion ad failed to show
CrossPromoEnd Ads cross_promo_end P4 A cross promotion ad has ended
InterstitialShow Ads interstitial_show P1 An interstitial ad was requested to show
LevelFail Level level_fail P1 The player failed a level
MissionStarted Level mission_started P1 The player started a mission
MissionFailed Level mission_fail P1 The player failed a mission
LevelComplete Level level_complete P1 The player completed a level
MissionCompleted Level mission_complete P1 The player completed a mission
LevelAbandoned Level level_abandoned P1 The player abandoned a level
MissionAbandoned Level mission_abandoned P1 The player abandoned a mission
MissionStep Level mission_step P1 This event allows you to track partial progress towards completing a mission. If there are some natural steps or breakpoints during a mission, fire the MissionStep events.
LevelStep Level level_step P1 If a game level has some internal steps or milestones towards completion, you can use this event to track as players complete each step toward overall level completion. This help with tracking partial completion of levels to understand when players fall off.
LevelStart Level level_start P1 The player started a level
InAppPurchase Monetization inapp_purchase P1 The player purchased an IAP
EconomyEvent Monetization economy P1 The player bought, sold or exchanged something in the game
InviteRewarded Social invite_rewarded P3 The player successfully invited another player
InviteRewarded Social invite_rewarded P3 The player successfully invited another player
Support Social support P3 Use this event allows to track when players use in-game tools to contact Lion Studios Support with questions.
GiftSent Social gift_sent P3 The player sent a gift to another player
InviteReceived Social invite_received P3 The player received an invite to a set of users
Social Social social P3 A social interaction took place
InviteSent Social invite_sent P3 The player sent an invite to the game
GiftReceived Social gift_received P3 The player received a gift from another player
SocialConnect Social social_connect P3 The player connected to a social network
ErrorEvent Debug error_event P0 The game had an expected error or issue
DebugEvent Debug debug_event P5 Anything happened which is not covered by other events but is needed to debug or understand a situation
PredictionResult Experiments prediction_result P1 If your game is using any predictive models (e.g. Multi-arm Bandit) or other machine learning algorithms to pull levers in your game, use this event to track the prediction related to the player. Since players may have different values, this is used during analysis to track model predictions to behavior outcomes.
AbCohort Experiments ab_cohort P1 Fired automatically by Satori Client Module. No action required if it is installed. If not: The player was assigned to a cohort. The event should be fired every session.
FunnelEvent Experiments funnel_event P4 A funnel event test
Heartbeat Internal heartbeat P0 Fired automatically by LionAnalytics. No action required.

}

}

AbCohort()

Achievement()

AppOpenClicked()

AppOpenEnd()

AppOpenLoad()

AppOpenLoadFail()

AppOpenShow()

AppOpenShowFail()

AppOpenStart()

BannerShowRequested()

CharacterCreated()

CharacterDeleted()

CharacterUpdated()

CrossPromoClick()

CrossPromoEnd()

CrossPromoLoad()

CrossPromoLoadFail()

CrossPromoShow()

CrossPromoShowFail()

CrossPromoStart()

DebugEvent()

EconomyEvent()

ErrorEvent()

FeatureUnlocked()

FunnelEvent()

GameStarted()

GiftReceived()

GiftSent()

HandAction()

Heartbeat()

InAppPurchase()

InterOpenClicked()

InterOpenEnd()

InterOpenLoad()

InterOpenLoadFail()

InterOpenShow()

InterOpenShowFail()

InterOpenStart()

InterstitialClick()

InterstitialEnd()

InterstitialLoad()

InterstitialLoadFail()

InterstitialShow()

InterstitialShowFail()

InterstitialStart()

InviteReceived()

InviteRewarded()

InviteRewarded()

InviteSent()

ItemActioned()

ItemCollected()

LevelAbandoned()

LevelComplete()

LevelFail()

LevelStart()

LevelStep()

LevelUp()

MissionAbandoned()

MissionCompleted()

MissionFailed()

MissionStarted()

MissionStep()

NewPlayer()

NotificationOpened()

Options()

PowerUpUsed()

PredictionResult()

ProductViewed()

RewardVideoClick()

RewardVideoCollect()

RewardVideoEnd()

RewardVideoLoad()

RewardVideoLoadFail()

RewardVideoOpportunity()

RewardVideoShow()

RewardVideoShowFail()

RewardVideoStart()

ShopEntered()

SkillUpgraded()

SkillUsed()

Social()

SocialConnect()

Support()

UiInteraction()