Economy Events
Introduction
Economy events are essential for understanding how players interact with the in-game economy. By tracking these events, you can gain insights into player spending behavior, item usage, and the overall balance of your game’s economic system. This information is crucial for optimizing in-game purchases, managing virtual currencies, and enhancing player satisfaction.
Events
EconomyEvent
The EconomyEvent
event is the most frequently used and versatile event in tracking economic activities. It allows developers to send information about received and spent products within the transaction parameter. This event helps in monitoring the flow of items, virtual currencies, and real currencies in the game.
Product Types:
- Items: Typically boosters / power-ups, and resources (common in idle games).
- Virtual Currencies: Includes soft and hard currencies like coins, gems, etc.
- Real Currencies: Represents real money transactions (USD, EUR, etc.). More details are available in the Monetization - IAP section.
On the server side, we parse the EconomyEvent
event to differentiate between sources (acquisitions) and sinks (expenditures) and calculate the balance across the entire user’s lifetime. This event is a key component of our backend economy pipeline.
Usage Guidelines:
- Track Balance: Fire the
EconomyEvent
event whenever in-game items or currencies are used or received to track the balance accurately. - Initial State: At the beginning of the game, send an
EconomyEvent
event to report the initial amounts of boosters, coins, and items to establish a baseline for each player. - Event Aggregation: To avoid spamming with too many
EconomyEvent
events, aggregate items and virtual currencies into a single event and send it at strategic points, such as right before aMissionCompleted
event. Alternatively, you can batch the information and send it periodically. This reduces the number of events per user and makes querying economy data more efficient in the future.
💡 |
For IAPs, we have a dedicated InAppPurchase event, which is covered later in the Monetization section. The InAppPurchase event inherits logic from the EconomyEvent event, making it essential to understand the logic behind the EconomyEvent event.
|
💡 |
Some events, such as If the player gains something without spending real or virtual currency, use one of these events instead Ensures that rewards are not logged twice. |
PowerUpUsed
The PowerUpUsed
event is also part of the economy pipeline. Use this event to track when a player uses a power-up.
Usage Guidelines:
- Use the
PowerUpUsed
event to track the usage of power-ups. - When giving boosters in
MissionCompleted
orEconomyEvent
events, ensure theItemType
is set topower_up
, to align with the pipeline logic - Developers no need to fire an
EconomyEvent
event alongside thePowerUpUsed
event as it is integrated into the economy pipeline.
ItemCollected
Use this event to track when a player collects an item. This event is useful for understanding item distribution and collection patterns within your game.
ItemActioned
Use this event to track when a player takes an action involving an item, such as using, equipping, or selling it. This event helps you understand how players interact with the items they collect and the decisions they make regarding those items.