Economy Event

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

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 a MissionCompleted 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 MissionCompleted, MissionStep, RewardVideoCollect, etc., include a reward parameter.

If the player gains something without spending real or virtual currency, use one of these events instead EconomyEvent to avoid data duplication. These events also handled by our economy pipeline.

Ensures that rewards are not logged twice.

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 or EconomyEvent events, ensure the ItemType is set to power_up, to align with the pipeline logic

  • Developers no need to fire an EconomyEvent event alongside the PowerUpUsed event as it is integrated into the economy pipeline.

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.

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.

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