All about Event Tags
What are game event tags?
"Game event tags" are simple lines of code that you can add to your app in order to catalogue a user's activity.
When a user triggers an app event tag, our SDK sends that activity to us along with the playerID you supply.
By broadly understanding what happens in your app (what people do, get, and use), Nefta is able to categorise players' behaviour in new and interesting ways.
It is this understanding and classification of user behaviour that enables advertisers to serve relevant ads to users with new targeting and preference criteria.
Lastly, it is also this nature of first-party event tags that enable the classification of all users, regardless of ATT or CMP opt-in status, as well as our lack of PII and use of data through legitimate interest, that opens up the EU & UK markets without TCF 2.2.
Event tags:
Nefta has 3 types of events.
- Progression events: The player "does" something in the game. This can include core content, optional, social, special events, and others.
- Receive events: The player "gets" something to their account or inventory. This could include soft currency, premium currency, resources, consumables, cosmetics, chests, or core items.
- Spend events: The same as receive events, but the thing is "taken" from the account/inventory.
There are optional parameters that you can send to provide more information on the event.
This can include how it was gotten or spent, was the progression event started, failed, or completed, etc.
We always recommend sending the greatest amount of detail through our event tags, as the more data we receive, the better we will be able to analyse players, serve better ads, and pay higher eCPMs.
Initialise | Event type | Parameters | Description |
---|---|---|---|
NeftaEvents.Record( | |||
new ProgressionEvent({ | _name | Your custom name for the event tag | |
_status | Start, complete, fail | ||
_type | The type of content; task, unlock, achievement, etc. | ||
_source | Core content, optional content, social, special event, other. | ||
_value | Integer | ||
_customString | |||
new ReceiveEvent({ | _name | Your custom name for the event tag | |
_category | The type of "thing" they got; Soft currency, premium currency, resource, consumable, cosmetic, chest, etc. | ||
_quantity | Integer | ||
_method | How they got "it"; Level end, reward, shop, IAP, create, other. | ||
_customString | |||
new SpendEvent({ | _name | Your custom name for the event tag | |
_category | The type of "thing" they spent; Soft currency, premium currency, resource, consumable, cosmetic, chest, etc. | ||
_quantity | Integer | ||
_method | How they spent "it"; Shop, create, unlock, upgrade, continuity, boost, other | ||
_customString |
Here's an example of My Perfect Hotel:
Event tag definitions:
The following tables cover the optional parameters you can add to our event tags.
We always recommend sending the greatest amount of detail through our event tags, as the more data we receive, the better we will be able to analyze players, serve better ads, and pay higher eCPMs.
As a quick recap: Nefta has 3 types of events.
- Progression events; The player "does" something in the game. This can include core content, optional, social, special events, and others.
- Receive events; The player gets something to their account or inventory. This could include soft currency, premium currency, resources, consumables, cosmetics, chests, or core items.
- Spend events; The same as receive events, but the "thing" is taken from the account/inventory.
Spend & Receive parameters
Spend & Receive Parameters | Values | Description |
---|---|---|
Name | Custom | Your own naming convention. |
Category | SoftCurrency | A primary/common currency earnt through gameplay. |
PremiumCurrency | A rare/uncommon currency purchased via IAP. Sometimes small amounts are rewarded for certain activities. | |
Resource | Any kind of resource/other currency. Crafting resource, quest resource, etc. | |
Consumable | Any item that is consumed. Usually for a boost/limited time effect. | |
CosmeticItem | Any item that changes the appearance of the gameplay for the player. Usually a character, mount, weapon, ability, or other form of skin. | |
Chest | A container that is opened, usually with RNG to the contents. Chests, packs, loot boxes, etc. | |
CoreItem | A core item is any item used as a part of the core gameplay. Weapons, armour, mounts, vehicles, cards, units, etc. | |
Experience | Experience points. | |
Other | Anything that isn't listed that you feel deserves it's own category. | |
Quantity | Numerical input. | |
Spend Method | Boost | Using X to give you a boost of some description. Usually, a boost increases income, rewards, or stats, for a limited time. |
Continuity | Spend X to "continue playing". For example; "You died, but spend 1x heart to keep fighting", or, "You ran out of moves, spend 1x car to get four more moves!". | |
Create | Spend X to create something new | |
Unlock | Spend X to unlock something new. This could be a new character, level, ability, etc. | |
Upgrade | Spend X to make an existing thing stronger. This could be your character, gear, units, buildings, spells, etc. | |
Shop | You are spending something in the shop to get something. (A "receive" event usually follows a "Spend" event with "Shop" as the Method). | |
Undefined | If you don't know what to use. | |
Other | If you know what the method is, and it isn't listed here. | |
Receive Method | LevelEnd | You get X at the end of a level/match/game/etc. |
Reward | You get X as a reward for completing a specific activity. Activities include: Finishing a level, completing a quest/mission, watching a video, levelling up on a season pass, etc). | |
Loot | Loot is gained specifically from opening something and taking the contents. This could be a chest, a defeated enemy, | |
Shop | Any time an item is purchased from a shop or vendor. This could be skins for soft currency, health potions, extra lives, items/gear, etc. | |
IAP | An In-App Purchase, but we also include any form of real-money MTX. If someone has to pay real money for something, it's an IAP. | |
Create | Something is created. This includes crafting an item, combining components, breeding a creature, etc. | |
Undefined | If you don't know what to use. | |
Other | If you know what the method is, and it isn't listed here. | |
Developer Custom String | Anything you want to add or put. |
Progression parameters
Progression Parameters | Values | Description |
---|---|---|
Name | ||
Status | Start | Something was started. |
Complete | Something was successfully finished. | |
Failed | Something was not successful. | |
Type | Achievement | |
GameplayUnit | A "gameplay unit" is an all-encompassing category for a level, game, match, round, etc. A gameplay unit is NOT the same as a session. Examples include; A game/match of League of Legends, Valorant, CS:GO, Teamfight Tactics, Call of Duty, Clash Royale, CandyCrush - these would be one gameplay unit. A run on Subway Surfers, a level on Eat Venture, and solving a puzzle in a puzzle game are also all one gameplay unit. | |
Task | "Task" is encompassing of a quest, mission, objective, etc. | |
Unlock | A player unlocks something that was not previously available to them. | |
ItemLevel | "Item level" refers to the gear, units, cards, pets, or other "thing" owned by the player that is bound to a progression-based upgrade system. Typically ItemLevel is combined with the "Value" field, with the new value being the new item level. | |
PlayerLevel | PlayerLevel refers to the level of the playable character or account. Typically, PlayerLevel is combined with the "Value" field, with the new value being the new player level. | |
ProgressionSource | Boss | A specific boss/special level/point of difficulty or resistance that a player has to overcome. Usually, a boss has some form of gating requirement such as level, item power, etc. |
CoreContent | "Core Content" is all-encompassing for the core gameplay loop (the "regular stuff" a player has to do). The main story, main quests/missions/tasks, the primary objectives, and performing the primary "GameplayUnit" - these are all "CoreContent". | |
OptionalContent | "Optional Content" is an all-encompassing category for anything that isn't a requirement for the main gameplay loop/"CoreContent". Side tasks, achievements, completing seasonal objectives for seasonal passes or battle passes, etc. | |
Other | Something not mentioned here. | |
Social | Specifically a social activity or some form of primarily social content. | |
SpecialEvent | A special or limited-time event. | |
Undefined | ||
Value | ||
Developer Custom String | Anything you want to add or put. |
Examples: Events in a game
Games have lots of mechanics that make up loops.
We would like you to tag these core mechanics with our event tags, so we can learn what types of activities users care about, or don't care about, and how much/little/often they do them.
By understanding what happens in your app (what people do, get, and use), we are able to show higher-quality and more targeted adverts. We then pass these targeting options to advertisers and pay publishers eCPMs for serving our personalized ads.
Additional:
Updated about 1 year ago