First party data

Nefta collects a large amount of first party data to deliver value to partners. Nefta's core deep learning models ingest this data to understand user value and provide user insights, improve ad revenue and ROAS campaigns.

Automatic AdSDK data collection

The integrated Nefta SDK automatically collects certain data from partners. Device data, user sessions and ad engagement events are recorded automatically.

Manual AdSDK data collection

The integrated SDK provides an interface for partners to configure specific event tags throughout the game or app.

Nefta has four types of SDK events requiring partner integration.

  • Purchase events: A specific event for In App Purchases (IAPs).
  • Progression events: An event to track progression through the game.
  • Receive events: An event where the player "gets" something to their account or inventory.
  • Spend events: An event where something is spent from the account or inventory.

Standardised event dictionary

InitialiseEvent typeOptional parametersDescription
NeftaEvents.Record(
PurchaseEvent({_nameA custom name for the event tag
_valueFloat value for amount of IAP
_currencyCurrency as three letter code for IAP
new ProgressionEvent({_nameA custom name for the event tag
_statusStart, complete, fail
_typeThe type of content; task, unlock, achievement, etc.
_sourceCore content, optional content, social, special event, other.
_valueInteger
_customString
new ReceiveEvent({_nameA custom name for the event tag
_categoryThe type of "thing" they got; Soft currency, premium currency, resource, consumable, cosmetic, chest, etc.
_quantityPositive Integer
_methodHow they got "it"; Level end, reward, shop, IAP, create, other.
_customString
new SpendEvent({_nameYour custom name for the event tag
_categoryThe type of "thing" they spent; Soft currency, premium currency, resource, consumable, cosmetic, chest, etc.
_quantityPositive Integer
_methodHow they spent "it"; Shop, create, unlock, upgrade, continuity, boost, other
_customString

Additional parameters

By providing additional parameters, you're improving data depth leading to improved partner value.

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

Positive 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

An achievement is a predetermined achievement that you have set, which the player can unlock by meeting certain criteria.

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

Quantity

Positive Numerical input.

Developer Custom String

Anything you want to add or put.


What’s Next

Learn how to integrate the Nefta Game Event tags: