About Game 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 how your app is used.
When a game event tag is triggered, our SDK sends that activity to us along with the anonymous sdkID.

Nefta processes these first-party game events to classify sdkIDs into patterns of behaviour on an app-by-app basis (we never combine data from different apps). We serve ads based on the pattern of behaviour and their likelihood to interact with the ad creative. This is how we can pay superior eCPMs on users who opt-out of tracking.


Event tags:

Nefta has three types of events.

  • Progression events: The player "does" something in the game.
  • Receive events: The player "gets" something to their account or inventory.
  • Spend events: Something is spent from the account/inventory.

InitialiseEvent typeOptional parametersDescription
NeftaEvents.Record(
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

Here's an example of My Perfect Hotel:


Optional parameters & definitions:

The following tables cover the optional parameters that you can add to our event tags.


Spend & Receive parameters

Spend & Receive ParametersValuesDescription
NameCustomYour own naming convention.
CategorySoftCurrencyA primary/common currency earnt through gameplay.
PremiumCurrencyA rare/uncommon currency purchased via IAP.
Sometimes small amounts are rewarded for certain activities.
ResourceAny kind of resource/other currency.
Crafting resource, quest resource, etc.
ConsumableAny item that is consumed. Usually for a boost/limited time effect.
CosmeticItemAny item that changes the appearance of the gameplay for the player. Usually a character, mount, weapon, ability, or other form of skin.
ChestA container that is opened, usually with RNG to the contents.
Chests, packs, loot boxes, etc.
CoreItemA core item is any item used as a part of the core gameplay.
Weapons, armour, mounts, vehicles, cards, units, etc.
ExperienceExperience points.
OtherAnything that isn't listed that you feel deserves it's own category.
QuantityPositive Numerical input.
Spend MethodBoostUsing X to give you a boost of some description.
Usually, a boost increases income, rewards, or stats, for a limited time.
ContinuitySpend 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!".
CreateSpend X to create something new
UnlockSpend X to unlock something new.
This could be a new character, level, ability, etc.
UpgradeSpend X to make an existing thing stronger.
This could be your character, gear, units, buildings, spells, etc.
ShopYou are spending something in the shop to get something.
(A "receive" event usually follows a "Spend" event with "Shop" as the Method).
UndefinedIf you don't know what to use.
OtherIf you know what the method is, and it isn't listed here.
Receive MethodLevelEndYou get X at the end of a level/match/game/etc.
RewardYou 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).
LootLoot is gained specifically from opening something and taking the contents. This could be a chest, a defeated enemy,
ShopAny time an item is purchased from a shop or vendor. This could be skins for soft currency, health potions, extra lives, items/gear, etc.
IAPAn 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.
CreateSomething is created. This includes crafting an item, combining components, breeding a creature, etc.
UndefinedIf you don't know what to use.
OtherIf you know what the method is, and it isn't listed here.
Developer Custom StringAnything you want to add or put.

Progression parameters

Progression ParametersValuesDescription
Name
StatusStartSomething was started.
CompleteSomething was successfully finished.
FailedSomething was not successful.
TypeAchievementAn achievement is a predetermined achievement that you have set, which the player can unlock by meeting certain criteria.
GameplayUnitA "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.
UnlockA 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.
PlayerLevelPlayerLevel 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.
ProgressionSourceBossA 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.
OtherSomething not mentioned here.
SocialSpecifically a social activity or some form of primarily social content.
SpecialEventA special or limited-time event.
Undefined
QuantityPositive Numerical input.
Developer Custom StringAnything you want to add or put.

What’s Next

Learn how to integrate the Nefta Game Event tags: