About Nefta Game Events

What are "Game Events"?

"Game Events" are a way of broadly collecting first-party usage data from an app.
They are a simple taxonomy of code that can be easily added to any game natively either via our Unity Ad SDK, or via a mediation partner with the addition of our adapter.

As a game is played and our Game Events are triggered, they are collected and processed by Nefta to discover patterns of behaviour. It is these usage patterns that enable us to pick the right creative to return in a bid response.

Game Event taxonomy:

Nefta has 3 types of events.

  • Progression
  • Receive
  • Spend

There are optional parameters that you can send to provide more information on the event.
This can include how it was received or spent, was the progression event started, failed, or completed, etc.

The more information you provide enables us to find more valuable and relevant patterns of behaviour - which is key to offering a premium in our bid response.

Game Event table:

InitialiseEvent typeParametersDescription
new ProgressionEvent({_nameYour 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.
new RecieveEvent({_nameYour custom name for the event tag
_categoryThe type of "thing" they got; Soft currency, premium currency, resource, consumable, cosmetic, chest, etc.
_methodHow they got "it"; Level end, reward, shop, IAP, create, other.
new SpendEvent({_nameYour custom name for the event tag
_categoryThe type of "thing" they spent; Soft currency, premium currency, resource, consumable, cosmetic, chest, etc.
_methodHow they spent "it"; Shop, create, unlock, upgrade, continuity, boost, other

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 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.
QuantityNumerical 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
StatusStartSomething was started.
CompleteSomething was successfully finished.
FailedSomething was not successful.
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.
Developer Custom StringAnything 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.