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GameAnalytics V3 now live!
We’re excited to announce the release of GameAnalytics V3, our latest solution designed to make analytics easier, faster and more powerful for game creators looking to turn data into insights! V3 is now the default experience, so simply login today to check it out! Or, if you want to learn more about these improvements and see the full product release notes, read on.
Our Open Beta has landed
What’s going on? If you missed it before, we recommend that you check out this post we shared a few days ago for more context: GameAnalytics is changing… As promised, we will now deliver more detail on the Open Beta. We’ve included a video introduction and also a list of all major features describing what functionality is delivered initially and what additions to expect over the following months. See it in action In this video, Kasia from our product team gives a detailed overview of all the new functionality available in our Open Beta. It covers all key features — please give it a watch to get the most out of this update! What is the Open Beta? The Open Beta is a period of time when a new and separate version of GameAnalytics is available whilst features are being...
GameAnalytics is changing…
Editor’s note: since we posted this we’ve been busy bees; we’re delighted to say that the Open Beta is now live! For more details (including a video demo), check out our Open Beta update here. About this change We’re truly excited to announce that we’ll soon be launching a major, much anticipated and much revamped version of GameAnalytics. In this update, we’ll share details about what we’re changing, why we decided to make these updates, and what improvements you can expect them to bring. So… what’s going on? Over the past few years, we’ve focused on developing a new version of GameAnalytics, bringing huge improvements to load times, studio management, game organisation, funnels, AB testing and event level analysis with our explore tool. This is just the tip of the iceberg; our new version represents a fundamental overhaul to our...
Navigating Web3: What does it mean for Game Developers?
If you read tech news, you’ve probably stumbled on the term Web3. And you might be wondering what it means and how it could affect gaming. So let’s explore Web3 and the surrounding opinions. What is Web3? It’s all about ownership. The web has been going through gradual changes, ever since it launched. Web1 was where people uploaded websites with static pages and information. You simply read Web1. The next step was Web2, where users create their own content. Web3 is a prediction that users will begin to own digital content and have control over how they use it. But it’s also about decentralizing that ownership: making sure it’s not tied to any particular platform. (You don’t just own a movie on one platform, you own the right to watch it anywhere, for example.) “I was lucky enough to be...
Bring VR to your mobile game
Virtual reality has been a hot topic for a few years now. And although there are a few kinks to iron out, VR is starting to take its seat in the gaming industry – it now boasts around 171 million VR users worldwide. We actually support VR games. Our SDKs work out of the box for Oculus Quest games. You just need to download our SDKs as usual, but with one extra step. (But more on that below.) It still comes second place to most other types of gaming in the industry. (Mobile gaming is easily one of the top dogs, having generated $93.2 billion in 2021 alone.) But VR is a space to keep your eye on (or even dip your toes into). But how do you even get started developing VR games? What tools and skills will you...
AdMob Integration, HyperBid Launch, Raw Export and GameIntel 4.0
We’re coming to the end of the year, and what a year it has been. We’ll have a roundup blog coming out soon, but there’s still plenty to do and fill you in on before we start chatting about 2022. Recently, we’ve had a few major updates across all of our product lines. Here are the highlights: You can now analyze ad revenue from AdMob in your GameAnalytics account. We launched a new mediation platform built for gaming teams, HyperBid. We also added a new DataSuite to our product family, Raw Export. Ranking data for over 80 sub-genres is now available in GameIntel. So without wasting any more time with the intro’s, let’s dig into the main course. What’s new in GameAnalytics? We’ve created an integration with AdMob We partnered with Google’s AdMob to bring you Impression level revenue data...
How We’re Prepared for Google’s Identifier Policy Change
This is a slightly longer product update than you’re probably used to. The main thing is you need to update your Android SDKs, in anticipation for Google’s upcoming policy update around their identifiers. But we have a lot more to get through, too. So let’s waste no time on intro’s, and tuck straight into our updates. Anything you want to read about in particular, feel free to jump ahead: Google is changing how you use identifiers for Android (update your SDKs) The above change has affected our Attribution Integrations We have a new SDK for Flutter We’ve added TopOn to our ad network providers We’ve also added new ad revenue metrics into our platform We’re giving our Explore tool a facelift Let’s get to it. First up, Google is changing how you use identifiers for Android Privacy in tech is...
iOS 14 Opt-in-Rate Is Higher for Mobile Games
Earlier this year, Apple released iOS 14.5. It was the dreaded update among all app developers, studios, and publishers. If you wanted to access a user’s mobile identifier (IDFA), you had to ask for their consent specifically. If you’re unsure why this is important, the IDFA is used for advertising purposes. When Apple released the update, almost every user needed to opt-in (rather than out), hugely impacting advertising and ad revenue. (More about this here.) But we’ve seen some interesting findings about mobile game opt-in rate. Which is what we’re going to cover in this blog. We have data on Opt-in Rates We’ve read tons of articles and blogs within the industry over the past few months. All speculating what they think the Consent Opt-in Rate would be – especially for games. And for us, we don’t need to guess...
A Look Back at 2020, and What’s Coming to GameAnalytics in 2021
Move aside 2020. The new year is here, and boy do we have some big plans for all you game developers out there. To catch you up to speed with what’s new, we’ve listed all of the key updates we released last year, and what you can expect to see in our tool over the next few months. But before we dig into the good stuff, we want to say a massive thank you to all of our users and supporters. We had a tremendous amount of growth last year, with nearly 40% more developers signing up to our core analytics tool. That meant we had up to 164 million daily active players (DAU) across 50 thousand+ active games in 2020. It’s safe to say you guys have been pretty busy! So, thanks for sticking with us. We’ll do our...
Our Ads Dashboard has arrived
Now we’ve plugged MoPub’s data into our tool, we’re excited to announce a dedicated Ads Dashboard. With it, you can make the most of your in-game ads and see exactly how much you’re earning from each impression you show. The dashboard will display ad metrics based on the following sources. Ad event Developer activated SDK Ad Events during ad activity like ads being displayed or clicked. MoPub Integration Impression level ad revenue data automatically sent from our SDK when initial configuration is set up. MoPub is only the first ad integration – we’ve got more to come, too. Refine your ad monetization strategy Ads are getting increasingly important for game studios and publishers in their monetization strategy. Many developers are turning to use ads to unlock and drive a new revenue stream. That also helps them to continue producing free...
Get better insights using our new Metrics API
Today, we’ve released our Metrics API. Using it, you’ll be able to automatically pull key metrics from all your games to build customized portfolio views and get new insights into how your portfolio is performing. Large publishers and studios often use our software to analyze tens or hundreds of games. While you can garner a lot from looking at each game separately, it’s also handy to compare and sort your games by specific metrics. For instance, you can compare retention D1 and D7 across all games launched in the past month, or the sum of new users from all your titles. So our Metrics API lets you plug all your data into your other tools, including internal systems: like data visualization programs, for example. “Game publishing teams often analyze several prototypes at once, and compare these with their launched titles,...
5 A/B tests to run during your soft launch
As we released A/B testing last month, we thought we’d share a few tips, tricks and ideas on how to make the most of your experiments. So put on your lab coat, fire up the flux capacitor and let’s get to sciencing. If you’re new to A/B testing, it’s a pretty simple concept. Send three variations of your game out into the wild: A, B and a control group. One group of your users sees A, another sees B and the last sees no change at all (your control group). You pit them against each other and see which performs better. It’s survival of the fittest in action. But when should you start your A/B tests? And what exactly should you be testing? Your soft launch is the Goldilocks zone Before you can start testing, you need players. And the...
Will GameAnalytics work in iOS 14? Yes, and this is why
In Apple’s most recent WWDC privacy was a key topic. One of the big reveals in this area was that come September, when iOS 14 is released, users will be asked if they would like to allow or restrict data sharing per app. After this, the question on many developers’ minds is… What happens to my analytics? Will my reporting still work or will it be restricted? The answer, for GameAnalytics, is yes! Here is why. All our SDKs are ready for this (and have been for years) GameAnalytics always determines an identifier for each device that is sending data from a game. We call this the GameAnalytics User ID. This value is normally a device identifier (like IDFA on iOS), but when this is not available a random User ID is generated and used on all future data for...
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