Welcome to the Onboarding guide - in this section we will cover the basic information you need to get started on the platform.

Including links to further information for those of you who would like to get more depth.

Defining your events

By Default GameAnalytics will work out of the box providing you with the following metrics e.g. DAU, Session length & Retention will be shown on the platform. GameAnalytics proves you with the ability to create your own custom events depending on what you would like to track in your game.

Define Metrics

More information on this topic can be found here.

Instrumenting your events?

GameAnalytics has 5 event types available for tracking different concepts in your game.

Event Description
Business In-App Purchases supporting receipt validation on GA servers.
Resource Managing the flow of virtual currencies – like gems or lives.
Progression Level attempts with Start, Fail & Complete event.
Error Submit exception stack traces or custom error messages.
Design Submit custom event id’s. Useful for tracking metrics specifically needed for your game.

The documentation below gives examples of how you might use each event. Specific code examples are included in the SDK documentation.

Business Events

Use this event to track real money transactions in your game.

With the business event, you can include information on the specific type of in-app item purchased, and where in the game the purchase was made.

Example A: A player goes into the game’s shop and makes a purchase of a pack of coins.

Example B: You show the player a screen at the end of a level to prompt them to buy lives. They choose to purchase a pack of 3 lives that costs $0.99.

Field Example A Example B
cartType shop endOfLevel
itemType coinPack lives
itemId coinPack2 lifePack3
amount 99 99
currency USD USD

Resource Events

Use this event to track when players gain (source) or lose (sink) resources like virtual currency and lives.

A “sink” is when a player loses or spends a resource. A “source” is when a player gains or earns a resource.

  • Example A: A player spends one life by starting a game.
  • Example B: A player buys a boost in the game with 100 gold currency.
  • Example C: A player earns a reward of 5 lives for watching an ad.
  • Example D: A player buys a pack of 100 gold currency as an in-app purchase for $0.99 from the store. (The event below is only for the addition of gold to the player’s balance.)

Field Example A Example B Example C Example D
flowType sink sink source source
itemType continuity boost reward purchase
itemId startGame rainbowBoost videoAd goldPack
amount 1 100 5 100
resourceCurrency life gold life gold

Progression Events

Use this event to track when players start and finish levels in your game. This event follows a 3 hierarchy structure (for example World, Level and Phase) to indicate a player’s path or place in the game.

This type of events can be used for calculating metrics such as how many levels were started on a day and not only.

  • Example A: A players starts Day 1 of the Wild West world in Plants vs. Zombies 2
  • Example B: A player completes the “Enter a Competition” quest in My Horse by entering the Europe competition.

Field Example A Example B
progressionStatus start complete
progression01 level quest
progression01 wildWest enterCompetition
progression03 day1 europeCompetition
value (blank) (blank)

Error Events

You can use the Error event to log errors or warnings generated by your players’ in-game behaviour.

Example A: A player has scored over 1 billion points on a level, which is not supposed to happen in your game.

Field Example A
severity Warning
message crazyHighScore

Design Events

Track any other concept in your game using this event type. For example, you could use this event to track GUI elements or tutorial steps.

  • Example A: A player completes the first step in your new user tutorial by naming their character.
  • Example B: A player clicks on the button to turn on the volume in your game.

Field Example A Example B
eventId newUserTutorial:namedCharacter:complete guiClick:volume:on
value (blank) (blank)

Core Metrics

These are core metrics available once the integration of the SDK is complete, the platform is able to utilise additional metrics but this would require further instrumentation as seen in the examples above.

Metric Definition
DAU Daily active users
DAU (New vs. Returning) The percent of your daily users who were new on that day
Paying Users The count of your daily users who spent money on that day
Retention The percent of users who showed up again X days after installing the game
Returning users The count of users who showed up again X days after installing the game
Playtime Sum: total time spent in the game, across all players.
Mean Per User: average time spent in the game, per user.
Mean Per Session: average time spent in the game, per session.
Session Count The count of sessions of all daily users.
Session Length The average (mean) number of sessions completed by a user.
Sum: total of all sessions.
Mean Per User: average number of sessions per user.
Mean: average number of all sessions
Session Histogram A distribution of session lengths


Dimension Definition
Acquisition These filters are from data GameAnalytics garners from attribution partners. To see more information on what attribution partners we support, please click here. Filters include: Ad, Ad Group, Campaign, Keyword, Publisher, Site Source
Build Metrics can be filtered by the particular game build.
Country The country filter is determined by the user’s IP address.
Custom These filters are set when you instrument the GameAnalytics SDK. Learn more about custom dimensions
Device The model of the phone the player is using
OS Version The OS version of the phone the player is using
Platform The type of phone the player is using (e.g. iOS, Android or Windows Phone)