Skip to main content
Resource Analytics
Updated over 3 months ago

At a glance: Understand how players earn and spend resources at each game level with Resource Analytics. Find the trending item type that drive ultimate game engagement.

Who should use this? Product team

Resource Analytics provides in-depth analysis of in-game resources, helping developers better balance these resources to optimise revenue, retention, and playtime.

The graphs show how your players are earning and spending resources in your game, like coins, lives, and diamonds. And it lets you break down the type of resources that are driving the trends.

Resource Analytics provides answers to the following questions for any game:

  • What are the sources and sinks of each resource at each level, or each day or hour after installation?

  • How do users acquire or spend each resource?

  • What is the resource balance at each level, or each day or hour after installation?

  • How is booster usage at each level, or each day or hour after installation?

  • How does the above information differ between users who completed level 1000 and other users?

  • How does the above information differ between users who have seen 10 rewarded videos and those who have seen none?

  • How does the above information differ between users who made an in-app purchase and other users?

  • How does the above information differ between app versions?


Custom Firebase Tracking

A game needs to track the following events to Firebase to use Resource Analytics:

Event

Parameter

Description

resource_source

play_mode

(legacy: level_mode)

Gameplay mode. i.e Normal, Daily Challenge, Classic

level

The current level

name

(legacy: resource_currency)

In-game resource name. I.e gold, life, diamond, coin

amount

Total amount of resources acquired

balance

Total resource that a user has at the time of tracking (after sourced)

item

Action that the user took or Item that the user used to acquire this resource. I.e start_game, accelerator_boost, rewarded_ad, gold_pack.

item_type

Category of the item above. I.e reward, continuity, purchase

booster

Name of the booster used at the time of acquiring this resource. This should be a non-spendable item. E.g. x2 gold

resource_sink

play_mode

(legacy: level_mode)

Gameplay mode. i.e Normal, Daily Challenge, Classic

level

The current level

name

(legacy: resource_currency)

In-game resource name. I.e gold, life, diamond, coin

amount

Total amount of resources spent

balance

Total resource that a user has at the time of tracking (after sinked)

item

Action that the user took or Item that the user used to acquire this resource. I.e start_game, accelerator_boost, rewarded_ad, gold_pack.

item_type

Category of the item above. I.e reward, continuity, purchase

booster

Name of the booster used at the time of spending this resource. This should be a non-spendable item. E.g. immortal

Note:

If a game or gameplay mode doesn't have a level mechanism, there's no need to track the level parameter. Cost Center can always use the number of days or hours after the first open as the level.


Using Resource Analytics

1. Go to Your App > Big Data > Resource Analytics

2. To run Resource Analytics report, select the following filters to customise your report data:

Play Mode

Gameplay mode. i.e. Normal, Daily Challenge, Classic

Level

Based on gamelevel or no. of days/hours after first open

First Open date range

Get performance based on a period when users first open the game/app

Active Date

Get performance based on a period when users were active

Country

Get performance based on specific country

A/B Test

Compare Firebase A/B test version performance

App Version

Compare app version performance

Days after first open

(D0, D1,...)

Identify performance based on Day X to Day Y engagement

Level Achieved

Filter for user performance based on "level achieved"

Users have events

Filter specific event to retrieve events based performance

Resource

Type of available resources (e.g. diamond, gold, lives)

3. Click on "Run Report"

4. Optional: Set filter parameters in "Compare with" to generate report for comparison

5. Focus on a range of game levels by setting level range. This is especially useful if you have many game levels.


Resource Analytics Graphs

Resource

Total Source/Sink

Tracks the no. of resource sources (reward) and sinks (spend) by game level.

Use "Group by" to categorise results based on "Item" or "Item type"

Users Source/Sink

Tracks the no. of users who acquired or spent the resources at each game level.

Balance

Tracks the no. of remaining resources for source/sink.


Booster

Total Booster Usage

Tracks the type of booster and no. of times each booster was used per game level.

Note:

Resource Analytics is an add-on feature based on credit usage. Detailed usage breakdown and top-up history are available in Big Data > Credit & Usage for each app, or Organisation Settings > Usage & Billing > Big Data for all apps.

Please ensure that your organisation has enough credit before generating a report.

Did this answer your question?