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.
For existing events mapping
If the game has existing events tracking for resources, you can map the events schema to Cost Center's standard version by inputting the event name
and parameters
in the respective fields:
1. When a user acquires a resource (Source)
2. When a user utilises a resource (Sink)
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.