GoalsGoals - Specific Events or combinations of Events that you are trying to drive users to complete. This may include buying your game, first match completed, user reactivation, or any other combination of events. are specific Events or combinations of Events that you are trying to drive users to complete. This may include buying your game, first match completed, user reactivation, or any other combination of events. Goals can be managed by clicking Management on the left-hand side of your console dashboard navigation, followed by clicking Goals below the Game column.
From this page, you can examine the configuration of your default goals, create new goals, or manage event triggers. There are two goals set up by default on each game: Install and Reactivation.
You can find examples for how to configure goals for common situations in the Use Case Guides.
After you have your event measurement deployed you should start seeing your goals being attributed on the dashboard. Check out the Testing Attribution guide for some details on how to test your new Goals.
Each Goal may have one or more event triggers. When configuring a Goal you will be presented with a screen that asks you create a trigger. First you will need to fill in the Event Type that will trigger the Goal.
In addition, you can specify whether this event will trigger the Goal only the first time the event is seen or not. The First Time Event setting should be set to "Yes" for situations like Install measurement where you want to trigger the Goal on the first game launch for a specific user.
The Retrigger Time setting can be used to set a minimum time between events before this Goal will be triggered. This is used in Reactivation measurement to set how long a user must be inactive before they become eligible for reactivation.
Goals can be configured with revenue information based on region. This can be useful if your game is priced differently in various regions. We use the location data attached to the event to determine which revenue value should be used when the goal is triggered.
There are two methods for reporting revenue into Gamesight:
- Event Payload - For cases in which you have a known revenue value when sending the event, you can pass revenue data in the event payload. This is commonly used with in-game purchases.
- Configuring Goals - For cases in which revenue is unknown when an event is triggered. This is commonly the case for game or DLC sales which are handled by a distribution platform. This revenue value is managed through the Gamesight Console and allow you to both specify revenue values by region and made time-based changes for events such as sales or free weekends.
Goal revenue configured through the Gamesight Console will override any revenue values that are passed in the event payload. This enables some common use cases such as:
- Temporarily adjusting the revenue value when the game is on sale either globally or in a specific region
- Setting up revenue values for situations where the game client is unsure of the likely sale price for your game
- Configuring more complex region-specific or multi-currency pricing schemes to more accurately reflect the revenue earned from your game (or DLC).
You should continue to use the revenue fields on events for managing In-Game purchases or other variable revenue values that are known at time of purchase.
The global region is used when there is no revenue configured for a given event's location. It is the default revenue setting and will be used instead of revenue info set on the event. It is common to set up a single "Global" revenue value if your game has a single price globally.
To add revenue, go to the goal settings under the "Manage" tab and click '+ Revenue'. Pick a region and the price associated with it and click 'Add Revenue'. Then click 'Submit' to save the goal configuration.
Updated 2 months ago