nxdn标准简介_标准活动介绍
nxdn标准简介
“What custom events should I implement?” is a question we get asked a lot at Unity Analytics. Believe it or not, asking this doesn’t mark you as an analytics newb: in our jobs across the industry, we’ve collectively had this conversation on what data to track in every size of organization, from indies to big studios.
“我应该实施哪些自定义事件?” 在Unity Analytics中我们经常问这个问题。 信不信由你,问这个问题不会把您标记为分析新手:在我们整个行业的工作中,我们共同进行了对话,涉及在从独立公司到大型工作室的各种规模的组织中要跟踪什么数据。
Opinions on what to track vary widely, but here at Unity Analytics we believe the answer begins by asking “what questions do I want answered?” While we can’t precisely answer that question for each and every one of you, we do know some of the most commonly-asked questions that developers have, and can use that knowledge to help you begin exploring your questions. To facilitate this, we’re introducing a new tool: Standard Events.
关于跟踪内容的意见分歧很大,但是在Unity Analytics中,我们相信答案始于询问“我想回答什么问题?”。 尽管我们无法精确地为每个人回答这个问题,但我们确实知道 开发人员提出的 一些最 常见的 问题,并且可以使用这些知识来帮助您开始探索问题。 为方便起见,我们引入了一个新工具: Standard Events 。
“标准”活动 (“Standard” Events)
Our new feature quickly points you to areas of player behavior you likely want to explore. Instead of completely freeform custom events, these new standard events are normalized to help you ask some pretty sensible questions, such as “how are my players doing?”, “where are they spending money?”, and “how engaged are they in my game?” Just by using the SDK’s API, you get a built-in checklist of questions you should probably be asking.
我们的新功能可将您快速引导至您可能想探索的玩家行为领域。 这些新的 标准 事件 不是完全自由形式的 自定义 事件, 而是经过 归一化以帮助您提出一些非常明智的问题,例如“我的玩家过得好吗?”,“他们在哪里花钱?”以及“他们在我的参与度如何?游戏?” 只需使用SDK的API,您就会获得内置的清单清单,这些清单应该是您可能要问的问题。
The Standard Events – and their associated questions – are broken into the following five groups:
标准活动及其相关问题分为以下五组:
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How well are players onboarding?
玩家的入学状况如何?
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How are players progressing?
玩家进展如何?
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How effectively are players monetizing?
玩家获利的效率如何?
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Which UI screens do they visit?
他们访问哪些UI屏幕?
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How actively are players engaging and socializing?
玩家如何积极参与和社交?
We’ve captured these five areas in the acronym A POEM, as explained in the short video below.
我们已经在缩写A POEM中捕获了这五个领域,如下面的短视频中所述。
Our beta users have had some great reactions to Standard Events: 标准活动产生了很大的反响:“Standard Events cover 90% of what we normally track, so that works really well. The programmers also like this approach as it’s less error prone and serves as a nice guideline of what events should get tracked.” Karol Drzymała, Orbital Knight
“标准活动覆盖了我们通常跟踪的活动的90%,因此效果很好。 程序员也喜欢这种方法,因为它不易出错,并且可以很好地指导应跟踪的事件。” KarolDrzymała,轨道骑士
“Standard Events are exactly what we need. The API gives us the exact analytics calls we’ve been using on our own, and the integration was fast and simple.” Kyle Yamamoto, MochiBits
“标准活动正是我们所需要的。 该API为我们提供了我们一直在使用的确切的分析调用,并且集成既快速又简单。” MochiBits的Kyle Yamamoto
If you think Standard Events might help you, you can download it right away from our asset store page.
如果您认为标准活动可能对您有所帮助,则可以立即从我们的资产商店页面下载它 。
We’ll dive deep on each Standard Event in a future post, but for now let’s just list them all by category, including a quick explanation of what each event is for.
在以后的文章中,我们将深入探讨每个标准事件,但现在,我们仅按类别列出它们,包括对每个事件的用途的快速说明。
入职/首次用户体验 (Onboarding/First-time User Experience)
Event name | Event function |
first_interaction | The first voluntary action a player takes after install. |
tutorial_start | The player began a tutorial. |
tutorial_step | The player passed a key stage in a tutorial. |
tutorial_skip | The player skipped past a tutorial. |
tutorial_complete | The player concluded a tutorial. |
活动名称 | 事件功能 |
first_interaction | 玩家安装后执行的第一个自愿动作。 |
tutorial_start | 播放器开始了教程。 |
tutorial_step | 玩家在教程中通过了关键阶段。 |
tutorial_skip | 玩家跳过了教程。 |
tutorial_complete | 玩家总结了一个教程。 |
游戏进度 (Game Progress)
Event name | Event function |
level_start | The player entered into a new level. |
level_fail | The player failed to complete a level. |
level_quit | The player quit a level before completing it. |
level_skip | The player skipped past a level so they could carry on with the game. |
level_complete | The player successfully completed a level. |
game_start | The player began a game. This event is especially useful where a game has a distinct beginning and ending (e.g., arcade, endless runner). |
game_over | The player concluded a game. This event is especially useful where a game has a distinct beginning and ending (e.g., arcade, endless runner). |
level_up | The player leveled up, as might happen through an increase in experience (not to be confused with the completion of a game level). |
活动名称 | 事件功能 |
level_start | 玩家进入了一个新的水平。 |
level_fail | 玩家未能完成关卡。 |
level_quit | 玩家在完成关卡之前先退出关卡。 |
level_skip | 玩家跳过了一个关卡,因此他们可以继续游戏。 |
level_complete | 玩家成功完成了一个关卡。 |
游戏开始 | 玩家开始游戏。 在游戏具有不同的开始和结束(例如,街机游戏,无尽的跑步者)时,此事件特别有用。 |
游戏结束 | 玩家结束了游戏。 在游戏具有不同的开始和结束(例如,街机游戏,无尽的跑步者)时,此事件特别有用。 |
升级 | 玩家不断升级,这可能是通过增加体验来实现的(不要与游戏关卡的完成混淆)。 |
营利 (Monetization)
Event name | Event function |
store_opened | The player opened an in-game store. |
store_item_click | The player selected an item within the store. |
iap_transaction | The player spends real-world money to make an In-App Purchase. |
item_acquired | The player acquires an item within the game. |
item_spent | The player expends any resource within the game. |
ad_offer | The player was given the option to watch an ad. |
ad_start | The ad started. |
ad_skip | The user skipped the ad. |
ad_complete | The user finished watching the ad. |
post_ad_action | The user completed a desired action (e.g., an install click or purchase) at the end of an ad. |
活动名称 | 事件功能 |
store_opened | 玩家开设了一家游戏内商店。 |
store_item_click | 播放器在商店中选择了一个项目。 |
iap_transaction | 玩家花费现实世界的钱进行应用内购买。 |
item_acquired | 玩家在游戏中获得一个物品。 |
item_s花费 | 玩家消耗游戏中的任何资源。 |
ad_offer | 播放器可以选择观看广告。 |
ad_start | 广告开始了。 |
ad_skip | 用户跳过了广告。 |
ad_complete | 用户看完广告。 |
post_ad_action | 用户在广告结尾处完成了所需的操作(例如,安装点击或购买)。 |
应用导航 (Application Navigation)
Event name | Event function |
screen_visit | The player navigated to a UI screen. |
cutscene_start | A cutscene began to play. |
cutscene_skip | The player opted to skip past a cutscene. |
活动名称 | 事件功能 |
screen_visit | 播放器导航到UI屏幕。 |
cutscene_start | 过场动画开始播放。 |
cutscene_skip | 玩家选择跳过过场动画。 |
参与/社交 (Engagement/Social)
Event name | Event function |
push_notification_enable | The player activated push notifications. |
push_notification_click | The player reacted to a push notification. |
chat_msg_sent | The player sent a chat message. |
achievement_step | The player completed a milestone on the way to an achievement. |
achievement_unlocked | The player successfully completed an achievement. |
user_signup | The player registered through a login system. |
social_share | The player shared something (e.g., an image, invitation, or challenge) with a friend. |
social_share_accept | One player reacted to the social share of another. |
活动名称 | 事件功能 |
push_notification_enable | 播放器**了推送通知。 |
push_notification_click | 玩家对推送通知做出了React。 |
chat_msg_sent | 播放器发送了聊天消息。 |
实现步骤 | 玩家完成了成就的里程碑。 |
成就解锁 | 玩家成功完成了一项成就。 |
user_signup | 玩家通过登录系统注册。 |
社交分享 | 玩家与朋友分享了一些东西(例如,图像,邀请或挑战)。 |
social_share_accept | 一个玩家对另一个玩家的社交份额做出了React。 |
翻译自: https://blogs.unity3d.com/2017/05/12/introducing-standard-events/
nxdn标准简介