Dashboard Metrics

These are the metrics Teak displays in the main Dashboard, with a description of how Teak calculates the metric.

General

average daily active users

Each unique game assigned player id or Facebook App Scoped ID Teak sees in a day is counted as a daily active user. For display in the dashboard this value is averaged over the currently selected time frame.

5 minute active users

5 minute active users is the count of unique game assigned player ids that Teak knows have had the game open in the preceding five minutes. This is tracked through a regular ping made by the Teak SDK while a game is in the foreground.

total revenue

Total revenue is the sum of the USD value of all in-app purchases made in the currently selected time frame.

average percent(%) of DAU Paying

Percent of DAU Paying is the percentage of daily active users who made at least one purchase in a given day. For display in the dashboard this value is averaged over the currently selected time frame.

average arpdau

ARPDAU is revenue / daily active users. For display in the dashboard this value is averaged over the currently selected time frame.

average sessions per player

Average sessions per player is sessions / daily active users. A session is tracked each time the game is launched through a distinct Teak tracked source, such as a notification, email, or link, or if the game has been backgrounded for longer than two minutes and then brought back to the foreground. For display in the dashboard this value is averaged over the currently selected time frame.

average average revenue per payer

Average revenue per payer is revenue / payers. For display in the dashboard this value is averaged over the currently selected time frame.

total payers

Total payers is the count of unique users who made a purchase during a day. For display in the dashboard this value is averaged over the currently selected time frame.

avg. daily play time

The average amount of session time per player per day.
(Only available with SDK 4.3 and above.)

average revenue per play hour

Revenue divided by hours of total session time.
(Only available with SDK 4.3 and above.)

Notifications

Percent(%) of DAU

The percentage of the daily players that started a session from a notification. A single player can interact with multiple channels in a single day, so the total percentages from all channels may add up to more than 100%.

Avg. Daily Play Time

The average amount of time spent per day in sessions which started from a click on a notification per player who clicked.
(Only available with SDK 4.3 and above.)

Returning Users

Returning Users is the count of distinct players each day who clicked on a Facebook A2U, mobile push notification, or email.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on a Facebook A2U, mobile push notification, or email on Jul 16 and Jul 17, they will be counted as two returning users for the overall metric.
Return Value

Return Value is the sum of USD revenue from in-app purchases made during sessions which started because of a click on a Facebook A2U, mobile push notification, or email. If a player exits the game for longer than two minutes after the click or force closes the game and then relaunches it before making a purchase, that purchase will be considered part of a new session and will not be counted as Return Value.

Return Value per Session

Return Value per Sessions is Return Value from notifications / total notification clicks.

Percent(%) of DAU

The percentage of the daily players that started a session from a link. A single player can interact with multiple channels in a single day, so the total percentages from all channels may add up to more than 100%.

Avg. Daily Play Time

The average amount of time spent per day in sessions which started from a click on a link per player who clicked.
(Only available with SDK 4.3 and above.)

Returning Users

Returning Users is the count of distinct players each day who clicked on a Link

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on a Facebook A2U, mobile push notification, or email on Jul 16 and Jul 17, they will be counted as two returning users for the overall metric.
Return Value

Return Value is the sum of USD revenue from in-app purchases made during sessions which started because of a click on a link. If a player exits the game for longer than two minutes after the click or force closes the game and then relaunches it before making a purchase, that purchase will be considered part of a new session and will not be counted as Return Value.

Return Value per Session

Return Value per Sessions is Return Value from link / total link clicks.

New Users

New Users is the count of players that Teak saw for the first time in a session attributed to a link. Seeing a player for the first time means that Teak has never previously seen the game assigned player id for the game or the associated Facebook App Scoped ID if provided.

Install Value

Install Value is the sum of revenue during the currently selected time frame from all New Users from links regardless of time frame. E.g. If the currently selected time frame is Jul 16, 2021 - Jul 29, 2021, then a player counted as a New User for the {channel} on January 1, 2019 who spent $9.99 on July 17, 2021 would be counted as Install Value in the display.

Other

Percent(%) of DAU

The percentage of the daily players that start a session not attributable to another source. A single player can interact with multiple channels in a single day, so the total percentages from all channels may add up to more than 100%.

Avg. Daily Play Time

The average amount of time spent per day in sessions not attributable to another source per player who has at least one session not attributable to another source.
(Only available with SDK 4.3 and above.)

Returning Users

Returning Users is the count of distinct players each day who entered the game without an attributed session.

Return Value

Return Value is the sum of USD revenue from in-app purchases made during sessions which are unattributed.

New Users

New Users is the count of players that Teak saw for the first time in an unattributed session. Seeing a player for the first time means that Teak has never previously seen the game assigned player id for the game or the associated Facebook App Scoped ID if provided.

Install Value

Install Value is the sum of revenue during the currently selected time frame from all New Users from unattributed sessions regardless of time frame. E.g. If the currently selected time frame is Jul 16, 2021 - Jul 29, 2021, then a player counted as a New User for the {channel} on January 1, 2019 who spent $9.99 on July 17, 2021 would be counted as Install Value in the display.

Geo/Platform

Revenue

Revenue is the sum of USD revenue from in-app purchases made in sessions on the corresponding platform in the corresponding country.

Percent(%) of Revenue

Percent of Revenue for a Geo/Platform is Revenue from the Geo/Platform / Total revenue for the game.

DAU

DAU for a Geo/Platform is the count of unique game assigned player id or Facebook App Scoped ID Teak sees in a day for the corresponding platform in the corresponding country. Note that if a player plays on multiple platforms or in multiple countries on the same day they will be counted as a DAU For each Geo/Platform that they played in that day.

Percent(%) of DAU

Percent of DAU for a Geo/Platform is DAU for the Geo/Platform / Total DAU for the game.

ARPDAU

ARPDAU for a Geo/Platform is Revenue from the Geo/Platform / DAU from the Geo/Platform.

ARPDAU Ratio

ARPDAU Ratio for a Geo/Platform is ARPDAU for the Geo/Platform / average ARPDAU for the game, expressed as a ratio.

Installs

Installs is the count of players that Teak saw for the first time in a session on the corresponding platform in the corresponding country.. Seeing a player for the first time means that Teak has never previously seen the game assigned player id for the game or the associated Facebook App Scoped ID if provided.

Revenue

total revenue

Total revenue is the sum of the USD value of all in-app purchases made in the currently selected time frame.

average arpdau

ARPDAU is revenue / daily active users. For display in the dashboard this value is averaged over the currently selected time frame.

average arpu

ARPU is revenue / payers. For display in the dashboard this value is averaged over the currently selected time frame.

total payers

Total payers is the count of unique users who made a purchase during a day. For display in the dashboard this value is averaged over the currently selected time frame.

average percent(%) of DAU paying

Percent of DAU Paying is the percentage of daily active users who made at least one purchase in a given day. For display in the dashboard this value is averaged over the currently selected time frame.

average conversion rate

Conversion Rate is the percentage of new users from 14 to 21 days prior to the current date who made a purchase within 14 days of their first session.

average median time to convert

Time to convert is the number of days between first session and first purchase for players who made a purchase within 14 days of their first session. Median time to convert is the number of days by which 50% of players who did convert within 14 days of their first session had converted.

average median player age

Player age is the number of days since first session for players who had a session today. 50% of players who had a session today will have a player age less than the median player age, and 50% of players who had a session today will have a player age greater than the median player age.

average median payer age

Payer age is the number of days since first session for players who made a purchase today. 50% of players who made a purchase today will have a payer age less than the median payer age, and 50% of players who made a purchase today will have a payer age greater than the median payer age.

average sessions per player

Average sessions per player is sessions / daily active users. A session is tracked each time the game is launched through a distinct Teak tracked source, such as a notification, email, or link, or if the game has been backgrounded for longer than two minutes and then brought back to the foreground. For display in the dashboard this value is averaged over the currently selected time frame.

Retention

Retention is the percentage of players who had their first session on the day in the leftmost column who had a session on the number of days given by the subsequent columns. For the purposes of calculating retention Teak considers a 'day' to be each 24 hour period following a players first session. Day 0 retention is the percentage of players who had a subsequent session between 2 and 24 hours after their first session.

Analytics

Analytics is the count of custom events reported to Teak through the relevant Teak SDK call.

Active Users

1 minute active users

1 minute active users is the count of unique game assigned player ids that Teak knows have had the game open in the preceding minute. This is tracked through a regular ping made by the Teak SDK while a game is in the foreground.

5 minute active users

5 minute active users is the count of unique game assigned player ids that Teak knows have had the game open in the preceding five minutes. This is tracked through a regular ping made by the Teak SDK while a game is in the foreground.

15 minute active users

15 minute active users is the count of unique game assigned player ids that Teak knows have had the game open in the preceding 15 minutes. This is tracked through a regular ping made by the Teak SDK while a game is in the foreground.

60 minute active users

60 minute active users is the count of unique game assigned player ids that Teak knows have had the game open in the preceding 60 minutes. This is tracked through a regular ping made by the Teak SDK while a game is in the foreground.

180 minute active users

180 minute active users is the count of unique game assigned player ids that Teak knows have had the game open in the preceding 180 minutes. This is tracked through a regular ping made by the Teak SDK while a game is in the foreground.