Notification Metrics

These are the metrics Teak tracks for notifications with a description of what causes Teak to track each given metric.

Not every metric is visible by default. Change to Compact or Table View to see all available metrics.

Schedules

Sends

A send is tracked when the underlying messaging service indicates that it will attempt to deliver a notification to a player.

Clicks

A click is tracked when a player enters the game through a notification. Note that the game must get through complete Teak SDK initialization before a click event will be tracked.

CTR

Schedule CTR is clicks / sends as a percentage.

Returning Users

Returning Users is the count of distinct players each day who clicked on the notification.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on the same notification 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 the notification. 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 Spenders

Return Spenders is the count of distinct players each day who made an in-app purchase during a session started from the notification.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on the same notification on Jul 16 and Jul 17 and made an in-app purchase in both sessions on both days, they will be counted as two returning spenders for the overall metric.
Return Value per Spender

Return Value per Spender is Return Value / Return Spenders.

Avg. Daily Play Time

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

Facebook A2U

Sends

A send is tracked when Facebook indicates that it will attempt to deliver a notification to a player.

Clicks

A click is tracked when a player enters the game through a Facebook A2U notification. Note that the game must get through complete Teak SDK initialization before a click event will be tracked.

CTR

Facebook A2U CTR is clicks / sends as a percentage.

Returning Users

Returning Users is the count of distinct players each day who clicked on the notification.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on the same notification 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 the notification. 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 Spenders

Return Spenders is the count of distinct players each day who made an in-app purchase during a session started from the notification.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on the same notification on Jul 16 and Jul 17 and made an in-app purchase in both sessions on both days, they will be counted as two returning spenders for the overall metric.
Impact

Impact is Returning Users for the notification divided by the sum of all sends for all Facebook A2U notifications.

Avg. Daily Play Time

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

iOS Push

Sends

A send is tracked when the Apple Push Notification Service indicates that it will attempt to deliver a notification to a player.

Confirmed Receipts

A Confirmed Receipt is tracked when a notification is received and displayed by a device.

Expanded View Imp.

An Expanded View Impression is tracked when a notification with an expanded view is expanded by the player by force pressing or press-and-holding on the notification.

Clicks

A click is tracked when a player enters the game through an iOS Push notification. Note that the game must get through complete Teak SDK initialization before a click event will be tracked.

CTR

iOS Push CTR is clicks / sends as a percentage.

Con. Receipt CTR

Confirmed Receipt CTR is clicks / confirmed receipts as a percentage.

Returning Users

Returning Users is the count of distinct players each day who clicked on the notification.

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

Return Rate is returning users / confirmed receipts.

Return Value

Return value is the sum of USD revenue from in-app purchases made during sessions which started because of a click on the notification. 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 Spenders

Return Spenders is the count of distinct players each day who made an in-app purchase during a session started from the notification.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on the same notification on Jul 16 and Jul 17 and made an in-app purchase in both sessions on both days, they will be counted as two returning spenders for the overall metric.
Impact

Impact is Returning Users for the notification divided by the sum of all sends for all iOS Push notifications.

Avg. Daily Play Time

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

Android Push

Sends

A send is tracked when Firebase Cloud Messaging indicates that it will attempt to deliver a notification to a player.

Confirmed Receipts

A Confirmed Receipt is tracked when a notification is received and displayed by a device.

Clicks

A click is tracked when a player enters the game through an Android Push notification. Note that the game must get through complete Teak SDK initialization before a click event will be tracked.

CTR

Android Push CTR is clicks / sends as a percentage.

Con. Receipt CTR

Confirmed Receipt CTR is clicks / confirmed receipts as a percentage.

Returning Users

Returning Users is the count of distinct players each day who clicked on the notification.

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

Return Rate is returning users / confirmed receipts.

Return Value

Return value is the sum of USD revenue from in-app purchases made during sessions which started because of a click on the notification. 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 Spenders

Return Spenders is the count of distinct players each day who made an in-app purchase during a session started from the notification.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on the same notification on Jul 16 and Jul 17 and made an in-app purchase in both sessions on both days, they will be counted as two returning spenders for the overall metric.
Impact

Impact is Returning Users for the notification divided by the sum of all sends for all Android Push notifications.

Avg. Daily Play Time

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

Email

Sends

A send is tracked when the configured Email Service Provider indicates that it will attempt to deliver a notification to a player.

Confirmed Receipts

A Confirmed Receipt is tracked when a receiving mail server confirms receipt of an email.

Opens

An open is tracked when a player opens and views an email, with image loading enabled.

Unique Opens

Unique Opens is the count of distinct players each day who opened an email. Note that if you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player opened the same email on Jul 16 and Jul 17, they will be counted as two unique opens for the overall metric.

Open Rate

Open Rate is opens / sends as a percentage.

Clicks

A click is tracked when a player enters the game through a link in an email or clicks on the link in an email using an Out of Game URL with the Skip Game Open option enabled.

CTR

Email CTR is clicks / sends as a percentage.

Click to Open Rate

Click to Open Rate is unique clicks / unique opens as a percentage.

Con. Receipt CTR

Confirmed Receipt CTR is clicks / confirmed receipts as a percentage.

Returning Users

Returning Users is the count of distinct players each day who entered the game either directly through the email, or within an hour of clicking on the link in an email with the Skip Game Open option enabled.

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

Return Rate is returning users / confirmed receipts.

Return Value

Return value is the sum of USD revenue from in-app purchases made during sessions which started because of a click on the 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 Spenders

Return Spenders is the count of distinct players each day who made an in-app purchase during a session started from the email.

If you are looking at a time period of, e.g. Jul 16, 2021 - Jul 29, 2021, and the same player clicked on the same notification on Jul 16 and Jul 17 and made an in-app purchase in both sessions on both days, they will be counted as two returning spenders for the overall metric.
Impact

Impact is Returning Users for the notification divided by the sum of all sends for all Emails.

Avg. Daily Play Time

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

Bounces

A bounce is tracked when email delivery fails for a permanent reason, e.g. the email address is invalid or has been deleted.

Bounce Rate

Bounce Rate is bounces / sends as a percentage.

Blocks

A block is tracked when email delivery fails for a temporary reason, e.g. the player’s email inbox is full.

Unsubscribes

An unsubscribe is tracked when a player uses the unsubscribe link in the email to unsubscribe from future deliveries.

Spam Reports

A spam report is tracked when a player marks a received email as spam. Spam reports are not tracked when the receiving mail server’s spam filter marks an email as spam.

Unwanted Rate

Unwanted rate is (unsubscribes + spam reports) / sends as a percentage.

Suppressed for Cold IP

Suppressed for Cold IP is the count of emails which would have been sent but were instead suppressed due to ongoing IP warmup.