Items & Resources

Choose Application/Game

Track how the use or possession of specific items or resources in your title relates to player retention, monetization, virality, ad consumption, and time spent. Track and compare different items or item categories in relation to these metrics to get a sense of what features of your title are successfully engaging your users.

Ok Got it! Don't show me again.

Totals: By Type

Type  Acquisition
Source 
Quantity
in Use 
Players
Obtaining 
% Obtaining  Average Individual
Lifetime Value
(LTV) ($) 
Average
Social
Value ($) 
Average
Total
Value ($) 
Accessory Drop 234 532 44% $0.60 $0.15 0.75
Clothing Drop 222 456 49% $1.20 $1.80 3
Misc. Quest 134 789 17% $1.60 $2.40 4
Ring Vendor 56 234 24% $2.70 $0.68 3.375
Weapon Store 34 1243 3% $3.90 $0.98 4.875

Global

Select Columns to show
Export
Item  Type  Acquisition
Source 
Quantity
in Use 
Players
Obtaining 
% Obtaining  Average Individual
Lifetime Value
(LTV) ($) 
Average
Social
Value ($) 
Average
Total
Value ($) 
BFG Weapon Drop 234 532 44% $0.60 $0.15 0.75
Z Sword Weapon Drop 222 456 49% $1.20 $1.80 3
Ring of Spookiness Ring Quest 134 789 17% $1.60 $2.40 4
Revelation Sword Weapon Vendor 56 234 24% $2.70 $0.68 3.375
Mythos Mask Clothing Store 34 1243 3% $3.90 $0.98 4.875
Mystic Dagger Weapon Crafting 56 1345 4% $4.10 $1.03 5.125
Murad's Lance Weapon Drop 678 1567 43% $4.30 $1.08 5.375
Mayotte's Pen Accessory Drop 34 1789 2% $5.00 $7.50 12.5
Jimi's Guitar Accessory Drop 12 2578 0% $6.00 $9.00 15
Eastwood's Gun Weapon Drop 567 3490 16% $8.00 $12.00 20
Sting Weapon Quest 877 4560 19% $9.50 $14.25 23.75
Cthulu's Lullaby Accessory Vendor 1345 5432 25% $10.00 $2.50 12.5
Akira's Bicycle Misc. Store 58 5673 1% $11.00 $2.75 13.75
Afreet's Charm Accessory Crafting 245 7634 3% $12.00 $3.00 15

Items Over Time

This chart offers a great visualization of the different items and resources your users can obtain over time. Click a row or rows above and those items or resources will populate the graph.

The global tab will always give you the basics about how often the events in the category occur. These basics will then be repeated for easy reference in the rest of the tabs, and offset with a darker color. Monitor how these features of your title relate to quitting: how much and how fast? Monitor how these features of your title relate to the conversion from non-paying to paying: how much and how fast? Track the relationship of these events to spending. How much, how fast, and how distributed across the player base? Which features of your title are contagious? When these events occur, are your users more or less likely to spread the word, and how fast? What makes your users stay and play? Monitor these events and their relationship to time spent. Monitor the relationship between these events and the amount of ad behavior that takes place. Are your ads more or less successful in some situations than others?intended call to action in relation to features of your title. This is the event type you created for categorizing specific items or resources. Where did the items come from? How many units of items or resources are in use in your player population? The total number of players obtaining an item or a resource at least one time. This is the percentage of total players obtaining an item or a resource at least one time. For all players obtaining this item or resource: The value of an individual's future spending over their projected user lifespan from this point on. It represents the value of the game for this player, separate from social impacts, i.e. just the game. For all players obtaining this item or resource: This is the dollar value of an individual's influence on others'. This is extra spending generated by this person among their friends. Remove them and their friends will spend this much less. This is a social value, separate from the value of the game itself. See the "Social Networks" sections for more. For all players obtaining this item or resource: This is the combination of the last two values, and is the true total impact on the bottom line. For an average player obtaining this item, remove them and this much less money will be spent overall. The main dashboard provides you with a high-level overview of activity to measure success and gauge your position period over period, so you know exactly how you're doing. Basic Metrics provides you with the baseline measurements for your title, including details on usage, retention, social activity, and revenue. Funnels allow you to set up a visual representation of any sequence of actions. The typical use is for conversions from acquisition to monetization, but it's a very flexible tool you can use to begin isolating problems and taking action. System Metrics allows you to analyze specific title components to determine what experiences, events, and mechanics are helping or hurting business outcomes like churn, spending, virality, etc., and where improvements can be made. It answers the question "what is and isn't working?" See the past, forecast the future. User Metrics allows you to take advantage of predictive analytics to track, analyze, and forecast user activities so you truly get to know your audience. Social Networks is Katana's super power. Learn not just LTVs, but which users impact other users' bottom line. This influence score changes everything from acquisition to monetization to retention, and the built-in tools let you take action. Enter an Account ID, or a range of IDs, e.g. 1001-1015.