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Mobile Game Analytics Player-Less Tracking F2P Analytics

Mobile Gaming Analytics
Without Player IDs

โ€ข 10 min read

Mobile game analytics doesn't require player tracking. Session-based analytics lets you measure level completion rates, session lengths, monetization events, and engagement patternsโ€”all without persistent player IDs. You track what players do in a session, not who they are across sessions.

Mobile game analytics has traditionally meant building detailed player profilesโ€”tracking every action across sessions, devices, and months of play. But what if you could optimize your game without knowing who your players are?

Session-based analytics offers a privacy-first approach that still answers the questions game developers actually needโ€”without the privacy overhead of persistent player tracking.

๐ŸŽฎ Why Session-Based Analytics for Games?

Traditional game analytics platforms build comprehensive player profiles. Every tap, every purchase, every session is tied to a persistent identifier. This enables powerful analysisโ€”but it also creates privacy risks and complexity. Here's why session-based analytics makes sense for many games:

๐Ÿ‘ถ

Kids' Games & COPPA

Games targeting children under 13 face strict restrictions on data collection. Session-based analytics sidesteps persistent identifier requirements entirely.

๐ŸŒ

Global Privacy Laws

Games ship worldwide. Session-based analytics avoids the complexity of managing consent across different jurisdictions with varying requirements.

๐Ÿ›ก๏ธ

Data Breach Protection

If your analytics database leaks, session data reveals aggregate patterns. Player-tracked data reveals individual gaming histories tied to real people.

โšก

Simpler Architecture

No identity resolution, no cross-device tracking, no account linking complexity. Ship faster and maintain less infrastructure.

๐Ÿ’ก

The Core Question

Most game optimization questions are about the game, not the player: "Is level 7 too hard?" "Do players find the shop?" "Where do sessions end?" These questions don't require knowing who is playingโ€”just what's happening.

๐Ÿ“‹ Essential Game Events to Track

Every mobile game should track these core events. They answer the fundamental questions about player engagement and game health.

๐Ÿ”„ Session Events

game_session_started

Fired when app opens. Captures platform, app version, device type.

game_session_ended

Fired on app background/close. Calculates session duration.

๐Ÿ“ˆ Progression Events

level_started

Player begins a level. Track level number/name.

level_completed

Player finishes a level. Track completion time, score, stars earned.

level_failed

Player fails/quits a level. Critical for difficulty tuning.

๐ŸŽ“ Onboarding Events

tutorial_started

Player enters tutorial. Baseline for completion funnel.

tutorial_step_completed

Each tutorial step completion. Find where players drop off.

tutorial_skipped

Player skips tutorial (if allowed). Track skip rates.

๐Ÿ’ฐ Monetization Events

iap_screen_viewed

Player opens store/shop screen. Measures store discovery.

iap_item_selected

Player taps on an item. Track item category (not price).

iap_purchased

Purchase completed. Track item category, not user-linked amounts.

ad_opportunity_shown

Rewarded ad prompt displayed. Baseline for ad engagement.

ad_watched_complete

Player watched full rewarded ad. Track ad type.

๐ŸŽฏ Events by Game Genre

Beyond the universal events, each game genre has specific events that matter. Here are recommendations by genre:

๐Ÿงฉ Puzzle Games

Key Events

  • hint_used โ€” Track hint economy
  • puzzle_reset โ€” Frustration indicator
  • undo_used โ€” Difficulty signal
  • time_bonus_earned โ€” Engagement depth

Key Questions

  • โ€ข Which levels have highest fail rates?
  • โ€ข Where do players run out of hints?
  • โ€ข How long before players use hints?

๐Ÿƒ Casual / Hyper-casual

Key Events

  • run_started โ€” Session engagement
  • run_ended โ€” With distance/score
  • obstacle_hit โ€” Difficulty mapping
  • revive_used โ€” Monetization point
  • high_score_achieved โ€” Milestone tracking

Key Questions

  • โ€ข Average runs per session?
  • โ€ข Which obstacles cause most deaths?
  • โ€ข Revive ad conversion rate?

๐Ÿฐ Strategy / Builder Games

Key Events

  • building_placed โ€” Construction activity
  • upgrade_started โ€” Progression depth
  • resource_collected โ€” Economy flow
  • timer_skipped โ€” Impatience monetization
  • quest_completed โ€” Guided engagement

Key Questions

  • โ€ข Where do players wait longest?
  • โ€ข Which buildings get built first?
  • โ€ข Quest completion rates?

โš”๏ธ RPG / Action Games

Key Events

  • battle_started โ€” Combat engagement
  • battle_won / battle_lost
  • character_leveled_up โ€” Progression
  • item_equipped โ€” Gear engagement
  • skill_unlocked โ€” Build diversity
  • boss_defeated โ€” Milestone tracking

Key Questions

  • โ€ข Which bosses have lowest win rates?
  • โ€ข Battle win/loss ratios by area?
  • โ€ข Average level before first IAP?

๐Ÿƒ Card / Gacha Games

Key Events

  • gacha_pull_single โ€” Pull behavior
  • gacha_pull_multi โ€” Bundle preference
  • card_obtained โ€” Rarity distribution seen
  • deck_modified โ€” Collection engagement
  • pity_counter_shown โ€” Monetization hook

Key Questions

  • โ€ข Single vs multi-pull preference?
  • โ€ข Pull frequency per session?
  • โ€ข Free vs paid pull ratios?

๐Ÿ“Š Key Metrics Without Player IDs

Here's what you can measure with session-based analyticsโ€”and how it compares to player-tracked metrics:

Metric Session-Based What It Tells You
Session Duration โœ“ Full support How engaging is each play session?
Level Completion Rate โœ“ Full support Which levels are too hard/easy?
Tutorial Funnel โœ“ Full support Where do new players drop off?
Feature Discovery โœ“ Full support Are players finding key features?
IAP Conversion (Session) โœ“ Full support What % of sessions include a purchase?
Ad Engagement โœ“ Full support What % watch rewarded ads?
Sessions Per Day โœ“ Aggregate Is overall engagement growing?
DAU/MAU Ratio ~ Approximate Session patterns indicate stickiness
D1/D7/D30 Retention โœ— Not available Requires persistent player IDs
Individual LTV โœ— Not available Requires cross-session tracking

๐Ÿ’ฐ Monetization Analytics

Monetization is where most developers worry about losing visibility. Here's how to measure what matters without tracking individual spending:

Session IAP Funnel

100%
Sessions Started
35%
Store Viewed
12%
Item Selected
3%
Purchased

This funnel shows your session conversion rateโ€”what percentage of play sessions result in a purchase. Optimize each step to improve monetization.

โœ“ What You Can Measure

  • โ€ข % of sessions with store views
  • โ€ข Store โ†’ Purchase conversion per session
  • โ€ข Most viewed item categories
  • โ€ข Purchase triggers (what happens before buy)
  • โ€ข Ad watch rates and completion
  • โ€ข Revenue per session (aggregate)
  • โ€ข Purchase timing within session

โš  What You Can't Measure

  • โ€ข Individual player lifetime value
  • โ€ข Whale identification
  • โ€ข First-purchase timing per player
  • โ€ข Spending velocity trends per player
  • โ€ข Cross-session purchase patterns
๐Ÿ’ก

The Trade-off in Practice

Without LTV tracking, you optimize for session monetization rather than player exploitation. Some would argue this leads to healthier game designโ€”you're incentivized to make each session valuable rather than maximizing extraction from individuals over time.

โš–๏ธ What You Trade Off

Session-based analytics isn't right for every game. Here's an honest look at what you give up:

Capabilities You Lose

Traditional Retention Metrics

D1, D7, D30 retention requires knowing if the same player returns. Session-based analytics shows aggregate session patterns but can't track individual return rates.

Individual Player Journeys

You can't follow a specific player's progression from install to churn. Instead, you see aggregate paths through your game.

Cohort Analysis

"Did players who installed during the holiday event retain better?" requires persistent IDs to answer definitively.

Personalization

Dynamic difficulty adjustment based on player history, personalized offers, or behavior-based targeting require player identification.

When Player Tracking Makes Sense

  • โ€ข Competitive multiplayer: Matchmaking and rankings require player identity
  • โ€ข Cloud saves: Progression syncing needs account linking
  • โ€ข Social features: Friends, guilds, leaderboards need identity
  • โ€ข Whale optimization: If maximizing LTV from high spenders is core to your model

Note: You can have player accounts for gameplay features while keeping analytics session-based. Authentication and analytics are separate concerns.

๐Ÿ”ง Implementation Guide

Here's how to implement session-based game analytics:

1. Initialize on Game Launch

// Swift example
import Respectlytics

class AppDelegate: UIApplicationDelegate {
    func application(_ application: UIApplication,
                     didFinishLaunchingWithOptions launchOptions: ...) {
        
        // Configure with your API key
        Respectlytics.configure(apiKey: "your_api_key")
        
        // Session automatically starts - track game open
        Respectlytics.track("game_session_started")
    }
}

2. Track Progression Events

// When player starts a level
Respectlytics.track("level_started")

// When player completes a level
Respectlytics.track("level_completed")

// When player fails
Respectlytics.track("level_failed")

Note: Event names only. Level number, score, and other context would traditionally go in event propertiesโ€”check your analytics approach for what's appropriate.

3. Track Monetization

// Store opened
Respectlytics.track("iap_screen_viewed")

// Item purchased (track category, not amount)
Respectlytics.track("iap_purchased")

// Rewarded ad completed
Respectlytics.track("ad_watched_complete")

4. Handle Session End

// Track when app goes to background
func applicationDidEnterBackground(_ application: UIApplication) {
    Respectlytics.track("game_session_ended")
    Respectlytics.flush() // Ensure events are sent
}
๐Ÿ’ก

Keep It Simple

Start with 10-15 core events. You can always add more later. The goal is to answer your most important questions: Where do players quit? What features get used? Where does monetization happen?

โ“ Frequently Asked Questions

Can I measure daily active users without player IDs?

You can measure daily sessions, not unique daily users. If you see 10,000 sessions on Monday, that could be 10,000 players playing once or 5,000 players averaging two sessions each. For many optimization decisions, session counts are sufficient.

How do I know if my game is retaining players?

Watch session patterns over time: Are daily sessions stable or growing? Is average session duration increasing? Are more sessions reaching deeper content (higher levels, later game areas)? These aggregate signals indicate healthy retention even without individual tracking.

What about A/B testing without user IDs?

Session-level A/B tests work well: randomly assign variants per session and compare completion rates, engagement, or monetization within those sessions. You lose the ability to track if the same user converts later, but you can measure immediate impact reliably.

Should I use session-based analytics for a multiplayer game?

For competitive multiplayer, you likely need accounts for matchmaking and rankings anyway. However, you can still use session-based analytics for general game health metrics while keeping competitive features in your game backend. The analytics and gameplay systems don't need to share identity.

What if my publisher requires D7 retention metrics?

If stakeholders require traditional retention metrics, you may need player-level tracking for those specific KPIs. Consider whether you can satisfy requirements with session patterns, or if you need a hybrid approach with explicit consent for persistent tracking.

Key Takeaways

1.

Most game questions can be answered with session data

2.

Level difficulty, feature discovery, and funnels work fully

3.

Monetization per session replaces individual LTV tracking

4.

D1/D7/D30 retention requires persistent player IDs

5.

Game accounts and analytics identity are separate concerns

6.

Start simpleโ€”10-15 core events answer most questions

Related Resources

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