▪️Gamification activities in the communications
This document describes how to inform players about gamification related activities using different communication channels
Last updated
This document describes how to inform players about gamification related activities using different communication channels
Last updated
All the gamification blocks like missions, tournaments, levels, store, mini-games, jackpots etc are generating events that are related to the user interaction with the system. For example, purchase in the Store will generated "Gamification: store purchase succeeded" event. You can find full list of such events below.
You can build a marketing campaign that is notifying user about such activities as shown on the screens.
Each event also brings details the can be used in the content of the communication, for example tag {{event.meta.name}} will contain the name of the purchased item. This way you can build a communication like "Thank you for purchasing {{event.meta.name}}"
All the content in the tags is taking into account language of the user and branding details that you can setup as part of the Store item.
Another example for the case when operator would like to send a rich body inbox to the user stating that player has unlocked a new mission. The operator would like to let the user know that player just unlocked a new mission, congratulate him/her on the achievement and encourage the user to keep going by sharing some details on the newly unlocked mission.
Example:
Gamification: store purchase succeeded
Column | Type | Note |
---|---|---|
{{event.meta.price}} | int64 | The price of the purchased item in points |
{{event.meta.name}} | string | The name of the purchased item |
{{event.meta.description}} | string | The description of the purchased item |
{{event.meta.image_url}} | string | The URL of the purchased item icon |
{{event.meta.hint_text}} | string | The terms and conditions of the purchased item |
Gamification: mission unlocked
Column | Type | Note |
---|---|---|
{{event.achievement_id}} | int64 | The mission id of the unlocked mission |
{{event.meta.reward}} | int64 | The reward description of the unlocked mission |
{{event.meta.name}} | string | The name of the unlocked mission |
{{event.meta.description}} | string | The description of the unlocked mission |
{{event.meta.image_url}} | string | The URL of the unlocked mission icon |
{{event.meta.hint_text}} | string | The terms and conditions of the unlocked mission |
{{event.meta.unlock_mission_description}} | string | The unlock description of the unlocked mission |
Gamification: mission completed
Column | Type | Note |
---|---|---|
{{event.achievement_id}} | int64 | The mission id of the completed mission |
{{event.meta.reward}} | int64 | The reward description of the completed mission |
{{event.meta.name}} | string | The name of the completed mission |
{{event.meta.description}} | string | The description of the completed mission |
{{event.meta.image_url}} | string | The URL of the completed mission icon |
{{event.meta.hint_text}} | string | The terms and conditions of the completed mission |
{{event.meta.unlock_mission_description}} | string | The unlock description of the completed mission |
Q: Why the event details might be wrong if used in a communication sent not at the start of the journey/campaign?
A: Because the details are tied to the last executed event so if you would like to take the trigger event details of the campaign then the communication should be placed immediately after the start of the flow or to save the details in a campaign tag/s and then use campaign tags in the communication instead of event details.