◾Points/Gems/Diamonds Dashboard
📘 Overview
The Points/Gems/Diamonds Dashboard provides statistical, operational and analytical overview for your Virtual Currencies KPIs. This report is divided into three tabs:
General Stats
Operational Data
Analytical Data
It’s designed to help you in monitoring, managing and optimizing your business usage of the Virtual Currencies, and make data-driven decisions.

🔍 How to Access the Points/Gems/Diamonds Report
Navigate to Reports → Gamification → "Points, Gems, Diamonds"
Select:
Period
Rewards Currency
Rewards Source
Value Score
The Report consists of 3 tabs:
General Stats - focuses on the overall stats and trends of the Virtual Currencies related KPIs.
Operational Data - provides the operational insights on the optimizations of the Virtual Currency product in your Business.
Analytical Data - measures the effectiveness of the Virtual Currency usage from different perspectives.
General Stats tab:
Section 1: Totals ribbon
A set of KPIs showing the total usage of the Virtual Currencies during the chosen period.
Key Metrics Included:
Rewarded Amount (total amount of all the types of Virtual Currencies that were awarded, based on the filtered dimensions. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats).
Used Rewards Amount (total amount of all the types of Virtual Currencies that were used by the plyers, based on the filtered dimensions. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats).
Net Amount (Rewarded-Used) (Rewarded Amount as per it's definition minus the Used Rewards Amount as per it's definition).
Unique Reward Program Users (Unique number of players that engaged with the Virtual Currency feature by either getting the Rewards or Spending them).
Reward Program Transactions (Count of overall transactions related to the Virtual Currency feature. Count of Rewards plus the count of Rewards Spend)

Section 2: Rewards Usage Funnel
This section shows the level of the Virtual Currency feature penetration in you Business.
Key Funnel Steps Included:
Unique Players with Deposits/Bets Count - number of unique players that engaged in Wallet or Gaming activity. Total Active players for the Business.
Unique Players with Virtual Currency Awarded - number of unique players that were granted the Virtual Currency.
Unique Players with Virtual Currency Awarded and used - number of unique players that were granted the Virtual Currency and also used it by spending it. The assumption, made for the sake of the analysis is that this is the population that is fully aware of the Virtual Currency feature.

Section 3: Daily Activity
This section shows how total Virtual Currency daily usage in terms of the Amounts and Unique Users.
Key Metrics Included:
Awarded Amount - daily amounts of all the types of Virtual Currencies that were awarded. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's trends.
Spent Amount - daily amounts of all the types of Virtual Currencies that were spent by the users. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's trends.
Unique Users earning or spending points/gems/diamonds - daily count of unique users that received the Virtual Currencies or spent it.

Section 4: Amounts Awarded by Source
This section introduces a pie chart showing the proportion of the Rewards Amount by each Reward Source.
Key Visualization:
Pie chart, showing the total amount of all the types of Virtual Currencies that were awarded, split by sources of the rewarding. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats

Section 5: Amount Usage by Type
This section introduces a pie chart showing the proportion of the Rewards spend Amount by each Reward Spend Type.
Key Visualization:
Pie chart, showing the total amount of all the types of Virtual Currencies that were spend by the users, split by sources of the Reward Type. For example, the Virtual Currencies can be used for an in-store purchase. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats

Section 6: Amounts Awarded and Usage % by RFM Segments
This section introduces the Rewards Amounts and the Rewards Amount usage as a share of the Rewarded Amount, split by the RFM Segments.
Key Visualization:
On the left side of Axis Y - Bar Charts, indicating the total Awarded Amount of the Virtual Currencies, split per users' current RFM Segmentation. On the right side of Axis Y - points, indicating the Rewards Amount usage as a share of the Rewarded Amount

Section 7: Amounts Awarded and Usage % by Value Score
This section introduces the Rewards Amounts and the Rewards Amount usage as a share of the Rewarded Amount, split by the Value Score Segments.
Key Visualization:
On the left side of Axis Y - Bar Charts, indicating the total Awarded Amount of the Virtual Currencies, split per users' current RFM Segmentation. On the right side of Axis Y - points, indicating the Rewards Amount usage as a share of the Rewarded Amount

Operational Data tab
Section 1: Rewards Hourly Distribution (Amount)
We’ve introduced a charts showing the hours on which most of the Reward Amounts are being granted to the users.
Key Visualization:
The columns present the Awarded Amounts per hour in day.

Section 2: Popular Hours for Purchasing (Amount)
We’ve introduced a charts showing the hours on which most of the Reward Amounts are being spent by the users.
Key Visualization:
The columns present the Amounts of the Purchased Items per hour in day.

Section 3: Sources for awarding Points/Gems/Diamonds.
We’ve introduced a table, presenting the top 10 sources for awarding users with the Virtual Currency.
Key Metrics Included:
Unique Users - unique count of users that were granted with the Virtual Currency rewards.
Items per User - how many rewards was each user given in average.
Average Value per Item (currency) - the Virtual Currency of a single Reward in average. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats.

Section 4: Specific Source Entities for awarding Points/Gems/Diamonds
We’ve introduced a table, presenting the detailed source entities for awarding users with the Virtual Currency.
Key Metrics Included:
Unique Users - unique count of users that were granted with the Virtual Currency rewards.
Items per User - how many rewards was each user given in average.
Average Value per Item (currency) - the Virtual Currency of a single Reward in average. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats.

Section 5: Most Popular Store-purchased rewards
We’ve introduced a table, presenting the detailed view of the most popular items that are being store- purchased using the Virtual Currency.
Key Metrics Included:
Unique Buyers - unique count of users that purchased the rewards.
Items per User - how many rewards did each user purchase in average.
Item Value (currency) - the Virtual Currency value of a single purchased Reward in average. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats.

Section 6: Most Awarded non-store Rewards
We’ve introduced a table, presenting the detailed view of the most awarded non-store items.
Key Metrics Included:
Unique Buyers - unique count of users that were awarded with the rewards.
Items per User - how many rewards was each user awarded with in average.
Item Value (currency) - the Virtual Currency value of a single awarded Reward in average. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats.

Section 7: Users with Balance & not online for the last 3 days.
We’ve introduced an operational table, presenting the list of the players with a Virtual Currency balance that haven't been online for at least 3 days.
Key Metrics Included:
Last Date Online - the date on which the user was online for the last time.
Last Deposit Date - the date on which the player made his last approved deposit.
Player's Value Score - the current Value Score Segment, the user is tagged with.
Currency Balance - the total amount of the Virtual Currency, the player has on his balance. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats.

Section 8: Top reward receivers
We’ve introduced a table, presenting the list of the players with the most Virtual Currency awarded. For those players we're also adding an amount, they spent.
Key Metrics Included:
Last Date Online - the date on which the user was online for the last time.
Last Deposit Date - the date on which the player made his last approved deposit.
Awarded Amount - the total amount of the Virtual Currency, the player was awarded with. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats.
Spent Amount - the total amount of the Virtual Currency, the player has spent. The amounts from the different currency types are summarized as an absolute numbers, thus it's important to filter the specific currency type to see it's stats.

Analytical Data tab
This analytical overview measures the effectiveness of the Virtual Currency usage from different perspectives.
In order to achieve it, a performance comparison is conducted between: Users that are aware of the Virtual Currency Gamification feature - meaning not only do they earn it, but they're also spending it ("awarded & redeemed" population). Users that are not necessarily aware of the Virtual Currency Gamification feature - meaning they earn it, but they're not spending it ("awarded & non redeemed" population). Comparing these 2 population performances should allow the Business a good understanding about the adoption of this Gamification feature, while the Explanations and Action Items section should focus the Business on the necessary adjustments.
Section 1: Currencies Usage Effectiveness - Bonus Spent
We’ve introduced an analytical visualization, insight and explanation sub-sections, measuring the effectiveness of the Virtual Currency usage from the Bonus Spent perspective.
IMPORTANT- in order to properly analyze this chart the Business Bonus Info needs to be properly synced.
Bonus Spent Behaviour definition is Bonus Cost divided by Deposit Amount.
Interpreting the Results:
In case the Points/Gems/Diamonds usage changes the Bonus Spent Behaviour by more than 1 time, it means that the usage of this feature is effective and it reduces the Bonus Cost of the Business on the account of the Gamification.
In case the Points/Gems/Diamonds usage changes the Bonus Spent Behaviour by less than 1 time, it means that the usage of this feature needs to be optimized by offering the points redemption to the players as an alternative to the Bonuses granted by the Business

Section 2: Currencies Usage Effectiveness - Revenue
We’ve introduced an analytical visualization, insight and explanation sub-sections, measuring the effectiveness of the Virtual Currency usage from the Player Value perspective.
Revenue definition is Casino GGR per Active Player.
Interpreting the Results:
In case the Points/Gems/Diamonds changes the Average Revenue per Player by more than 1 time, it means that the this feature is properly used by the Business. Pushing more players to redeeming their points will improve the engagement and as a result also increase their average value.
In case the Points/Gems/Diamonds changes the Average Revenue per Player by less than 1 time, it means that the points are being redeemed mostly by a low value players, and the Business should push the high value players with the higher bonus spent into redeeming the points as an alternative to the Bonus granted by the Business.

Section 3: Currencies Usage Effectiveness - Lifetime Expectancy
We’ve introduced an analytical visualization, insight and explanation sub-sections, measuring the effectiveness of the Virtual Currency usage from the Player Lifetime Expectancy perspective.
Lifetime Expectancy definition is Last Bet Date minus the FTD Date.
Interpreting the Results:
In case the Points/Gems/Diamonds changes the Lifetime Period per Player by more than 1 time, it means that the this feature is properly used by the Business. Pushing more players to redeeming their points will improve the engagement and as a result also increase their Lifetime.
In case the Points/Gems/Diamonds changes the Lifetime Period per Player by less than 1 time, it means that the points are being redeemed mostly by a fast churning player, and the Business should push the players into redeeming the points as soon as possible during their journey, which will improve their engagement.

Section 4: Awards VS Deposits
We’ve introduced an analytical visualization, insight and explanation sub-sections, measuring the Statistical Correlation between the Virtual Currency Amount and the Deposit Amount.
Interpreting the Results:
In case of positive correlation, the increase in Rewards causes increase in Player Depositing activity. This is a healthy feature adoption for the Business. In case of negative correlation, the increase in Rewards causes decrease in Player Depositing activity. In such case the rewarding behaviour needs to be optimized and the players need to be made aware of the feature and its' advantages.

Section 5: Awards VS Bet Amount
We’ve introduced an analytical visualization, insight and explanation sub-sections, measuring the Statistical Correlation between the Virtual Currency Amount and the Bet Amounts.
Interpreting the Results:
In case of positive correlation, the increase in Rewards causes increase in Player Betting activity. This is a healthy feature adoption for the Business. In case of negative correlation, the increase in Rewards causes decrease in Player Betting activity. In such case the rewarding behaviour needs to be optimized and the players need to be made aware of the feature and its' advantages.

Section 6: Bonus Cost VS Reward Program
We’ve introduced an analytical visualization and explanation sub-sections, measuring the Visual trade-off between the Virtual Currency Amount and the Bet Amounts.
IMPORTANT - in order to properly analyse this chart the Business Bonus Info needs to be properly synced.
Interpreting the Results:
The Business needs to aim towards reducing its' Bonus Amounts by introducing this Gamification Feature. Having this in mind, there should be a trade off between decreasing the Bonus Cost and increasing the Reward Points.
If this is not the case, the Business should work towards this aim and point the users towards the Rewards rather than "feeding" them with the traditional bonuses.

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