বিষয়বস্তুতে যান

Launch and measure

এই বিষয়বস্তু এখনও আপনার ভাষায় উপলব্ধ নয়।

Test every journey on your own phone before real players get its messages, then check whether it works.

Test each journey before you launch it

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A journey has no test mode, so once it is running, real players who match its entry get its messages. Testing on your own phone first catches a missing event, an empty segment, or a wrong message before players see it.

Run through this list for each journey:

  1. Install the version of your game that includes the Pushwoosh SDK on your phone, and log in with a test account. If you do not have one, ask your developers for a test version. The phone must register in the application where the journey runs. To send test messages from presets, also register it as a test device.

  2. Play the game and do what the journey needs, for example complete a level. Then open Audience → User Explorer, find the test device, and check Events history. The events must be there with the expected attributes, or the segment and the journey do not see them.

  3. If the journey starts from a segment, open it in Audience → Segments and refresh its size to see whether it counts any players.

  4. Launch the journey for your test players only. Build a test segment from your test User IDs with the User ID filter. If the journey starts from a segment, use the test segment as its entry. See How to test a journey with a test segment.

  5. Start the journey on the test phone: do the action that the entry waits for. Check that the message arrives, and follow the test player with Find user path.

  6. After a day, check how many players entered the journey. See Read the journey statistics.

Read the journey statistics

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Journey statistics show whether players enter a journey, get its messages, and reach its goal. To see them:

  1. Open the journey on the canvas. The statistics panel on the left shows the whole journey.
  2. For numbers on each element, open Canvas settings (the gear icon in the bottom-right corner) and turn on Show metrics. See Journey element statistics.

For what each metric means, see Overall journey statistics.

In the first week after launch, look for these signals:

If you seeIt usually meansWhat to do
No entrancesThe entry segment is empty or the entry event does not arriveRepeat steps 2 and 3 of Test each journey before you launch it
Far fewer messages sent than entrancesMany players can’t get push, or frequency capping and the silence period hold messages backCheck Frequency capping in Communications, add an in-app or email branch after a Reachability check, and check your delivery rules
Many drop-offsPlayers left the journey because of a problem, such as a device that was not found or an invalid push presetExpand the Drop-offs block on the element to see the reasons
Messages are opened, but few players reach the goalThe message works, but the offer or the moment does notTest another text or offer with an A/B/n split

Journey statistics count goal conversions, not revenue. To compare revenue, use Conversion events.

Measure results

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To measure whether a journey changes player behavior, use the three tools below, from simplest to strongest.

  • Conversion goals: every journey in this playbook has one. The goal can be reached within the period you set, up to 30 days after the player leaves the journey. See Conversion goals.

  • Holdout Split: hold back 1% to 20% of the players who reach a Holdout Split element and compare their goal rate with everyone else. The Goal uplift vs holdout report updates once a day.

  • Control group: by default, holds out a share of the players from all marketing messages in the application, so you can measure the combined effect of your messaging. Set it up before you launch. See Set up a control group before you launch. To read the results, see Analyze control group impact.

Common pitfalls

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These are the mistakes that most often leave a segment empty or a journey silent in a mobile game. Check them before you launch a journey.

PitfallWhat happensWhat to do
A guest who plays on two devicesUntil the player logs in, each device has its own User ID, so one player counts as twoIdentify players by User ID
iOS push permission promptiOS shows it only once, so a player who declines on the first launch can’t be asked againAsk for push permission at the right moment
Repeating events such as Level completedThey fire many times a day and start the journey again and againSet a campaign entry limit. See Best practices for every journey
PW_ApplicationOpenIt fires each time the game comes to the foreground, not only on cold launches, so open counts run higher than sessionsSegments by events
PurchasesOn iOS, only products configured in App Store Connect are tracked, and on Android the game sends purchases from codeDefault events
Store subscriptionsWithout appAccountToken on iOS or getSubscriptionAccountId() on Android, subscription events are not recordedTrack subscriptions from the stores
The Unity pluginIt has no Message Inbox, so a Unity game can’t show App Inbox messagesUse push or in-app instead. See Live event and VIP announcements