Skip to content

Build the journeys

Each recipe on the pages of this section is one journey. The journeys and their message texts are examples: build the ones you need and replace the texts with your game’s tone and rewards. To open the canvas, see Start creating your first journey. For the canvas basics, see the Customer Journey overview.

Players in many games move through similar stages. Use this table to pick the journeys for the stage where you lose players.

StageWhat is happeningJourneys
NewThe player installed the game and is learning it
PlayingThe player plays and progresses
BuyingThe player is ready to spend, or has paid
LoyalThe player stays for the long run
LeavingThe player stopped opening the game

Prepare to build a journey

Anchor link to

A message element in a journey uses ready content, so create the content first in Content: push presets, in-app templates, email content, or App Inbox presets. Each recipe lists the content it needs.

To personalize the content:

  • Player data: to put a value stored on the player into a push, such as the player_level tag, add a Dynamic content placeholder to the text.
  • Language: to send each player the message in their own language, add the languages to the push or in-app content. Pushwoosh picks the version by the device’s Language tag, which the SDK sets from the OS locale, so you do not need a custom language tag. See Multi-language messaging.

Best practices for every journey

Anchor link to

Apply these to every journey in this playbook:

PracticeWhy
Set a silence periodA push should not reach a player in the middle of the night. The period blocks messages in each player’s device timezone, for example 23:00 to 08:00. Learn more: Silence period
Limit how often a player entersA repeating event such as Level completed starts the journey every time, so one player could get the same message again and again. Learn more: Campaign entry limit
Choose the message type on every message elementA journey that starts on an event does not preselect the type, and the element shows Message type not selected until you choose one. Learn more: No preselected message type
Use Marketing message for offers, reminders, and win-backA marketing message follows the limits you set: frequency capping, silence periods, and control groups. Transactional messages skip frequency capping and control groups, but not silence periods, so keep them for service messages. Learn more: Choosing the right message type
Add a conversion goalThe conversion rate of the goal in Performance shows how many players did the action you chose. Learn more: Conversion goals, Measure results
Plan for players without pushA player who has not allowed notifications gets no push. Add a Reachability check and send an in-app message or an email instead. Learn more: Reachability check, Ask for push permission at the right moment
Check who a segment journey takes inA journey that starts from a segment takes in only devices with a push token. The token arrives when the game asks for push permission, even if the player declines, so these players enter and get the in-app message. Players the game has not asked yet do not enter
Set an expiration on in-app messagesA journey in-app usually appears the next time the player opens or returns to the game, so set In-app expiration, for example 1 day, to keep old messages from appearing days later. To reach players outside the game, use a push. Learn more: In-app expiration
Test every journey before you launch itA journey has no test mode, so once it is running, real players who match its entry get its messages. Learn more: Test each journey before you launch it
Set delivery rules before you launchThey limit how often a player hears from you across all journeys. Learn more: Set delivery rules before you message players