Analytics

This guide contains information about how to navigate data about your game on Facebook Analytics.

Go to Facebook Analytics

Instant Games Data Points

Events

  • Instant Game Launches - Logged whenever a user plays the Instant Game.
  • Instant Game Update Sends - Logged when the game sends an update.
  • Instant Game Update Clicks - Logged when a player clicks to open the game from a game update.
  • Instant Game Session - Logged for each game session in a particular context.
  • Instant Game Platform Event - Logged for each entire game session.

Entry points

Entry point Screenshot

ad - Game plays starting from an Instant Game ad campaign

admin_message - Game plays coming from a custom update within a messenger thread

bookmark - Game plays coming from the Facebook bookmark

bot_cta - Game plays that began from a call-to-action attached to a Messenger bot message

bot_menu - Game plays that began from a Messenger bot menu

custom_share - Game plays started from custom shares created by the game with the share API

facebook_web - Game plays started from the Facebook front page on web

feed - Game plays started from a Facebook feed

game_composer - Games plays coming from the games selection in a Messenger thread menu

game_cta (deprecated) - Game plays that began from various call-to-action buttons on Messenger and Facebook

game_search - Game plays coming from players searching in Messenger and Facebook search

game_share - Game plays started from a generic player share of the Instant Game

game_switch - Game plays started from a list created in game by calling the Game Switch API.

games_hub - Game plays started from the Games tab on Messenger

group - Game plays that started from an entry point in a Facebook group

home_screen_shortcut - Game plays coming from our Home Screen Shortcuts API (Android Only)

menu - Game plays coming from a Messenger menu

notification - Game plays initiated by a player engaging with a Facebook notification

other - Game plays coming from sources we don't explicitly identify to games currently

shareable_link - Game plays that began from a deep link to the game (such as our Instant Game “m.me” links)

score_share - Game plays that started from a played-shared score

thread_suggestion - Game plays that started from a game suggestion in a Messenger thread with a friend.

video_call - Game plays coming from the Messenger video chat entry point

web_games_hub - Game plays started from the Instant Games hub on web, located here

Context Size

  • single - Context Sessions in a context where only one participant is an active player of the game (including solo context plays).
  • pair - Context Sessions in a context with 2 participants who are active players of the game.
  • group - Context Sessions in a context with 3+ participants who are active players of the game.

Context Type

  • group - Context Sessions from a Facebook group.
  • post - Context Sessions from a Facebook post.
  • solo - Sessions in a solo (alone) context.
  • thread - Context Sessions in a Messenger thread context.

We use the word “context” to define any environment in which a game can be played. More commonly, the context identifies a Messenger conversation, but it can also identify a variety of other things, like a Facebook post or group if the game is not being played in Messenger.

Custom App Events

We recommend using FBInstant.logEvent() to keep track of key moments in your game, and follow the funnels in Facebook Analytics. Here are some events that we recommend keeping track of:

Tutorial Completed

Session started via Custom Update (with Custom Update ID)

Session started via Bot Message (with identifier for bot message)

Session started via Share or Invite message (with identifier for that type of message)

Level completed

Level failed

Context types and amount of players in context

Logging the recommended custom events above can help answer questions like "do people prefer to play my game in 1:1 conversations, group conversations or in single player mode?", "which custom updates are most effective in bringing people back to my game?" and "at which level are players usually churning out of my game?". Being able to have insights into these kinds of behaviors will allow you to optimize your game.

A/B Testing

In the Web Hosting section, hovering over your newly uploaded build should show a set of buttons that allow you to distribute that package to a subset of your audience.




For example, clicking on the "10%" button will make that build available to 10% of your players (randomly selected) while the build highlighted in blue labeled "Production" will be available to other 90%.