What should you measure after launch?

Build the reporting brief before the first player arrives.

Measurement guide3 min readLast updated

Two finished cakes on the judging table in Cake Off, one of them ticked.
On this page
  1. Turn the objective into behaviour
  2. Map the player path
  3. Plan the events before launch
  4. Read measures together
  5. Measurement brief checklist
  6. Keep the report useful

Measurement starts before the experience is built. Decide which player actions would show that the idea worked, then make sure the game and reporting plan can capture them. This keeps the post-launch report tied to the campaign job.

Use a short measurement brief that the brand, media team, studio and platform partners can all read. Agree on definitions before anyone builds a dashboard.

Turn the objective into behaviour

Replace broad goals with actions the experience can observe. “Awareness” might become arriving in the world and reaching the core brand moment. “Consideration” might become completing a product-led quest or choosing to interact with a character more than once. These are planning examples; the right behaviour depends on the campaign and design.

  • What is the first meaningful action after arrival?
  • What does completion mean inside this experience?
  • Which action suggests interest beyond accidental exposure?
A player beside a chocolate cake with the badge “You came in 1st!” in Cake Off.
Cake Off ends each round with a placing. A clear end state like this gives “completion” a definition you can count.

Map the player path

Lay out the path from discovery to the final campaign action. Your project may use only part of it.

  1. ImpressionThe player sees the campaign: an ad, a post or the experience in a game list.
  2. VisitThe player opens the experience.
  3. ArrivalThe player loads in and can move.
  4. Meaningful interactionThe player does the first thing the brand idea depends on.
  5. CompletionThe player reaches the end state you defined.
  6. ReturnThe player comes back in a later session.
  7. External actionWhere the platform permits it, the player takes the campaign action outside the game.

Give every stage a plain definition and a denominator. A completion rate based on visitors tells a different story from one based on players who started the activity.

Plan the events before launch

For each measure, write the event name, trigger, properties and owner. Test the events in a release candidate and check that repeat actions, reconnects and idle players behave as expected.

Plan this with Petrex

Bring the campaign objective before the build starts and we’ll map it to player actions the game can record.

Start a project

Read measures together

A single number rarely explains the experience. Reach needs arrival and participation for context. Time spent needs progression or completed actions. Returns need a reason, such as new content, social play or unfinished progress. Compare the pattern with the campaign plan and creative choices rather than applying an unrelated benchmark.

Two players fight in the dojo under the banner “Wave 1, High score: 4”.Pet rewards for waves 15, 35, 75, 100 and 200 under the title “Win Pets!”
Ninjombie in Reborn as Swordsman: waves and a high score show progress, and pets unlock at set waves. Read return visits next to reasons like these.

Measurement brief checklist

  • Campaign objective and the player behaviour linked to it
  • Player path with a definition for every stage
  • Primary measures, supporting measures and denominators
  • Event triggers, properties and reporting owner
  • Quality checks for repeats, reconnects and idle sessions
  • Platform, privacy and data-access constraints
  • Reporting dates and the decisions each report should support
  • A space for qualitative observations from players and moderators

Keep the report useful

End the report with decisions. Record what players did, where they dropped away, which creative choices may explain the pattern and what the team will change or test next. Keep open questions visible. A clear limitation is more useful than a precise-looking answer the data cannot support.

Plan it with Petrex

Plan the measurement with the build.

Bring the campaign objective. We’ll shape the experience around the player actions that show whether it worked.