Frequently Asked Questions (FAQ)
How does the segmentation work?
TentuPlay SDK will automatically collect and analyze data on your implementation. TentuPlay’s AI segments players based on their play styles, and you can check the number of players included in each persona on the console.
Is segmentation solely based on player behavior?
We have both (1) behavioral economic segmentation and (2) purchase/retention-based segmentation.
Can we change the text in AI personalized offers?
Yes. You can edit the code on the console.
Is it better to log any many events as possible?
Not necessarily. It is best to log the events that are most relevant to your business model.
What is the difference between the general and genre-specific methods?
General methods such as
Join are essential to any game. Besides the general methods, some methods may or may not be relevant to your game depending on the genre. For example, for games that do not have cosmetic or consumable items, methods such as
UseConsumable are not needed.
How can we check the performance of AI in-game shop?
You can check open & conversion rate on our console for each player segments and each message. However, TentuPlay cannot confirm if any actual purchase has been made.
Can a player have multiple personas?
Personas are not necessarily mutually exclusive, which means that it is common for a player to be included in more than one persona.
Does 28 personas always appear in every game?
The number of personas that appear are different for every game, especially for different genres. On average, you will see 12-15 personas in an RPG/MMO games; 7-9 in idle games; 3-7 in casual/puzzle games.
If a player stays in a same persona group for a long time, will he receive the same offer the whole time?
TentuPlay can limit the number of times a same offer is sent to a player, or make changes to the settings.
Can I extract data from the console to cross-check with our server?
You can download CSV from the console.
How are the thresholds for each persona set?
Following SDK implementation, TentuPlay’s AI analyzes data for 24 to 72 hours to automatically set the thresholds. These thresholds will change as the game mature and player trend shifts.
Where will the AI in-game shop appear in our game?
You must set where you want to show the offers. You can choose to have AI personalized offers to pop up when a user logs in, or to appear only when a user clicks on a specific icon on the screen.
How do you receive information (price, image, etc) on our in-game products?
You must upload a CSV file on our console. If there is any change in product details, you must upload the newest version, which will replace the older version.
What exactly is purchase_link? I can see several urls in the purchase_link fields of the product information sample file (that is, sample.csv) in the documentation, but they don’t look like links where I can make any actual in-app purchases by clicking or tapping.
Notice that those urls are simply given as examples. If you have external links or internal deep links that work, you can put them into purchase_link directly. You can also leave the field empty and retrieve the purchase link of recommended product by using either
product_index as shown in the following example:
purchase_link = getProductUrl(purchasable_slug); // custom method for retrieving purchase_link
See also the following section for more information:Edit code
If the game supports multiple languages (for example, six languages), do we have to type each persona message in Message Content for every language manually?
We provide default message for each persona in three languages (that is, English, Korean, Japanese). For the others, they need to be translated and entered manually.
If we use the same code for a product being sold on both Android and iOS, isn’t it okay to leave
store is required and you still must enter a value in it even though you use the identical product code (for example, purchasable_slug or product_index) in every store.
What is the right size of UI to show AI in-game shop messages?
Given that the amount of message text shown on the screen varies depending on models, it would be appropriate if the UI is designed to accommodate changes in text length.