Configure messages

Set When, Where, How, and to Whom to Send Messages.

This page explains how to configure an in-app message using the Tentuplay console with regard to when, what, and to whom to send.

Create in-app messages

Let’s create an in-app message in the TentuPlay console.

  1. Go to In-App Message > In-App Message, and click NEW CAMPAIGN.

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    Alternatively, you can click Send Message after selecting users in Segment > PU Management > VIP Management or NPU Management.

Configure in-app messages

To complete a message generation, we’ll look closer at what makes up an in-app message. There are four steps you need to do – Campaign Settings, Target, Message, and Delivery.

Campaign settings

Campaign Settings is the first stage you encounter after clicking NEW CAMPAIGN.

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Name Description Note

Campaign Name

Type a campaign name

For reference only and hidden to users

Scheduling

  • Select Send immediately if you want send the message to target users immediately after creation.

  • Select Set duration and configure a date range if you want to send the message to the users when they hit the triggers within specified time period

Target

You can select target users in the Target section.

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Name Description Note

Target Users

Configure the target users who will receive the message

  • All: Select to send to all users.

  • Segment: Select a custom segment that you have created.

Message

You can configure both content and style of a message in the Message section.

  1. Select a Type and a Layout.

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    Name Description Note

    Type

    • General: Select to deliver a notice or an in-game guide

    • Product Recommendation: Select to provide personalized product recommendations

    Layout

    Select a screen orientation of device

  2. Click ADD LANGUAGE. When the pop-up window appears, type a language code and click ADD.

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    Name Description Note

    Language Code

    The SDK language code

    Two-letter codes (for example, EN, KO)

  3. Configure the message template depending on the message type.

    • General message

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      Name Description Note

      Title

      Type the title of message that users will see when sent

      Content

      By using the listed Usable Parameters, you can create a personalized message that is tailor made for the target segment.

      Click MESSAGE CHECK to verify that you type the message correctly.

      Image

      Image URL

      Both web links and deep links are allowed

      Button

      • Text: Button name that represents the click action

      • Link: Events associated with button clicks

      Both web links and deep links are allowed

    • Product recommendation message

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      Name Description Note

      Product Info

      • Product Name: The name of the item being sold

      This value is recorded within TentuPlay’s event methods and must be the same as the unique slug used in game.
      • Platform: The name of app store provider (for example, Google, Apple)

      • Purchase Link: A link to where the item can be purchased

      Title

      Type the title of message that users will see when sent

      Content

      By using the listed Usable Parameters, you can create a personalized message that is tailor made for the target segment.

      Click MESSAGE CHECK to verify that you type the message correctly.

By clicking Send Test, you can send the message to specified testing devices to check whether it works correctly in advance. For more information, see Test messages.

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Delivery

You can configure delivery conditions, such as when to send the message and where to make it appear on the device.

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Name Description Note

Trigger

Select specific events that cause the message to be sent automatically when they occur

Frequency limit per device

Configure how often users see the message. By default, it is shown only once and not any more.but you can set its frequency on a daily basis.

Placement

Select a place where the message should appear

Validity

Set how long the message is valid

  • Message viewing period: Type the validity period of the message after it is sent. For example, if the validity period is set to 48 hours and the message is sent on January 1, 09:00, the message can be viewed until January 3, 08:59.

  • Message retention period: Type the retention period of the message after it is read by the user. For example, if the retention period is set to 48 hours and the message is sent on January 1, 09:00, but the user opens the message at January 1, 15:00, then the message can be viewed until January 3, 14:59.

How to view an in-app message in the demo game
  1. After creating an in-app message, start ShingGoongDemo and play the game.

  2. Get to the delivery point during the campaign period by meeting the condition configured when creating the campaign.

  3. After a few hours, play ShingGoongDemo again and check the mailbox when you hit a game over state.

After creating a campaign, you can check the performance of a campaign at In-App Message > In-App Message.

  • If you want to stop an ongoing campaign, click the toggle switch to turn it off.

  • If you delete an active campaign, the campaign will be ended immediately.

  • You can also create a new campaign by editing an existing campaign.

See Evaluate messages for more information.