qyr_live_) you pass in the Authorization header to call Qyren. Keep it out of client code — use it from your game server.
ARPDAU. Average Revenue Per Daily Active User. Total revenue in a day divided by the number of players who logged in that day.
ARPU. Average Revenue Per User, usually measured over a window (e.g. 7-day ARPU).
Batch. A single POST to /v1/ingest containing up to 100 events.
Balance after. The player’s currency balance right after the transaction. Always include this in currency_earned and currency_spent — it’s how we detect ledger drift.
Conversion rate. Of players who saw an offer, the fraction who bought it.
Currency. Any in-game unit of value: soft currency (gold, coins), hard currency (gems), event tokens, crafting materials. Qyren tracks each one separately.
DAU. Daily Active Users — unique players who opened the game that day.
Dolphin. A mid-spending player. Rough industry convention: lifetime spend $20–$100.
Event. A single record you send to Qyren: a session start, a purchase, a currency change, etc. See Events API.
Faucet. Any way currency enters the economy (quest rewards, daily login, IAP). See Faucets and Sinks.
Founding studio. Studios that sign up before Qyren’s public launch get 50% off Growth pricing for 12 months.
Game ID. A short string identifying one of your games inside Qyren. You can have multiple games under one account.
Health Score. A single 0–100 number summarizing your economy’s condition. See Health Score.
Holdout. A small random slice of players (default 10%) that does not receive Qyren’s personalized offers. We compare their revenue to the rest to measure Qyren’s lift.
IAP. In-App Purchase — real-money purchase through the App Store, Google Play, or your own store.
Inflation rate. The percentage change in average currency prices over a window. Healthy economies run under 5% per month.
Ingestion. The process of sending us your events. Done via POST /v1/ingest.
Lapsed payer. A player who has paid before but has not paid in the last 30 days.
Lift. The extra revenue Qyren generates, measured against the holdout group. Lift is what you pay us a percentage of. See Lift Calculation.
MAU. Monthly Active Users — unique players in the last 30 days. We bill based on MAU.
Minnow. A low-spending player. Lifetime spend under $20.
New player. A player in their first 3 days after install.
Offer. A package you sell or grant to players — a starter bundle, a gem pack, a limited-time deal. You import your offers into Qyren once, then we decide which to show to whom.
Offer impression. The moment an offer was actually displayed on a player’s screen. Log this — we need it to measure conversion.
Personalization. Choosing the right offer for a specific player based on their behavior, segment, and what similar players responded to.
Placement. Where in your UI the offer appears: shop_main, end_of_battle, level_up, etc. Your names, your choice.
Player ID. Your stable identifier for a player. 1–64 characters, letters/numbers/underscore/hyphen only. Do not use email or real names.
Recommendation. A ranked list of offers returned by POST /v1/recommend.
Schema version. The version of the event schema you’re using. Send "1.0" for now.
Segment. A bucket we assign each player: new_player, whale, dolphin, minnow, lapsed_payer. See Player Segments.
Session. A continuous play period. Starts with session_start, ends with session_end.
Sink. Any way currency leaves the economy (shop purchases, upgrades, repairs). See Faucets and Sinks.
Sink-to-source ratio. Currency spent divided by currency earned over a window. Healthy: 1.2–1.5. See Sink-to-Source Ratio.
Source. For a currency_earned event, the reason the currency entered (e.g. quest_reward, daily_login, iap).
ULID. A 26-character sortable identifier. Use one per event as event_id. Most languages have a library; generate them server-side.
Whale. A high-spending player. Lifetime spend above $100, or in the top 1% of payers.
