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Attribution

Minecraft players rarely click tracking links. They type a server address or use a creator code at checkout. ShardAnalytics supports both signals, and treats acquisition and purchase attribution as separate models.

Each campaign can own one or more configured join domains.

  • When a player joins, the domain they used is recorded.
  • A player is attributed to the campaign whose domain matches their first join inside the effective reporting window.
  • Attribution is therefore first-touch for the window being reported, not a lifetime claim that ignores the selected dates.

This makes campaign reports comparable across periods without silently mixing old attribution into new windows.

Creator codes are captured from completed store payments.

  • A campaign can own one or more creator codes.
  • A purchase carrying a creator code is attributed to that campaign regardless of how the player first joined.
  • This lets you measure a creator who drives purchases from an audience that arrived through a general domain.

Campaign analytics break players into three segments:

SegmentMeaning
Domain onlyThe player joined through the campaign domain and has no matching code purchase.
Code onlyThe player has a code purchase but did not join through the campaign domain.
BothThe player matches the domain and used a creator code.

Use the segments to separate reach (domain) from conversion (code).

  • Attribution respects the campaign’s active dates and the report window you select.
  • A campaign paused outside its dates stops accruing new attribution.
  • Because acquisition and purchase attribution are separate, a purchase can be credited to a code even when the join is credited to a different campaign. Reports label which signal applied.
  • Create one campaign per channel or creator so costs and results stay comparable.
  • Use dedicated subdomains for each campaign and keep them stable over time.
  • Give creators codes that are easy to type and unique to them.
  • Review cost per player alongside conversion; a cheap source with low retention is not a win.

See Create a Campaign for setup and metrics.