Numbers only compare when their definitions match. This page collects the terms used across the dashboard and documentation.
| Term | Definition |
|---|
| Concurrent players | Distinct players online at the same moment. The peak is the highest value in the selected window. |
| New player | A player whose first recorded join falls inside the selected window. |
| Returning player | A player who has been seen before and plays again in the window. |
| Session | A continuous period of play between a join and a leave or disconnect. |
| Playtime | Total time in sessions for the selected player or cohort. |
| Activity Index | A profile from very active to inactive, based on session frequency and playtime over a rolling window. |
| Lifecycle stage | The player’s place in the retention journey, such as new, returning, at-risk, or lapsed. |
| Health score | A 0–100 summary of engagement and recency shown on a player profile. |
| Term | Definition |
|---|
| D1 / D7 / D14 / D30 | Return on the exact calendar day after first join, in the reporting timezone. A return on day 10 is not a day-7 return. |
| Mature denominator | A cohort is only counted for a return age once it is old enough to observe that day. Younger cohorts are excluded, not treated as churn. |
| Return probability | The observed share of a cohort that returned, shown on the retention control chart with upper and lower control limits. |
| Cohort | A group of players defined by their first-join period, tracked together over time. |
| Term | Definition |
|---|
| Gross revenue | Completed payments plus gift-card value. |
| Net revenue | Gross revenue minus taxes. |
| Take-home | Net revenue minus gateway fees. |
| Decline | A payment attempt that failed. Grouped by reason and method. |
| Refund | A completed payment later returned to the buyer. |
| Chargeback | A disputed payment reversed by the payment provider. |
| ARPU | Average revenue per user, including non-paying players. |
| AOV | Average order value for completed purchases. |
| LTV | Lifetime value: cumulative revenue attributed to a player or cohort over time. |
| Term | Definition |
|---|
| First-touch attribution | Credit given to the source recorded at the player’s first join in the reporting window. |
| Creator code | A code used at store checkout that attributes the purchase to a campaign or creator. |
| Domain only / code only / both | The three attribution segments: joined through the campaign domain, purchased with a code, or matched both. |
| ROI | (revenue - cost) / cost × 100. |
| ROAS | Revenue divided by spend, expressed as a multiple. A 2× ROAS equals 100% ROI before other costs. |
| Attributed cohort | Players credited to a campaign; compared against a non-attributed cohort in reports. |
| Term | Definition |
|---|
| Connector | The plugin installed on a Minecraft server or proxy that collects and uploads data. |
| Heartbeat | The periodic signal that confirms a server is alive and reports players online. |
| Batch | A group of collected events or metrics sent together to reduce overhead. |
| Circuit breaker | Protection that pauses transmission after repeated failures instead of retrying forever. |
| Measure | A numeric field you aggregate in a query, such as player count. |
| Dimension | A field you group by in a query, such as date or server. |
| Recipe | A packaged definition, such as retention cohorts, that returns the same result to every consumer. |
| Evaluation window | The period an alert rule observes before it can fire. |
| Cooldown | The minimum time between repeated firings of the same alert. |
| Readiness | Per-stream coverage and freshness that says whether data is complete enough to trust. |