Bad data doesn't just waste your time. It quietly destroys the decisions you build on top of it.
You launch a new feature. Revenue drops. ARPPU collapses. Is it the feature, or did someone move a decimal place? Guess wrong and you'll spend weeks chasing a bug that doesn't exist while your cohorts silently corrupt. And data you capture wrongly is data you lose forever. There's no undo.
This guide gives you a practical, repeatable process for trusting your numbers in mobile games:
Map your data sources: what each one produces, what it's used for, and what can break it (SDK integration, timezones, VAT, reporting delays)
Find your "Source of Truth": which data can't be touched by human error, and why your MMP and analytics tools don't qualify
Compare and act: a three-tier threshold system that tells you when a discrepancy is noise, when to be careful, and when to stop everything and fix it
Work without a source of truth: how to handle game analytics, where nothing external can validate you, and how to prioritise testing when you don't have time to test everything
Written from real experience across live mobile titles, with the war stories to prove it. Useful whether you're an analyst, a product manager, a UA lead or a studio head who wants to stop arguing about whose number is right.
Includes a free Cheat Sheet: glossary, FAQ, and a complete worked example (six data sources, mapped end to end) you can copy straight into your own setup.
Roughly 20 pages. No fluff, no theory for the sake of it. A process you can put in place next week.
Bad data doesn't just waste your time. It quietly destroys the decisions you build on top of it.
You launch a new feature. Revenue drops. ARPPU collapses. Is it the feature, or did someone move a decimal place? Guess wrong and you'll spend weeks chasing a bug that doesn't exist while your cohorts silently corrupt. And data you capture wrongly is data you lose forever. There's no undo.
This guide gives you a practical, repeatable process for trusting your numbers in mobile games:
Map your data sources: what each one produces, what it's used for, and what can break it (SDK integration, timezones, VAT, reporting delays)
Find your "Source of Truth": which data can't be touched by human error, and why your MMP and analytics tools don't qualify
Compare and act: a three-tier threshold system that tells you when a discrepancy is noise, when to be careful, and when to stop everything and fix it
Work without a source of truth: how to handle game analytics, where nothing external can validate you, and how to prioritise testing when you don't have time to test everything
Written from real experience across live mobile titles, with the war stories to prove it. Useful whether you're an analyst, a product manager, a UA lead or a studio head who wants to stop arguing about whose number is right.
Includes a free Cheat Sheet: glossary, FAQ, and a complete worked example (six data sources, mapped end to end) you can copy straight into your own setup.
Roughly 20 pages. No fluff, no theory for the sake of it. A process you can put in place next week.