Google ログイン API のサポート終了に伴い、games v1 SDK は 2026 年に削除されます。2025 年 2 月以降、games v1 SDK を新しく統合したタイトルを Google Play で公開することはできなくなります。代わりに、games v2 SDK を使用することをおすすめします。
以前のゲーム v1 と統合されている既存のタイトルは数年間は引き続き機能しますが、2025 年 6 月以降は v2 に移行することをおすすめします。
このガイドは、Play Games サービス v1 SDK の使用を対象としています。Play Games サービス v2 の C++ SDK はまだご利用いただけません。
Player Stats API を活用することで、特定のプレーヤー層やプレーヤーのライフサイクルのさまざまなステージに合わせてゲーム エクスペリエンスを調整できます。プレーヤーの進捗状況や支出状況、エンゲージメントに基づいて、プレーヤー層ごとにカスタマイズしたエクスペリエンスを実現することが可能です。たとえば、この API を使用して、プレーヤーがログインしたときに新しいゲーム内アイテムを表示および宣伝するなどの積極的な措置を講じることで、使用頻度の低いユーザーを再びゲームに引き戻すことができます。
このガイドでは、ネイティブ C++ または Objective-C アプリケーションで Player Stats API を使用する方法について説明します。
Player Stats の基本
Player Stats API を使用して、プレーヤーのゲーム内アクティビティに関するデータを取得できます。取得可能なプレーヤー データのタイプの一部を以下に示します。
セッションの長さの平均値: プレーヤーのセッションの長さの平均値を分単位で示します。セッションの長さは、プレーヤーが Google Play Games サービスにログインしている時間として定義されます。
// Create the callback for our asynchronous fetch call. This callback will// log either an error or the average session length for the currently// signed-in player.gpg::StatsManager::FetchForPlayerCallbackcallback=[](gpg::StatsManager::FetchForPlayerResponseconst&response){if(IsError(response.status)){LogE("An error occurred fetching player stats.");}else{gpg::PlayerStatsconst & player_stats=response.data;if(player_stats.HasAverageSessionLength()){LogI("Average session length: %f",player_stats.AverageSessionLength());}else{LogW("Currently signed-in player had no associated average session length stats.");}}};// Asynchronously fetch the Player Stats. When the fetch is finished it// will call our callback. game_services_ is the std::unique_ptr<GameServices>// returned by gpg::GameServices::Builder.Create()game_services_->Stats().FetchForPlayer(callback);
Objective-C で現在ログインしているプレーヤーのプレーヤー統計情報を取得する
// Asynchronously fetches the Player Stats and then logs either a// description of them or an error[GPGPlayerStatsplayerStatsWithCompletionHandler:^(GPGPlayerStats*playerStats,NSError*error){if(error){NSLog(@"Error fetching player stats: %@",error);}else{NSLog(@"Description of stats for the currently signed-in player: %@",playerStats);}}];
Player Stats データを使用する場合のヒント
Player Stats API を使用すると、プレーヤーのエンゲージメントや支出行動に基づいてさまざまなタイプのプレーヤーを簡単に特定し、ゲーム エクスペリエンスを向上させるための適切な戦略を講じることができます。
[[["わかりやすい","easyToUnderstand","thumb-up"],["問題の解決に役立った","solvedMyProblem","thumb-up"],["その他","otherUp","thumb-up"]],[["必要な情報がない","missingTheInformationINeed","thumb-down"],["複雑すぎる / 手順が多すぎる","tooComplicatedTooManySteps","thumb-down"],["最新ではない","outOfDate","thumb-down"],["翻訳に関する問題","translationIssue","thumb-down"],["サンプル / コードに問題がある","samplesCodeIssue","thumb-down"],["その他","otherDown","thumb-down"]],["最終更新日 2025-07-27 UTC。"],[],[],null,["# Add player stats to your game\n\nFollowing the deprecation of the\n[Google Sign-In](https://android-developers.googleblog.com/2024/09/streamlining-android-authentication-credential-manager-replaces-legacy-apis.html)\nAPI, we are removing the games v1 SDK in 2026. After February 2025, you will be unable to publish\ntitles that are newly integrated with games v1 SDK, on Google Play. We recommend that you use the\ngames v2 SDK instead. \n\nWhile existing titles with the previous games v1 integrations continue to function for a\ncouple of years, you are encouraged to\n[migrate to v2](/games/pgs/android/migrate-to-v2)\nstarting June 2025. \n\nThis guide is for using the Play Games Services v1 SDK. The C++ SDK for\nPlay Games Services v2 is not yet available.\n\nThe Player Stats API let you tailor game experiences to specific segments of\nplayers and different stages of the player lifecycle. You can build tailored\nexperiences for each player segment based on how players are progressing,\nspending, and engaging. For example, you can use this API to take proactive\nactions to encourage a less active player to re-engage with your game, such as\nby displaying and promoting new in-game items when the player signs in.\n\nThis guide shows you how to use the Player Stats API in a native C++ or\nObjective-C application.\n\nPlayer stats basics\n-------------------\n\nYou can use the Player Stats APIs to retrieve data about a player's in-game\nactivity. The types of player data you can retrieve include:\n\n- **Average session length**: The average session length of the player in minutes. Session length is determined by the time that a player is signed in to Google Play Games services.\n- **Churn probability**: The prediction of whether a player will churn in the next day, given as 0 (low probability of churn) or 1 (high probability of churn). Churn is defined as 7 days of inactivity.\n- **Days since last played**: The approximate number of days since the player last played.\n- **Number of purchases**: The approximate number of in-app purchases for the player.\n- **Number of sessions**: The approximate number of sessions of the player. Sessions are determined by the number of times that a player signs in to Google Play Games services.\n- **Session percentile**: The approximation of sessions percentile for the player, given as a decimal value between 0 and 1 (inclusive). This value indicates how many sessions the current player has played in comparison to the rest of this game's player base. Higher numbers indicate that this player has played more sessions.\n- **Spend percentile**: The approximate spend percentile of the player, given as a decimal value between 0 and 1 (inclusive). This value indicates how much the current player has spent in comparison to the rest of this game's player base. Higher numbers indicate that this player has spent more.\n\nGet player stats for a currently signed-in player with C++\n----------------------------------------------------------\n\n // Create the callback for our asynchronous fetch call. This callback will\n // log either an error or the average session length for the currently\n // signed-in player.\n gpg::StatsManager::FetchForPlayerCallback callback = [](gpg::StatsManager::FetchForPlayerResponse const &response) {\n if (IsError(response.status)) {\n LogE(\"An error occurred fetching player stats.\");\n } else {\n gpg::PlayerStats const & player_stats = response.data;\n if (player_stats.HasAverageSessionLength()) {\n LogI(\"Average session length: %f\", player_stats.AverageSessionLength());\n } else {\n LogW(\"Currently signed-in player had no associated average session length stats.\");\n }\n }\n };\n // Asynchronously fetch the Player Stats. When the fetch is finished it\n // will call our callback. game_services_ is the std::unique_ptr\u003cGameServices\u003e\n // returned by gpg::GameServices::Builder.Create()\n game_services_-\u003eStats().FetchForPlayer(callback);\n\nGet player stats for a currently signed-in player with Objective-C\n------------------------------------------------------------------\n\n // Asynchronously fetches the Player Stats and then logs either a\n // description of them or an error\n [GPGPlayerStats playerStatsWithCompletionHandler:^(GPGPlayerStats *playerStats, NSError *error) {\n if (error) {\n NSLog(@\"Error fetching player stats: %@\", error);\n } else {\n NSLog(@\"Description of stats for the currently signed-in player: %@\", playerStats);\n }\n }];\n\nTips for using player stats data\n--------------------------------\n\nThe Play Stats API lets you easily identify various types of players, based on\ntheir engagement and spending behavior, and apply appropriate strategies to\nenhance their game experience.\n\nThe following table lists some example player segments and recommended\nengagement strategies:\n\n| Player Segment | Engagement Strategy |\n|---------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| Frequent players with a high number of sessions and good spend percentile, but have not played for the last week or more. | - Send a notification about a discount or special bonus available upon their return to play. - Show a welcome back message that acknowledges impressive accomplishments, and award a badge designed to encourage return play. |\n| Highly engaged players in a low spend percentile. | - Tailor bonuses to incentivize them to invite their friends to install and join your game. This approach builds on the player's demonstrated enjoyment of the game to recruit new players. |\n| High spending players showing signs of having peaked and starting to play less frequently. | - Tailor bonuses to freshen their interest, such as by offering high-value, short-duration tools, weapons, or discounts. - The next time the player signs in, show a video that directs them to community features, like clan attacks, that drive more frequent and longer engagement. |"]]