Your creator collaboration has gone live. The video has views, your game has activity, and someone asks whether the campaign worked. Answer that question with a small measurement plan agreed before publication. This guide shows how to separate attention from player acquisition, keep creator results comparable, and decide what to change for the next collaboration. The example numbers below are fictional and illustrate the calculations; they are not Rscout campaign results.
1. Decide what you want the report to help you do
Choose one main decision before choosing a metric. You might want to know whether to book another video with the same creator, repeat a particular video format, or improve the first minutes of your game before paying for more promotion. Those decisions need different evidence. A high view count alone cannot tell you whether a collaboration brought players who enjoyed the experience.
Write a primary outcome and a secondary diagnostic. For a playable game launch, the primary outcome could be new players attributed to each creator link. A secondary diagnostic could be how those players engage afterward. For a teaser without playable access, interested responses may be the more realistic outcome. Do not set a player-acquisition target for a video whose audience has no way to play.
- Decision: What will we repeat, change, or stop after this campaign?
- Primary outcome: What observable result would inform that decision?
- Diagnostic: What would explain a weak or strong result?
- Review date: When will we have enough information to discuss it?
2. Give every placement a link you can identify
Roblox provides experience share links for tracking off-platform acquisition. Its current documentation places creation under Creator Dashboard → Creations → Share Links → Experience Links. For a group-owned game, arrange the required Manage share links permission through the group. The official setup guide is linked below.
As a reporting convention, assign a separate link to each creator and placement when practical. Use a readable campaign label such as november-launch_creator-a_youtube-description. Keep a simple record connecting that label to the exact post URL, publication time, agreed placement, and campaign cost. Avoid giving several unrelated creators one shared link if your next decision depends on comparing their individual results.
Test the final link and the actual place viewers will find it before publication. Ask the creator to check their published post after it goes live. A correct link in your brief does not guarantee that the same link made it into the description or profile. Keep a dated note if its location or destination changes.
3. Report attention, visits, and players separately
Keep platform-reported video views separate from Roblox-reported acquisition. Roblox’s acquisition dashboard includes new-user plays and downstream engagement measures, including seven-day playtime and retention. Record the metric label and reporting period alongside each number rather than relabeling every stage as conversions.
A viewer can enjoy a clip without clicking. A link visitor can inspect the game without playing. A new player can join and leave before understanding the core mechanic. Those are different outcomes, with different possible fixes. Keep them visible instead of collapsing the whole journey into one impressive-looking total.
If the campaign promotes an avatar item instead, use the relevant Marketplace-link report. Roblox documents clicks, unique clickers, purchases, and Robux spend there. Those are item outcomes; do not present them as experience-player acquisition. Link reporting also does not demonstrate that every purchase was caused by the promotion.
- Content: published post URL, format, placement, and platform-reported views.
- Traffic: the exact link metric shown by the relevant report.
- Game outcome: attributed new-player plays and available engagement measures.
- Context: updates, other promotions, broken links, or access issues during the same period.
4. Compare the same amount of time
Choose reporting checkpoints in advance. A useful starting convention is an early operational check after publication, a performance discussion after a week, and a later follow-up if the video continues to attract attention. These are planning suggestions, not claims about a Roblox attribution window or a guarantee that every metric will be ready at those times.
Compare placements at the same age. Seven days of activity for one creator and one afternoon for another are not equivalent. Write down both the publication timestamp and the reporting cutoff, with a timezone. Note whether a figure covers the whole game or a particular campaign link.
Retention and other follow-on measures need time after players arrive. Leave a field pending when the relevant period has not elapsed; do not enter zero simply because the result is not available yet. Keep the original snapshot when you return later so the report does not silently change its meaning.
5. Make the cost calculation easy to audit
Choose and document what you count as campaign cost. That may include the creator’s agreed fee, editing you commissioned for the placement, and a separately recorded allocation of coordination time. Keep cash spending and estimated internal time distinguishable. For a retainer with several videos, explain how you allocate the fee before comparing a single video with a one-off purchase.
Here is a fictional example: a placement costs $120, and you allocate another $30 of production support. If its reporting window shows 50 attributed new players, the observed cost is ($120 + $30) ÷ 50 = $3 per attributed new player. Calling that an observed ratio matters: it is not proof that the campaign created 50 additional players who would otherwise never have joined.
If no players are attributed, record that the cost-per-player ratio is not defined for that window and keep the actual spend visible. Do not turn a missing denominator into a zero-dollar acquisition claim. A smaller ratio is also not automatically a better partnership if the players leave immediately or the creator’s format is a poor fit.
6. Treat a rise in total traffic as context, not proof
Compare the campaign period with a documented baseline, but write down what else changed. A game update, a holiday, a separate advertisement, or another creator’s post can affect the same week. Some viewers may search for the game later instead of following the link, while others may share a link beyond the original audience. Your report should distinguish what the link records from what you infer.
For a first test, reduce avoidable overlap when it is practical: keep the build stable, record other promotions, and stagger placements if you want to learn from each one. A staggered schedule is still not a controlled experiment. Describe uncertainty directly rather than assigning every extra visit to the creator you most recently paid.
Review the video itself alongside the numbers. If it shows an exciting mechanic but players reach that mechanic only after a long tutorial, improving the introduction may be a more useful next step than rewriting the creator pitch. If the content attracts the wrong audience, revisit the shortlist and brief.
7. Finish with one clear next action
Close the report with a decision, the evidence behind it, and the main limitation. For example: Repeat the co-op challenge format with one further placement; the link brought players who explored the core mechanic, but the sample is small and another update ran that week. That is more useful than declaring the campaign a success without saying what comes next.
Keep a concise reporting record for each placement and review it with the creator when appropriate. Discuss practical observations they may have that your numbers miss, such as viewers asking how to join or confusion about the game name. Treat those observations as context, not a substitute for measured acquisition.
- Creator, platform, post URL, and exact publication timestamp.
- Campaign-link label and agreed link location.
- Reporting cutoff and the original metric names.
- Cash cost, optional internal-cost estimate, and calculation method.
- Player outcomes and any engagement measures that are ready.
- Other activity, missing information, and known tracking limitations.
- One decision and the next thing you will test.
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