Popularity Score uses data like the amounts of total players and active players to
summarize how popular a game is in short numerical fashion. It scales up linearly, so a
score of 10 is twice as good as a score of 5.
estimated active players
average total playtime
average recent playtime
median total playtime
median recent playtime
90% certain that estimates for this game are accurate within a
27% interval (+-
*Insight detects a
discrepancy between internal and external data used to make the owner estimate, which
indicates estimated data could be less reliable.
The user interaction graph shows interactivity data with up to three values. The first is "Played" which shows how many players have played the game for at least a minute. The second is "Active" which shows how many players have last played the game recently (2 weeks). The last is "Perfected" and shows how many players have completed all the achievements for this game, provided the game has achievement support (otherwise this value will not show). All three values are X% out of 100% where 100% are the total owners of the game.
The concurrent players graph shows how many players were playing a game at a given time, sampled from Steam. If only a date is given, it was a point in time on that date, not a peak or a sum of players. No internal PlayTracker data is used.
The playtime distribution graph showcases the distribution of users according to their total playtime, capping out at 100. It is displayed as a relative percentage of all owners that have that many hours of playtime. The maximum number of hours shown includes everything above itself.
Popularity over time
The popularity over time graph shows PlayTracker's own "Popularity" metric for a game over time. "Popularity" is calculated from values like total owners, active owners, concurrent players, and more. An active owner is valued much higher than an inactive owner in "Popularity" calculation. It scales linearly - there are no diminishing returns.
The Geography chart shows how popular a game is in countries where there is enough data available while adjusting for the number of users from that country. So, for example, if players from a country equal 2% of our total userbase, but players from that country that play this game are 3% of that game's userbase, the relative popularity score for that country will be 1.5. Also states absolute percentage of players from that country for that game.