Steam marketing attribution glossary

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TL;DR

Plain-language definitions of the terms studios meet when doing marketing attribution for Steam games, from UTM parameters to Update Visibility Rounds.

Scope

Plain-language definitions of the terms studios meet when doing marketing attribution for Steam games, from UTM parameters to Update Visibility Rounds.

The terms

Attribution
The practice of working out which marketing activity caused a player action: a store page visit, a wishlist, or a purchase. On Steam it runs mostly through UTM links, because Valve reports channel-level totals rather than player-level data.
Attribution window
The countdown after a click during which a conversion still gets credited to that click. Steam's UTM analytics uses a 72-hour attribution window: a player who clicks your link on Monday and wishlists on Friday is never counted.
Click-through attribution
Credits a conversion to a link or ad the player actually clicked. Steam's UTM analytics works this way: a UTM link reports nothing until someone clicks it.
Conversion
The player action a channel gets credit for. In Steam's UTM analytics, a conversion is a wishlist or purchase made within the 72-hour attribution window after a trusted visit; demo downloads and Steam Playtest joins are never counted as base-game conversions.
First-click, last-click, and multi-touch attribution
Rules for deciding which touchpoint gets credit when a player saw several before converting. First-click gives all credit to the first touchpoint a player hit, last-click gives it to the final one before the conversion, and multi-touch splits credit across every recorded touchpoint.
Incrementality
The number of conversions a campaign caused that would not have happened anyway. It is measured by holding a comparable audience out of the campaign and comparing the two groups, which catches the wishlists an attribution report claims for a channel even though the player was already coming.
Owned channel
An audience a studio can contact directly without renting access from a platform: an email list, a Discord server, a newsletter. Owned channels matter for attribution because every message can carry your own UTM links, and because owning your game audience keeps a channel measurable when platform tracking loses the trail.
Survey attribution ("how did you hear about us?")
Asking players directly which channel brought them, usually with one question at purchase, demo download, or community signup. It catches channels no click can record (word of mouth, podcasts, a friend's stream) at the cost of fuzzy memories and low response rates.
Tracked visit
Any store page arrival Steam recorded through your UTM link, whoever or whatever made it. Steam reports tracked visits as their own column, and they do not qualify for conversion credit on their own.
Trusted visit
A tracked visit Steam judges came from a real, logged-in person rather than a bot or search crawler, and only trusted visits count toward the conversions in the report. One practitioner case study from a major PC games retailer (Feb 2026) found Steam's UTM tool captured under 10% of traffic it could attribute through its own tracking, meaning 1,000 real visits could surface as fewer than 100; why Steam UTM tracking undercounts your marketing covers the mechanics.
Update Visibility Round
A promotional slot Steam grants for showing a major update to players: 5 rounds per game lifetime, each capped at 30 days or 1M impressions, whichever comes first, available only after launch. A round is a promotional mechanism rather than an attribution tool; Steam Update Visibility Rounds explained covers how to spend them.
UTM parameters
Short tags added to the end of a link's URL that tell an analytics system where the click came from. A Steam store page link carrying UTM parameters feeds the UTM analytics report in Steamworks; a bare link feeds nothing.
UTM source, medium, and campaign
The three UTM parameters Steam reports on: source names the platform (tiktok, newsletter), medium names the traffic type (social, email, paid), and campaign names the specific push (demo_launch). Naming them the same way on every link is what makes the report readable a month later.
View-through attribution
Credits a conversion to an ad the player saw but never clicked. Steam's UTM analytics cannot measure view-through at all, since a UTM link only reports once it is clicked; it lives in ad platforms and in survey attribution instead.
Wishlist conversion
Has two meanings, and Steam's reports only cover one. In Steam's UTM analytics it is a wishlist added within the 72-hour attribution window after a trusted visit; in launch planning it usually means the share of wishlists that become purchases, the sense covered in wishlist count vs conversion rate.

How the terms fit together: from UTM link to counted conversion

Steam's own measurement is one chain: UTM parameters mark the link, a click becomes a tracked visit, the subset Steam trusts becomes trusted visits, and a wishlist or purchase within the 72-hour attribution window becomes a conversion, credited click-through style. Everything else in this glossary exists because that chain misses things. Survey attribution and incrementality testing catch conversions the chain never saw, owned channels keep your links (and your audience) under your control, and first-click, last-click, and multi-touch are the competing rules for sharing credit once you track more than one touchpoint yourself.

Three pairs studios most often confuse

Update Visibility Rounds and UTM attribution. A round is promotion: Steam shows your update to more people, and reports the impressions its own placement generated. UTM attribution is measurement of your external channels. Running a round tells you nothing about which channel drives wishlists, and spending UTM effort on a round measures Steam's promotion, not your marketing.

Tracked visits and trusted visits. The report shows both columns, and only trusted visits can produce conversions. Dividing conversions by tracked visits understates your real conversion rate; compare conversions against trusted visits instead.

Attribution and incrementality. Attribution asks which channel touched a converting player; incrementality asks how many of those conversions the spend actually created. A channel can win on attribution (many last-click conversions) and still fail on incrementality, because it was claiming players who were already coming.

Sources: Steamworks documentation (partner.steamgames.com: UTM Analytics and Visibility), a practitioner case study from a major PC games retailer's performance-marketing team (Feb 2026), and standard published digital-marketing definitions for attribution models, incrementality, and survey attribution.

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Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment
Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment