PLUG_388EB2FD6ea410f0-2a25-48ac-8210-e1200601445fOnByDefault100RealTimeCriticalA system only event for sending Achievement progression updates. Should not be modified, deleted, or directly used by products.A system only event for sending Achievement progression updates. Should not be modified, deleted, or directly used by products.Call each time a player defeats an enemyCall each time a player defeats an enemyThis event must be logged each time a player hits an in-game progression markerThis event must be logged each time a player hits an in-game progression markerCall when a user acquires an item, collectible or object that changes their characteristics, can be consumed to change their characteristics, or advances a narrative in gameplay.Call when a user acquires an item, collectible or object that changes their characteristics, can be consumed to change their characteristics, or advances a narrative in gameplay.Call each time a player uses an item that they have previously acquired.Call each time a player uses an item that they have previously acquired.The event used to record a specific media action (such as play, pause, or skip) for music and video playback.The event used to record a specific media action (such as play, pause, or skip) for music and video playback.This event should be fired when a player exits a ranked or match-made multiplayer round. The goal is to collect information about the competitive rounds a user plays.This event should be fired when a player exits a ranked or match-made multiplayer round. The goal is to collect information about the competitive rounds a user plays.This event should be fired when a player enters a ranked or match-made multiplayer round. A round is an instance of gameplay that ends with winners and losers. Differentiates between competitive vs. cooperative modes, and public vs. private matchmaking.This event should be fired when a player enters a ranked or match-made multiplayer round. A round is an instance of gameplay that ends with winners and losers. Differentiates between competitive vs. cooperative modes, and public vs. private matchmaking.Call each time a player starts or completes an in-game objective, quest, mission, or goal.Call each time a player starts or completes an in-game objective, quest, mission, or goal.Call each time a player starts or completes an in-game objective, quest, mission, or goal.Call each time a player starts or completes an in-game objective, quest, mission, or goal.PageAction is an event that captures any action the user took on the page (button press, NUI, Voice, scroll, onSelect, etc.).PageAction is an event that captures any action the user took on the page (button press, NUI, Voice, scroll, onSelect, etc.).PageView is an event that captures what was shown to the user.PageView is an event that captures what was shown to the user.Call each time the player is defeated in the game.Call each time the player is defeated in the game.Call every time a user exits the current Player Session or quits the game, or simply navigates away from the specific experience it was previously interacting with the title.Call every time a user exits the current Player Session or quits the game, or simply navigates away from the specific experience it was previously interacting with the title.This event must be fired when the title goes into idle mode or the player enters an area of the game or app that is NOT relevant to include in the total time actively spent in the title. The goal is to provide useful information to the player about the amount of time they have actually played a game or used an app.This event must be fired when the title goes into idle mode or the player enters an area of the game or app that is NOT relevant to include in the total time actively spent in the title. The goal is to provide useful information to the player about the amount of time they have actually played a game or used an app.This event must be fired when the title resumes from idle mode or the player enters an area of the game or app that is relevant to include in the total time actively spent in the title.This event must be fired when the title resumes from idle mode or the player enters an area of the game or app that is relevant to include in the total time actively spent in the title.Call every time a user begins interacting with the title in a specific mode or experience.Call every time a user begins interacting with the title in a specific mode or experience.Call each time a player is created or re-created in game.Call each time a player is created or re-created in game.Call when a puzzle is solved successfullyCall when a puzzle is solved successfullyCall every time a user successfully or unsuccessfully exits a distinct major thematic or narrative section of the game. Fire this event when a player completes a narrative, quits the game, dies, or simply navigates away from a specific area or world.Call every time a user successfully or unsuccessfully exits a distinct major thematic or narrative section of the game. Fire this event when a player completes a narrative, quits the game, dies, or simply navigates away from a specific area or world.Call every time a user enters a distinct major thematic or narrative section of the game. Examples of a "section" are maps, levels, worlds, chapters, etc. Sections can also include menus, lobbies, as appropriate.Call every time a user enters a distinct major thematic or narrative section of the game. Examples of a "section" are maps, levels, worlds, chapters, etc. Sections can also include menus, lobbies, as appropriate.Tracks the details about offer and product that a user viewed in a game.Tracks the details about offer and product that a user viewed in a game.