Quick answer: Only start a new session when the app has been backgrounded longer than a timeout (commonly 30 seconds); otherwise resume the existing session.
Your session count is triple your real plays because each quick app switch logs a new session. A session-timeout window fixes the inflation.
How to fix it
1. Apply a background timeout
On foreground, start a new session only if the time since backgrounding exceeds a threshold (for example 30s); otherwise continue the prior session.
2. Track last-background time
Record the timestamp when the app backgrounds and compare on resume to decide whether the session continues or restarts.
3. Match your SDK's definition
If you use a managed analytics SDK, configure its session timeout rather than firing manual session events that double-count.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every mobile error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.