Colopl reports an interesting metric: ARPQU. In doing so, they focus only on the metrics of users who launched the app at least once after 7 days of its download date. In this post I reflect on what this might mean, and how you can use this as part of your OKR process.
John Doerr’s book on Objectives and Key Results provides a great framework to consider product development in general, and game development in particular. This post goes into some insights that can be derived from that framework for mobile games.
This post provides the queries to measure engagement in your game
Looking at how many days a user logged in in the previous week is a strong indicator of future churn. By using this approach to identify at-risk users, you can act preemptively to reduce churn in your game.
Looking at engagement from a Live Ops perspective requires a specific set of tools. This post covers a few different thigs to keep in mind when assessing the engagement rate of your active users.
This post considers ways to further evaluate the engagement of your userbase, and suggests ways to leverage that to optimize your game.