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 examines when users are most likely to convert on install day, and what their main motivations to convert are. Treating your game as if it were an IP means identifying what its defining traits are, and what is most likely to appeal to your users. This exercise can in turn help you design starter packs that align with your users expectations and help you get your conversion numbers up.