4 alternative ways to look at your active customers (and monetize them better)

Research on mobile games and monetization
In this section I discuss some behavior patterns common to most mobiles, and elaborate on some KPIs I’ve found useful to observe and analyze game performance. All graphs and numbers displayed here are for illustration purposes only, and are not actual numbers of any specific title.
4 alternative ways to look at your active customers (and monetize them better)
If you have a live game, you need to be looking at the number of daily active users you have in your game. But that alone is not enough to let you know who your active users are – or how healthy your active userbase is
This post suggests ways to think about your UA budget to accompany the worldwide launch of mobile free-to-play games
In this post I look at 2 different categories of KPIs, and show in what context – and for what purpose – each one of them can be useful.
There is a common assumption that giving players free hard currency is a good way to increase monetization metrics. The idea is that when you
Looking at what players are doing before and after spending – both focusing on the missions played or considering more granular in-game actions – can provide good insights into the situations most conducive to spending. It can also shed a new light on the motivations to spend.