4 alternative ways to look at your active customers (and monetize them better)
Category: Game KPIs and performance
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.
Thinking about daily active users (and the limitations of this metric)
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
How to determine your UA budget for a worldwide launch?
This post suggests ways to think about your UA budget to accompany the worldwide launch of mobile free-to-play games
Installs and active players – or why it’s not all about LTV
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.
You don’t get more when you give more
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
Before and after In-App Purchases: identifying gameplay patterns and improving monetization
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.