In this post I suggest ways to look at what is driving user spending, as well as ways to measure that in your game.
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.
Why focusing on (good) customers makes sense
It’s very likely you are looking at the daily active users in your game. But are you also looking at your daily active customers? This post discusses why looking at customers is important to get a good reading on your game, and appropriately define who you are developing features for.
User cycles and engagement
Users install and play games on a very regular 24-hour/7-day cycle. This post discusses what that means for your game, and how you can leverage that to design features that capitalize and reinforce that natural tendency.
Focus on monetization, not retention
There is a common theme in the industry that suggests retention is the most important metric for the financial success of any game – more than monetization metrics. This post looks at some key data points that show the difference between monetizing a little bit and monetizing a lot is not due to engagement. It rather results from how frequently users make purchases when they are active in a game.
Determining your IAP price points (hint: make it expensive)
Maximizing revenue in your game is a balancing act between conversion and revenue per transaction. This post looks at the impact price point has on spending patterns and suggests a few rules of thumbs to define your pricing strategy.
Treat every game mode as a game in itself
When a game features different game modes, it can be difficult to disentangle things and properly assess each game mode on its own merits. This week I discuss common challenges when trying to make sense of your different game modes in a clear and concise way. I also suggest ways to measure your game and its game modes to get a good sense of what the user experience looks like.