This post considers different ways to look at your active userbase. In particular, looking at how much your active userbase has spent in your game – what your active userbase is worth – can help you identify important changes in your game and think differently about the way your game monetizes.
Looking at how many customers (i.e. active useres who have paid at some point in the past) are in your game – and what % of your active users are customers – is crucial to understand your userbase and define a Live Ops strategy.
This post discusses different ways to consider your active users and payers.
The previous post (you can find it here) discussed why redeposit rate is an important KPI and suggested 3 different ways to look at redeposit
Conversion is a key metric for any free to play game in which monetization is based on in app purchases. But more than having converted, what you need for your title to be sustainable is payers who redeposit: payers who continue spending in your game after their first transaction. Part 1 considers different ways to look at redeposit in your game.
Day 1 retention is a KPI everyone in the mobile industry pays attention to. However, looking at day 0 return rate is an overlooked metric.
This post argues that day 0 return rate is a crucial KPI that is indicative of later retention. Designing for users to return on install day is a tangible and measurable design objective that can be hugely beneficial for your game.
Users play mobile games at regular intervals. And what those intervals are doesn’t depend on your game, but on your user’s schedule. By finding out how users engage with your title on a cyclical basis, you will be better prepared to set up your appointment mechanisms and design for the highest engagement possible