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  • Is conversion rate usually quoted daily, monthly or lifetime?

    I got an email last week asking me the following question: "Some folks insist that “conversion rate” as it’s reported industry wide is #dailypayers/DAUs, while others insist it should be based on monthly payers and MAUs (or...

    • Posted 10 years ago
    • 7
  • Zynga’s conversion rate

    I was digging into definitions of conversion rate, and came across this slide from Zynga’s Q2 2014 conference call.     So Zynga’s conversion rate is between 1.6% and 1.9%. But what does that actually mean? I’m...

    • Posted 10 years ago
    • 3
  • Why free-to-play benchmarks don’t matter

    I get a lot of questions asking me what the “standard” for a particular metric is in free-to-play games, whether that be conversion rate, ARPDAU, retention or something else. My broad answer is “It doesn’t matter,” and...

    • Posted 10 years ago
    • 0
  • Chinese mobile games’ ARPPU is over $30, and other new benchmark data

    What kind of ARPPUs are typical in different parts of the world? How much should you pay to acquire a user? How many users can you expect to spend money? The latest updates to the spreadsheet benchmark...

    • Posted 10 years ago
    • 2
  • A comprehensive list of metrics for free-to-play games

    This is a guest post from Shyamal Dave of Mech Mocha, an independent free-to-play studio based in Ahmedabad, India. A decent number of downloads is a good head-start and a very good reason to throw a boat-party...

    • Posted 10 years ago
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  • How much does an American spend on mobile games? Less than a Chinese person

    SuperDataResearch has just released some fascinating statistics on conversion rates and ARPPU of mobile games, comparing the behaviour of players in the US and China. Their conclusion might not be what you expect: American has higher conversion...

    • Posted 10 years ago
    • 0
  • [Gamesbriefers] Are mobile conversion rates really this low?

    Question: Last month, Swrve released data suggesting that only 1.5% of players spent any money at all on mobile games, with 10% of those (i.e. 0.15% of the audience) representing about 50% of revenue. Do these metrics match...

    • Posted 11 years ago
    • 0