Key Metrics for App Monetization Success
Key Metrics for App Monetization Success
ANALYTICS
BASIC MONETIZATION
AND REVENUE METRICS
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INTRODUCTION
Monetization and revenue metrics are arguably the most crucial in
determining a product’s success. They are vital to understanding and
guiding your company's development and an important signal for investors
and buyers.
Financial metrics not only convey the total amount of money paid by the
users but also depict their spending and conversion patterns over time.
They offer valuable insights into how effectively the product is fulfilling the
users' needs and identifying areas for potential enhancement.
Paying conversion
Paying users and paying share
ARPU
ARPPU
Cumulative ARPU
LTV
Social LTV
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In this book, you will find examples that will help you understand how
to use various metrics. Use them to practice real-life analytics in the
devtodev demo project and get an overall understanding of how analytics
platforms appear and operate.
If you already have a game or an app, you can integrate it with devtodev
and start working with your own data. This comprehensive solution will
provide you with valuable insights into every aspect of your product.
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PAYING CONVERSION
While discussing this or that project, we often use the term “conversion”.
Analysts analyzing a project always pay attention to this key indicator and
do their best to increase it.
Before we derive the formula, let’s talk about its key element — a cohort.
This metric is calculated for a cohort, which is a certain group of users
who have installed the app during a certain period.
Paying users
Paying conversion =
New users
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Let’s see what happens when we increase the conversion rate by just 5%:
That is why you should keep an eye on other financial metrics like ARPU
when experimenting with the conversion rate. Discounted prices (like $3
vs $5 in the example above) don't always result in lower income, but it is
still necessary to control them.
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In addition to promotions and discounts, conversion can also be
influenced by:
These points are individual for every project. What increases conversion
rate in one product may not affect it in another. However, you still need
to experiment to find out what works best for your app or game.
You can also divide the repeat payments by their number: 2nd, 3d, and
so on, and then you’ll be able to calculate the conversion rate for each
of them separately.
It's important to ensure that your users continue making purchases after
they made their first payment, because often the repeat and recurring
payments are responsible for the largest chunk of the revenue.
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2. Tracking time before
the first payment
It's also important to understand when exactly your users start paying –
immediately on the day of installation or some time later, when they get
the feel of the product.
After you get to know that, you can find certain patterns in user behavior,
affect them, and plan various marketing activities, increasing the
probability of making payments.
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3. Using cohort analysis to
explore metrics by days
Conversion rate is calculated for cohorts, and you can use this aspect
to track its changes over time for a specific group of users, as well as
to compare different cohorts with each
There's one more metric, which is similar to conversion but has a different
meaning – Paying share.
Paying users
Paying share =
Active users
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This metric differs from conversion by its denominator, which is the entire
active audience. It is not tied to the installation date, nor does it require
cohort analysis.
In addition to the fact that the сonversion rate affects the app’s revenue,
it's also an indicator of user's interest. Therefore, it is useful to study
their behavior and needs in order to provide relevant offers, develop and
improve the product.
Keep in mind: while tracking how all these changes affect the
percentage of paying users, you should not forget to check other
equally important financial metrics.
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PAYING USERS
The goal of creating games and apps is not only to provide joy,
engagement, or solve user issues, but also to generate revenue. That's
why it's crucial to closely monitor the specific individuals who contribute
financially, referred to as paying or premium users. In the devtodev
analytics platform, they are referred to as "Paying users," and the
percentage they represent of all users is known as the "Paying share." As
a general rule, the higher these two metrics are, the greater your income
and, consequently, the more successful your project.
Paying users not only generate income for you but also enhance your
metrics. For instance, their retention rate is typically higher compared to
that of free users. When someone has invested their hard-earned money
into your project, they are less likely to abandon it even if they come
across another appealing app or game. They will strive to extract maximum
value from their investment, seeking pleasure, and excitement.
If you aim to increase your earnings, you need to encourage them further
and transform them from minnows into dolphins or even whales. This
task is not easy as it entails extensive analytics. You must comprehend
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their motivations, preferences, and the factors that led them to make a
purchase. Subsequently, you should devise distinct marketing strategies
tailored to different user groups, implement them, reanalyze the results,
and continually strive for improvement.
Make sure to turn your new users into people who make repeat or even
recurring purchases because they are the main source of revenue.
Paying users
Paying share =
Active users
The paying share is usually quite small. In f2p games, for example, it is just
around 1%. It means that 99% of users do not pay at all and developers
have to apply other monetization strategies.
You have to keep in mind that the increase in the number of paying users
does not automatically lead to an increase in your revenue. In case the
number of users is growing but your average check is shrinking, you run
the risk of losing your money rather than earning. That’s why you need to
analyze ARPPU (average revenue per paying user) along with the paying
users and paying share metrics.
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Let’s take a look at the following examples:
The number of paying users became bigger but the ARPPU dropped and
your income dropped too.
In this situation, the paying share shrunk but the ARPPU increased so did
your revenue.
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The paying users and paying share metrics work best if you analyze them
together with another indicator. The paying share, for example, is best
to be analyzed together with the number of new users. If the paying share
is decreasing while the audience is growing, then your new users are not
your target audience and you have to stop buying traffic from the source
you are currently using.
To retain your paying users within your app or game and encourage them
to increase their spending, it is essential to provide them with a smooth
and comfortable user experience (UX). To achieve this, you should employ
user segmentation techniques to divide them into smaller groups.
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ARPU
ARPU, or average revenue per user, is one of the most popular and most
important monetization metrics in product analytics that you can use to
evaluate your project performance.
To calculate the ARPU, you need to divide the revenue for the selected
time period by the active audience:
Revenue
ARPU =
Active users
For example, if your audience is 5,000 users and the app’s revenue is
$3,000, then each user brings approximately $0.6 to the project:
$3,000
ARPU = = $0.6
5,000
Also, quite often you may see the ARPDAU metric. It is the same as ARPU
but it is calculated for a single day: the revenue for one day is divided by
the number of active users on that day — daily active users, or DAU.
You can also calculate ARPMAU, or the average revenue per monthly
active users, which divides the monthly revenue by the product’s MAU.
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ARPU is one of the key indicators that shows the project’s monetization
performance that in turn directly influences income. You can calculate it
using the following formula:
So the higher your ARPU is, the larger your product’s revenue. Also, ARPU
is a great metric to assess the effect of changes that you implemented in
your project. It takes into account both paying and free users and is based
on two additional parameters, which makes it much easier to analyze:
Here, ARPPU is an average revenue per paying user, while paying share is
the percentage of paying users within the entire audience.
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Where you can Use ARPU
Pricing experiments
For example, your product costs $15, you had revenue of $1,500 and 1,500
users. Then you raised the price up to $17. As a result, you saw a decrease
in the user count down to 1,200 and the revenue also fell to $1,400.
How do you know if the price increase was effective and whether the
decline in revenue was related to it?
To answer these questions, you need to take a look at the ARPU values:
As you can see, it actually wasn’t a bad experiment at all. If you can bring
back the number of users that you had before raising the prices, the
revenue will increase:
$1.17 * 1,500 = $1,755, versus $1,500 before you increased the price.
Traffic analysis
Let’s say you have a product that costs $2. Your monthly audience is 1,000
users and they bring in $400 in revenue: ARPU = $400/1,000 = $0.4
Then you drive more traffic and the number of users goes up to 1,500
while the revenue grows to $500. It seems to be a good thing, but if you
calculate ARPU, you'll see that it had actually decreased:
ARPU = $500 / 1,500 = $0.3
As a result, the average user now produces less revenue than before.
Probably, because purchased traffic wasn’t targeted enough.
Also, you can use this to compare different traffic channels. The most
important thing to keep in mind is that the higher the ARPU, the more
income you will get.
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User segments comparison
Let’s imagine that there are several types of players in your product
and they all behave differently and pay differently. In addition to that,
the number of users in each of those segments varies widely. You can
use ARPU to compare which of these segments is the most loyal and
profitable:
You can see that there is a majority of loyal users who have been using
the product for some time and on average pay the highest amount for
your game.
However, despite the fact that there are far fewer new users, they also
generate decent revenue compared to the rest of the segments.
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You can also focus on driving repeat purchases, because the more
purchases a user makes, the larger their next purchase amount will be.
It is also important to keep in mind that if you simply increase the price,
you may experience growth in ARPPU, but it does not guarantee that your
overall income will increase as well. The percentage of paying users may
decline sharply, and the profit from paying users might not be sufficient to
compensate for the decrease in the number of purchases.
Now you know how to measure the success of your product, user loyalty,
how to compare different traffic sources, and evaluate your experiments.
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ARPPU
This part of the book will focus on the metric that describes a reaction
of paying users to a project's value, which at the same time is a very
important and useful monetization metric. This metric is called ARPPU, or
the average revenue per paying user, where a paying user is a user who
made at least one purchase for a certain time period.
Revenue
ARPPU =
Paying users
Unlike ARPU from the previous chapter, this metric doesn't take into
account non-paying users. Only paying users are counted. It means
that ARPPU will always be bigger or equal to ARPU. In fact, they would
be equal only if all your active users made a purchase. Usually, ARPPU
far exceeds ARPU.
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Let’s compare these two metrics.
Assume that 1,000 out of 5,000 active users made certain in-app purchases
worth $3,000. Based on this data you can calculate ARPU and ARPPU:
In other words, by increasing ARPPU or the number of paying users, you can
increase your revenue.
In this case:
Revenue = $200
Paying users = 100
Paying share
(the percentage of users who made a payment) = 100/1,000 = 10%
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The easiest way to increase ARPPU is to raise prices.
Let's see how this can turn out.
Now the product costs $10 instead of $2, but only 20 users instead of 100
can afford it. The metrics will change as follows:
Revenue = $200
Paying users = 20
Paying share = 20/1,000 = 2%
ARPU = $200/1,000 = $0.2
ARPPU = $200/20 = $10
As you can see, the paying share has dropped from 10% to 2%. At the same
time, ARPPU increased from $2 to $10, which did not affect the revenue
and ARPU. These metrics remained unchanged.
What if there were fewer paying users? For example, 10 instead of 20.
Revenue = $100
Paying users = 10
Paying share = 10/1,000 = 1%
ARPU = $100/1,000 = $0.1
ARPPU = $100/10 = $10
It’s clear that the revenue, paying share and ARPU decreased significantly.
However, ARPPU still remains the same as before — $10.
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Here is a comparative table of these 3 cases:
In this regard, you need to ask yourself: why should you calculate and
control ARPPU and how can you use this metric?
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By the way, according to a devtodev's research made on a number of
online games, the more purchases a user makes, the greater their next
payment amount will be.
Summarizing all the above, the average check is the average cost of
the transaction, an arithmetic average of all the payments, excluding
the number of users who made these payments.
Revenue
Average check =
Number of transactions
It’s different from ARPPU: if one paying user makes a repeated payment,
then the denominator in ARPPU — the number of paying users — will not
change, but the number of transactions will increase, and it will affect the
average check.
For example, 10 users made purchases, each worth $5. Then two of
them made a second purchase, each of them worth $3.
In this case, ARPPU will equal to (10 * $5 + 2 * $3)/10 = $5.6.
To calculate the average check, you should divide the total revenue not by
the number of paying users but by the number of payments made by them:
(10 * $5 + 2 * $3) / 12 = $4.7.
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ARPPU is another indicator of user loyalty which at the same time
allows you to evaluate the attitude of your users towards the prices of the
product. By the way, you can read about other user loyalty metrics here.
ARPPU is also highly sensitive to their changes. This metric shows the
satisfaction of users with your game because the higher it is, the more
they will eventually pay.
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CUMULATIVE ARPU
What is cumulative ARPU, how does it differ from the regular one, how to
calculate and use it?
In this chapter, we'll take a look at a metric that will be very useful for
estimating the traffic quality and choosing the optimal CPI (cost per
install). It's cumulative ARPU.
This metric is calculated just the same as the regular ARPU: you need to
divide the revenue by the audience. However, it has one very important
feature which distinguishes it from the regular ARPU and makes it useful
for analyzing the traffic. Cumulative ARPU is calculated not for a whole
audience but for a specific cohort of users. This cohort is made up of
users who installed the app during a certain period of time (it's most
convenient to use daily or monthly cohorts).
For a cohort, this metric increases daily, that's why it's called “cumulative”.
0 1 2 3 4 5 6 7 8 8 10 11 12 13 14
Revenue $800
ARPDAU $0.8
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The next day, some of the same users made purchases worth $500. No
matter how many of them returned to the project and how many of them
made purchases, the size of the cohort that you divide the revenue by is
always 1,000 users.
You can already calculate the cumulative ARPU. It will be a sum of the day
0 (day of install) and day 1 ARPU.
0 1 2 3 4 5 6 7 8 8 10 11 12 13 14
Cumulative
ARPU
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Revenue $800 $500 $350 $220 $150 $100 $85 $75 $75 $70 $45 $30 $20 $15 $10
ARPDAU $0.80 $0.5 $0.4 $0.2 $0.2 $0.1 $0.1 $0.1 $0.1 $0.1 $0.0 $0.0 $0.0 $0.0 $0.0
Cumulative
$0.80 $1.30 $1.65 $1.87 $2.02 $2.12 $2.21 $2.28 $2.35 $2.41 $2.35
ARPU
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The day N cumulative ARPU is equal to the revenue made by this cohort
for N days and divided by the number of users in this cohort.
This metric can only grow with time, as the more time users spend in a
project, the more they pay. If at some point they stop paying or using the
product at all, then after reaching a certain level this chart will become a
horizontal line.
And it leads to its second advantage. This metric is really useful for
estimating traffic quality and its payback period, as it's important to know
when users start to bring more money than you've spent acquiring them.
It is the moment when the cumulative ARPU becomes equal to CPI (cost
per install).
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If you know the cumulative ARPU of a cohort for, let's say, the 365th
day (or any other subsequent day), it's already possible to talk about the
average revenue per user during the project's lifetime — this metric is
called lifetime value, LTV or CLV).
And here's one more advantage of this metric: due to the peculiarities of
its calculation, cumulative ARPU allows you to compare different cohorts,
which is especially convenient when you make any changes
to the product.
In this case, you can compare the cumulative ARPU for these two cohorts
over time: those who installed the app before the changes were made
versus those users who installed the app after the changes to see how
the changes affected payments.
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Thus, calculating cumulative ARPU is a big step towards cohort analysis,
a good indicator of the traffic's quality that you’re purchasing, and a useful
metric for estimating the nature of user payments and their profitability
for the project.
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LTV
This chapter is about one of the most important financial metrics, which
allows you to optimize the cost of user acquisition campaigns, to plan
revenue for a long time ahead, to evaluate the effectiveness of acquisition
channels, to emphasize the most financially attractive user segments, and
many other things (read our free ebook on LTV).
In fact, LTV is a cumulative ARPU that has reached a certain stable value.
In other words, LTV is the average revenue gradually brought to the app by
a single user.
The LTV chart looks the same as the chart of cumulative ARPU, it is also
calculated for cohorts, and its chart and value both increase in time.
Notably, the chart grows rather quickly at the beginning and then its
growth slows down and completely stops after a while.
Such a trend is associated with the churn of users in the game or app —
initially, there are a lot of people in the cohort and they are actively making
purchases. Then, most of the users leave the project and revenue growth
decreases by their quitting.
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LTV affects revenue in the direct ratio, which is evident since the more
money one user brings to the project, the higher the total revenue is.
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However, if the lines cross, let’s say, after 2 years of the user's presence
in the project, it is also worth evaluating if buying such traffic makes
any sense.
You may regard LTV as the upper limit of the cost of purchased traffic,
but still, it is quite risky to buy it at a price that’s equal to the lifetime
value itself.
Let’s assume that you know the LTV of the users who were acquired for
money and organically, therefore you can review how traffic experiments
affect the revenue: what may happen if you increase the number of
organic installs by launching the app in a new country, or how the total
revenue will change if you reduce paid traffic.
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Metric Current situation Variant 1 Variant 2
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As a result, you can distinguish five metrics that influence LTV:
⦿ Lifetime
⦿ ARPU
⦿ Retention rate
⦿ Paying share
⦿ ARPPU
They are exactly those levers of influence over the lifetime value. It is
possible to increase LTV by raising these metrics.
Moreover, a lot of changes are likely to occur inside the app in this interval
of time, and new users may behave differently from the users of the cohort
you are observing. This means that their lifetime value has all the chances
to change as well.
Thus the whole complexity of the calculation is based on the fact that it
takes a small amount of data that is available for the short period of time
that the user spent in the app.
That’s why all the calculation methods that are used in real life are not
quite accurate and have their advantages and disadvantages (by the way,
devtodev uses ML for predicting LTV with 95% of accuracy).
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Nevertheless, let’s look at several approaches.
Let's start with the formula mentioned above:
It’s not perfect. Firstly, lifetime itself does not have a decisive and exact
method of count and, the same as lifetime value is calculated on the basis
of a small amount of past data.
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When you know the LTV of your project, you can understand which
customer cohort is of the greatest value for you, how fast the cost of their
acquisition will be paid back, how much revenue new users will bring you
in six months or in a year, how this revenue will change if you increase
retention, and so on. Now you can see that lifetime value inspires you to
work on the most important financial and customer metrics and plan your
business for a longer time.
You can find all information about LTV in our FREE BOOK.
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SOCIAL LTV
Social lifetime value (social LTV) is a rather rare metric that cannot be
measured using conventional analytical systems. It is an alloy of two other
metrics — lifetime value and k-factor. What do they measure and how are
they combined?
Just as with the traditional LTV, this metric is not calculated on the basis
of actual data since you cannot monitor each and every user and wait
for them to leave the project. Therefore, you need to use less accurate
calculation methods.
K-factor is the virality indicator that you can use to track a project's
popularity. This is the number of people who installed it on the
recommendation of a person who already uses the project. The higher
the k-factor, the better: if it equals 70, it means that 100 users invite 70
new people on average, if it is 1.2, then they invite 120 people and, thanks
to this, this project fully and absolutely free replaces churned users. The
k-factor value cannot fall below 0; and if it equals 0, it means that the
project does not have any virality.
Due to difficulties in evaluating LTV and k-factor, analysts usually use the
method that they consider most suitable for a particular project and later
they calculate the social lifetime value based on these data.
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Double User Value
A paying user is extremely valuable, but if they also invite a friend, then
their value increases greatly because this friend can also start making
purchases. Social LTV is this new value that takes into account both the
LTV of a user and the value of the invited friend.
Calculation formula:
Then:
Social lifetime value = 29.9 * (1+0.6) = 47.84.
It’s clear that the true value of the user is much higher than just their LTV.
Please note that for Social LTV calculation you can only consider the
first-line users. Thus, unlike k-factor, you do not take into account those
people who come to the project on the recommendation of a person who
themselves entered it on a recommendation.
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TAKE AWAY POINTS
In this book we’ve covered some of the most important monetization and
revenue metrics, that will give you the whole picture of how your project
earns money, who generates it and when they do this.
If you are an analyst or run your own project, then after reading this book,
you can answer the wide range of essential questions, such as:
The companies that have not yet started their analytics journey but
already are trying to figure out where to begin, can take a look at
devtodev’s free demo project that will allow you to visualize what an
analytical system is and to get hands-on practical experience.
On the devtodev website, you can find two more books of this series — one
is about acquisition metrics and another about retention metrics.
We hope this book has been beneficial to you and you answered many
if not all your questions about monetization and revenue metrics. If you
have any questions, feel free to drop us a line or contact us via Facebook.
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