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Monthly Active Users - The number of users who have logged into the game at least once in the last 30 days. |
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Daily Active Users - The number of users who have logged into the game at least once in the last 24 hours. |
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The first step in turning an F2P product into Money: Obtaining new users to try it. |
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The second step in turning an F2P product into Money: Making the newly obtained users come again and again. |
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The third step in turning an F2P product into Money: Making users (usually retained users) pay for it. |
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(AKA Stikiness) Measured by DAU/MAU. An indication of short term retention. More is better (15% is considered good; less could mean the game is not good or that the wrong users are acquired). |
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Percentage of users who remain engaged over a given time. When measured per specific cohorts (demographic, acquisition source) it can be used to optimize acquisition methods. |
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1-Retention Ratio (used in calculating Player Life Time) |
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1/Churn Rate. (Used in calculating the Life Time Value of a player. |
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The expectancy of income to be received from a player. Calculated by (Player Life Time)x ARPU |
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The Percentage of players who spend money in the game. |
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Converted Users that spend the minimum possible in the game (usually around $1-$3). |
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Converted Users that spend a "middling amount" in the game. |
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The top 10% that spend the most in the game (Some alternately define them by a target amount like $20 or $100). |
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Average Revenue Per Paying User (Can be used to gauge the performance of the Monetization phase). |
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Cost Per Acquisition (Can be used to measure the efficiency of advertizing. Often compared to LTV.) |
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