Game Development Foundation 1: Game metrics

Source: Internet
Author: User
Basic* Free mode/f2pGames are provided free of charge, usually through the ability to access advanced features, or related products and services. * Virtual ProductA temporary subscription service with built-in game items or game-related services, such as energy improvement items, paid content, or enhanced gameplay. Key Performance Indicators of f2p gamesThese will help you follow your game's profit strategy. * Cost per acquisition (CPA)/cost per installation (CPI)That is, the cost of acquiring a new user. You can divide the advertising activity cost by the new application installation volume to calculate the value: CPA = advertising cost/new installation volume * Cost per participation (CPE)The cost of getting new users through an advertisement. In such advertisements, marketers require users to take action in favor of the game, and the game provides rewards in return. * User lifetime value (CLV)/lifetime value (LTV)This is to predict the net profit produced by a user's future interaction with the application at a certain discount rate. Its prediction model may have different degrees of complexity and accuracy. Net profit = total profit-acquisition cost * Mau)The number of independent users who have played the game at least once in a month. * Daily active users (DAU)The number of independent users who have played the game at least once a day. * Viscosity coefficient or dau/MAU RatioYour viscosity coefficient is the ability to convert monthly active users into daily active users. This is the result of dividing dau by Mau. After converting to a percentage, you can know that "a few percent of monthly active users change to daily users every day ". For example, if the Mau of the game is 0.6 million and the Dau is 30 thousand, the viscosity coefficient is 0.05, that is, 5% of monthly users change to daily users every day. * Retention RateYour retention rate is the number of users who continuously play games in a specific period of time. Retention Rate (%) = (active users/average number of users) * 100 average number of users (ANU) = (initial number of users in a period + number of users at the end of the period)/2 * Traffic Loss RateYour traffic loss rate is related to the number of users who no longer play games in a certain period of time. Players who are no longer turning back are "losers ". Traffic Loss Rate (%) = (inactive users/ANU) * 100 Anu = (number of starting users in a period + number of users at the end of the period)/2 * Retention rate + traffic Loss Rate = 100%* Average revenue per user (ARPU)In a specific period of time, the ARPU of your game is the average benefit created by all active users. * Average daily revenue of active users (arpdau)The arpdau of your game is the average value of the benefits created by independent users logging on to the game one day. * Average revenue per paying user (arppu)In a specific period of time, the arppu of your game is the average benefit created by all active paying users. Here, you only need to consider the number of paying users, you can ignore the number of non-paying users. Who are paying users?Each user has different requirements. The a-KPI revenue model f2p (from gamasutra) chart shows two groups of data divided by the IAP price tag. A solid color bar indicates the number of IAPS in a certain proportion. Stripe represents the benefits created by a certain proportion of IAP. It points out that most purchases (67%) come from the price of $1-5, but they only account for 27% of the revenue they create. * Ainemo usersAinemo users consume the minimum amount per month, usually less than 1 euro. * Dolphin usersTheir investment is relatively "average", and the monthly consumption is usually about 5 euros. * Whale userWhale investment is large. The average monthly investment is usually 20 euros. * Non-quota usersThese users have invested heavily and their consumption amount is not fixed. Its consumption range ranges from several hundred yuan to several thousand yuan per month. A-KPI what players spend f2p (from gamasutra) these entries represent the percentage of each group in earnings. Now you should know more about your players. I hope this article will give you a brief introduction to KPIs to quickly understand the business stages of game development. Source: Game state

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