Mobile Games User Acquisition KPIs & Metrics

User Acquisition KPIs for Mobile Games: Key Metrics to Focus

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User Acquisition KPIs for mobile games help game developers and marketers identify which channels and campaigns are delivering the best results and allow continuous optimization. Monitoring the user acquisition KPIs makes sure that user acquisition efforts align with the game’s goals and balances marketing costs with the long-term value of new players. 

The common key metrics of user acquisition for mobile games are cost per acquisition (CPA), monthly active users (MAU), time to first purchase, sessions, app loading, purchases, average screens per visit, average session duration, crashes, customer acquisition cost (CAC), installs, ratings, revenue per user, uninstalls, return on ad spend (ROAS), cost-per-engaged-visit (CPEV), cost-per-new-visitor (CPNV), etc.

Implementing KPIs in user acquisition strategies includes defining clear objectives and selecting relevant KPIs. Track user behavior, set benchmarks and targets, analyze and optimize performance, and regularly report progress.

This guide covers the essential User Acquisition KPIs for mobile games and the way to implement them in user acquisition strategies to help you focus on key metrics that optimize player acquisition, boost retention, and drive the overall success of your marketing campaigns.

What are User Acquisition KPIs for Mobile Games?

User acquisition KPIs for mobile games are metrics that measure the effectiveness of strategies in attracting, engaging, and retaining users. UA KPIs help evaluate the cost, value, and overall performance of user acquisition efforts and guide the optimization and decision-making process.

User Acquisition (UA) KPIs are important for mobile games because they provide measurable insights into the effectiveness of strategies aimed at attracting and retaining players. The KPIs, such as Cost-Per-Install (CPI), Retention Rate, and Lifetime Value (LTV), help developers and marketers understand the quality and behavior of acquired users and help in making data-driven decisions. By tracking the user acquisition KPIs, mobile game developers assess the return on investment (ROI) from marketing efforts, optimize acquisition channels, and refine gameplay or user experiences to improve player retention. 

What are Key Metrics of User Acquisition for Mobile Games?

The key metrics of user acquisition for mobile games include cost per acquisition, monthly active users, return on investment, click-through rate, cost per click, retention rate, average revenue per user, lifetime value, installs, cost per install, conversion rate optimization, etc.

Let’s discuss all the key metrics of user acquisition for mobile games in detail:

Cost Per Acquisition (CPA)

Cost Per Acquisition (CPA) is a marketing metric that measures the total cost incurred to acquire a single paying customer or lead and is calculated by dividing the total campaign cost by the number of conversions. Cost Per Acquisition (CPA) is a key metric for user acquisition in mobile games that measures the cost incurred to acquire one paying or engaged user. The CPA metric helps game developers and marketers understand how much they are spending to attract players through paid advertising campaigns, app store promotions, or other marketing efforts. CPA provides insight into the efficiency and profitability of acquisition strategies by dividing the total marketing spend by the number of users acquired. A lower CPA indicates more cost-effective user acquisition and a high CPA may signal the need for better targeting or optimization in marketing efforts.

Monthly Active Users (MAU)

Monthly Active Users (MAU) is a metric that tracks the number of unique users who engage with a product, app, or service at least once within a 30-day period and tells overall usage and user retention. Monthly Active Users (MAU) is a key metric for user acquisition in mobile games that tracks the number of unique users who engage with the game at least once within a given month. The metric provides insights into how well a game retains the players over time and how successful acquisition strategies are in attracting active users. High MAU numbers indicate a strong user base and suggest that players find the game engaging enough to return regularly. By monitoring MAU, game developers assess the effectiveness of their marketing efforts and gameplay experience. The regular assessment helps them to refine strategies to keep users active and encourage further acquisition. A steady or increasing MAU is a sign of a growing and healthy player community.

Return on Investment (ROI)

Return on Investment (ROI) is a financial metric that measures the profitability of an investment by comparing the net profit to the initial cost and is expressed as a percentage. Return on Investment (ROI) is a key metric of user acquisition for mobile games that measures the profitability of marketing and user acquisition efforts. The ROI calculates the financial return generated from new users relative to the amount spent on acquiring them. ROI is determined by dividing the net profit from user acquisitions by the total acquisition cost, then multiplying by 100 to express the answer as a percentage. A positive ROI indicates that the game is earning more from the users of that game than the amount they spend on acquiring them. A negative ROI suggests a loss. Monitoring ROI helps game developers and marketers evaluate the efficiency of their acquisition strategies and guides decisions on budget allocation and campaign optimization to maximize profitability.

Click-Through Rate (CTR)

Click-Through Rate (CTR) is a digital marketing metric that measures the percentage of people who click on a link or advertisement out of the total number of people who viewed that link or advertisement. Click-Through Rate (CTR) is a key metric of user acquisition for mobile games that measures the effectiveness of ads in attracting potential players. CTR represents the percentage of users who click on an advertisement after seeing that ad and is calculated by dividing the number of clicks by the number of ad impressions and multiplying by 100. A higher CTR indicates that the ad is engaging and relevant to the target audience and prompts more users to explore the game. Monitoring CTR helps game developers and marketers assess the appeal of their ad content, optimize campaigns, and refine targeting to improve the likelihood of acquiring new players. A strong CTR is an early indicator of successful user acquisition efforts.

Cost Per Click (CPC)

Cost Per Click (CPC) is an online advertising metric that represents the amount advertisers pay each time a user clicks on their ad. Cost Per Click (CPC) is a key metric of user acquisition for mobile games that measures the cost incurred each time a user clicks on an advertisement. The CPC is calculated by dividing the total cost of an ad campaign by the number of clicks generated. CPC is essential in determining how cost-effective a marketing strategy is in driving traffic to the game. A lower CPC means the game is attracting users at a lower cost per click by making the campaign more efficient. Monitoring CPC helps developers and marketers optimize their ad spend. Regular measurement of CPC ensures that developers get the most out of their budget by improving ad targeting, creative content, or platform choice to attract quality clicks that lead to new players.

Retention Rate

Retention rate is the percentage of customers or users who continue to engage with a product, service, or company over a specified period. Retention rate is a key metric of user acquisition for mobile games that measures the percentage of players who continue to engage with the game after their initial download over a specific period such as 1 day, 7 days, or 30 days. The metric indicates how successful a game is in keeping players engaged and active and is essential for long-term profitability and growth. A high retention rate suggests that the game is offering a compelling experience that encourages users to return. A low retention rate signals issues with user engagement or gameplay design. By tracking retention rates, developers identify areas for improvement in user experience, optimize onboarding, and adjust acquisition strategies to attract players more likely to stick around.

Average Revenue Per User (ARPU)

Average Revenue Per User (ARPU) is a financial metric that measures the average amount of revenue generated from each user or customer over a specific period and is used to assess the profitability of businesses in subscription or user-based models. Average Revenue Per User (ARPU) is a key metric of user acquisition for mobile games that measures the average amount of revenue generated per user over a specific period. The ARPU is calculated by dividing the total revenue earned from the game by the number of active users within that time frame. ARPU helps developers and marketers understand the financial value each user brings to the game and allows them to assess the effectiveness of their acquisition strategies in attracting high-value players. By tracking ARPU, game creators optimize in-game monetization methods such as in-app purchases or ads, and refine their marketing efforts to target users who contribute more revenue.

Lifetime Value (LTV)

Lifetime Value (LTV) is a metric that estimates the total revenue a business expects from a single customer over the entire duration of their relationship and highlights the long-term value of customer retention. Lifetime Value (LTV) is a key metric of user acquisition for mobile games that estimates the total revenue a player is expected to generate over their entire time playing the game. The LTV is calculated by considering factors such as Average Revenue Per User (ARPU), user retention, and the duration of player engagement. LTV helps game developers and marketers understand the long-term financial contribution of each player and guides them in determining how much they afford to spend on acquiring new users while maintaining profitability. A higher LTV indicates that players are highly engaged and spending more.

Churn Rate

Churn rate is the percentage of customers or subscribers who stop using a product or service during a given period by indicating the rate at which a business loses clients. Churn rate is a key metric of user acquisition for mobile games that measures the percentage of players who stop using the game over a specific period and is calculated monthly. The churn rate is the inverse of retention rate and is essential for understanding how well a game retains the user base. A high churn rate indicates that a large portion of players are leaving the game that signals issues with engagement, gameplay, or overall satisfaction. By monitoring churn rate, developers identify when and why users drop off and make adjustments to game design or user experience. Reducing churn is essential for sustaining long-term user growth and maximizing the return on acquisition efforts.

Cost Per Install

Cost Per Install (CPI) is a mobile app marketing metric that measures the cost incurred by an advertiser each time a user installs an app through a paid campaign. Cost Per Install (CPI) is a key metric of user acquisition for mobile games that measures the cost incurred to acquire a single user who installs the game through paid advertising efforts. The CPI is calculated by dividing the total ad spend by the number of installs generated. CPI is used to measure the effectiveness and cost-efficiency of mobile game marketing campaigns. A lower CPI indicates that the game is attracting users at a lower cost and a higher CPI may suggest the need to optimize the ad campaign’s targeting or creativity. Monitoring CPI helps developers ensure they are acquiring users in a cost-effective way and aligning their marketing budget with user acquisition goals.

Conversion Rate Optimization

Conversion Rate Optimization (CRO) is the process of improving a website or marketing campaign to increase the percentage of visitors who complete a desired action such as making a purchase or signing up for a service. Conversion Rate Optimization (CRO) is a key metric of user acquisition for mobile games that focuses on improving the percentage of users who complete a desired action such as installing the game after clicking on an ad or making an in-app purchase. CRO involves analyzing user behavior, testing different elements of marketing and in-game interfaces, and implementing changes to enhance the user experience and increase conversion rates.

Developers boost the efficiency of their acquisition strategies and attract more users who are likely to engage with the game by optimizing factors like ad creatives, landing pages, and onboarding processes. Effective CRO helps maximize the return on marketing investments and makes user acquisition efforts as effective as possible in converting potential players into active users.

Stickiness

Stickiness refers to the ability of a product, website, or application to keep users engaged and returning frequently and is measured by metrics such as user retention and session length. Stickiness is a key metric of user acquisition for mobile games that measures how effectively a game retains and engages the users over time. The stickiness is quantified using the ratio of Daily Active Users (DAU) to Monthly Active Users (MAU) and indicates the percentage of monthly users who engage with the game on a daily basis. High stickiness signifies that players find the game compelling and return frequently and reflect strong user engagement and satisfaction. The metric is essential for assessing the long-term value of user acquisition efforts, improves the overall effectiveness of marketing strategies, and contributes to sustainable growth.

Cost Per Acquisition (CPA)

Cost Per Acquisition (CPA) is a metric that measures the total cost required to acquire a single customer or lead and is calculated by dividing the total cost of a marketing campaign by the number of acquisitions the campaign generates. Cost Per Acquisition (CPA) is a key metric for user acquisition in mobile games that measures the average cost incurred to acquire a single paying or engaged user. The CPA is calculated in terms of the number of users who complete a desired action such as making a purchase or reaching a specific level of engagement.

CPA helps game developers and marketers evaluate the financial efficiency of their acquisition efforts and guide decisions on budget allocation and campaign optimization. A lower CPA indicates a more cost-effective acquisition strategy and a higher CPA prompts a reassessment of targeting or creative approaches. By monitoring CPA, developers confirm that they are acquiring users at a sustainable cost and optimizing their marketing spend to maximize return on investment.

Effective Cost Per Mille (eCPM)

Effective Cost Per Mille (eCPM) is a metric that calculates the estimated revenue generated per 1,000 impressions of an ad by combining various pricing models like Cost Per Click (CPC) and Cost Per Mille (CPM) to assess overall ad performance. Effective Cost Per Mille (eCPM) is a key metric for user acquisition in mobile games. The eCPM is calculated by dividing the total revenue generated from ads by the number of ad impressions and then multiplying by 1,000. eCPM helps developers evaluate the profitability of their ad placements and the efficiency of their monetization strategies. A higher eCPM indicates that ads are generating more revenue per thousand impressions, suggesting effective ad monetization,and better user engagement. 

Time to First Purchase

Time to First Purchase is the duration between a customer’s initial interaction with a business and their first completed purchase and indicates the efficiency of the customer acquisition and conversion process. Time to First Purchase is a key metric for user acquisition in mobile games that measures the average time that a new user takes to make their first in-app purchase after installing the game. The metric helps developers understand how quickly users are becoming monetized and indicates the effectiveness of onboarding processes and the appeal of in-game offers. A shorter Time to First Purchase suggests that players are quickly finding value in the game and are more likely to spend money. By analyzing the Time to First Purchase metric, developers refine their monetization tactics and improve the overall user experience to encourage faster purchases.

Sessions

Sessions refer to the period of interaction between a user and a website or app that starts when the user enters and ends when they leave or become inactive for a specified duration. Sessions are a key metric of user acquisition for mobile games that tracks the number of times users engage with the game within a specified period. Each session represents a distinct period of activity, from the time a player opens the game until they close the game or become inactive for a set duration. Monitoring sessions provide insights into user engagement and the frequency with which players return to the game. Higher session counts indicate that users are actively interacting with the game. By analyzing session data, developers identify patterns in user behavior, optimize gameplay experiences, and adjust marketing efforts to boost engagement and improve overall game performance.

App Loading

App loading refers to the process and time the app takes for a mobile application to initialize and display the content to the user after the app has been launched. App loading is a key metric of user acquisition for mobile games that measures the time the game takes to start and become interactive after being launched. The app loading metric is essential because slow or problematic loading times negatively impact the user experience and potentially lead to higher drop-off rates and lower user retention. Monitoring app loading times helps developers identify performance issues that might deter new users from continuing to engage with the game. Optimizing loading times provides a smoother and more enjoyable experience that improves first impressions, reduces abandonment rates, and contributes to more successful user acquisition by retaining players who might otherwise leave due to technical frustrations.

Purchases

Purchases refer to the act of acquiring goods or services in exchange for money or other forms of payment. Purchases are a key metric of user acquisition for mobile games that reflect the number of in-app transactions made by users. The purchase metric directly correlates to the game’s monetization success and helps developers assess the effectiveness of their acquisition strategies in attracting paying users. Tracking purchases allows developers to understand user spending behavior, identify high-value players, and optimize in-game offers, pricing, and reward systems. A high purchase rate indicates that users are finding value in the game and are willing to invest money. The high investment in the game by the user enhances revenue generation and supports the overall financial goals of the user acquisition strategy.

Average Screens Per Visit

Average screens per visit refers to the average number of screens or pages a user navigates through during a single visit to a website or app. Average Screens Per Visit is a key metric of user acquisition for mobile games that measures the number of screens or levels a player navigates through during a single session. The metric provides insights into user engagement and shows how deeply players explore the game in one visit. A higher average suggests that users are interacting more with the game, moving through various stages, menus, or features. Monitoring the average screens per visit metric helps developers understand how appealing and immersive the game is to new players. By optimizing gameplay flow and screen transitions, developers inspire deeper exploration, increase retention, and improve the effectiveness of user acquisition strategies.

Average Session Duration

Average session duration is the average amount of time users spend actively engaged on a website or app during a single session. Average Session Duration is a key metric of user acquisition for mobile games that measures the amount of time users spend in the game during a single session. The average session duration provides insights into user engagement and the game’s ability to capture and hold players’ attention. A longer average session duration suggests that users are more immersed in the game and indicates a successful design, enjoyable gameplay, and strong retention potential. Monitoring the average session metric allows developers to assess the effectiveness of their acquisition efforts by determining how well the game maintains user interest. Optimizing gameplay to extend session length leads to higher retention rates, increased monetization opportunities, and overall improvement in user acquisition strategies.

Crashes

Crashes refer to instances where an application or software unexpectedly stops functioning or shuts down due to errors or technical issues. Crashes are a key metric of user acquisition for mobile games because they directly impact the user experience and retention. A high crash rate leads to frustration and causes players to abandon the game early which negatively affects acquisition efforts. Monitoring crashes allows developers to identify performance issues and bugs that drive away potential users. Reducing crashes improves the game’s stability and leads to better first impressions, higher engagement, and a greater likelihood of users continuing to play. Providing a smooth and reliable gaming experience is essential for successful user acquisition.

Customer Acquisition Cost (CAC)

Customer Acquisition Cost (CAC) is the total expense a business incurs to acquire a new customer, including marketing, advertising, and sales costs. Customer Acquisition Cost (CAC) is a key metric of user acquisition for mobile games that measures the total cost incurred to acquire each new player. The CAC is calculated by dividing the total marketing and advertising expenses by the number of new users gained. CAC helps developers and marketers assess the efficiency of their acquisition campaigns by determining how much they are spending to attract new players. A lower CAC indicates that the marketing strategies are cost-effective and a higher CAC may signal the need for adjustments in targeting or ad spend. Understanding CAC is essential for balancing user acquisition costs with the potential revenue generated from players.

Installs

Installs refer to the number of times a software application or app has been downloaded and successfully installed on a device. Installs are a key metric of user acquisition for mobile games and represent the number of times the game is downloaded and installed by users. The installs metric serves as an initial indicator of the effectiveness of marketing efforts, app store optimization, and user interest. A high number of installs suggests successful user acquisition strategies and attracts a large audience to the game. Installs must be assessed alongside other metrics like retention and monetization to fully understand the game’s success. Tracking installs helps developers gauge the immediate impact of campaigns and optimize future efforts for better growth.

Ratings

Ratings are user-provided scores or evaluations that reflect their satisfaction or experience with a product, service, or app and is displayed on a scale (e.g., 1 to 5 stars). Ratings are a key metric of user acquisition for mobile games because they reflect user satisfaction and overall game quality. Higher ratings in app stores make a game more appealing to potential players and increase the game’s visibility and chances of being downloaded. Ratings also influence trust and credibility and help users decide whether the game is worth their time. A strong rating promotes organic growth and reduces the need for aggressive marketing spend. Low ratings deter new players and negatively impact acquisition efforts. Monitoring ratings allows developers to address issues and improve gameplay by ensuring a better user experience that supports successful acquisition.

Revenue Per User

Revenue per user is the average amount of income generated from each individual user over a specific period and is used to measure the profitability or performance of a product or service. Revenue Per User is a key metric of user acquisition for mobile games that measures the average amount of money generated from each player over a specific period. The metric is essential for understanding the financial performance of a game in relation to the game’s user base. The revenue per user helps developers and marketers assess the effectiveness of monetization strategies such as in-app purchases or ads. By analyzing revenue per user, game developers determine if their user acquisition efforts are bringing in valuable players who contribute to the game’s profitability. A higher revenue per user indicates that the game is successfully converting players into paying users.

Uninstalls

Uninstalls refer to the action of removing or deleting an application from a device and indicates that the user has chosen to stop using the app. Uninstalls are a key metric of user acquisition for mobile games that track the number of times users remove the game from their devices. The uninstalls metric is essential for assessing the effectiveness of both user acquisition and retention strategies. A high uninstall rate indicates issues with user experience such as gameplay problems, performance issues, or dissatisfaction with in-app purchases. Monitoring uninstalls helps developers understand where and why users are abandoning the game and allows them to make targeted improvements. Reducing uninstalls is essential for maintaining a stable user base and confirming that acquisition efforts lead to long-term engagement rather than short-lived interactions.

Return on Ad Spend (ROAS)

Return on Ad Spend (ROAS) measures the revenue generated for every dollar spent on advertising and indicates the effectiveness and profitability of ad campaigns. Return on Ad Spend (ROAS) is a key metric of user acquisition for mobile games that measures the revenue generated for every dollar spent on advertising. The ROAS is calculated by dividing the total revenue earned from ads by the total amount spent on that ads. ROAS helps developers evaluate the effectiveness and profitability of their marketing campaigns by indicating how well ad spending translates into revenue. A higher ROAS signifies that advertising efforts are yielding a good return and suggest effective targeting and compelling ad creatives. Conversely, a lower ROAS indicate the need to optimize ad strategies or adjust spending to improve overall marketing efficiency.

Cost-Per-Engaged-Visit (CPEV)

Cost-Per-Engaged-Visit (CPEV) calculates the average cost of acquiring a visitor who actively engages with a website or app and reflects the efficiency of marketing efforts in driving meaningful user interactions. Cost-Per-Engaged-Visit (CPEV) is a key metric of user acquisition for mobile games that measures the cost associated with each user who actively engages with the game after installation. The CPEV is calculated by dividing the total cost of a marketing campaign by the number of users who interact meaningfully with the game such as completing a tutorial or reaching a specific level. CPEV helps developers assess the efficiency of their marketing spend in attracting users who are not just installing the game but are also actively participating. A lower CPEV indicates a more cost-effective acquisition strategy and assures that marketing investments are leading to valuable user interactions and higher engagement.

Cost-Per-New-Visitor (CPNV)

Cost-Per-New-Visitor (CPNV) measures the average cost incurred to attract a new visitor to a website or app and assess the efficiency of marketing strategies in generating fresh traffic. Cost-Per-New-Visitor (CPNV) is a key metric of user acquisition for mobile games that measures the cost incurred to attract each new user to the game. The CPNV is calculated by dividing the total marketing expenditure by the number of new visitors who install and start the game. CPNV helps developers assess the efficiency of their marketing campaigns in generating new installs and bringing fresh players to the game. A lower CPNV indicates that the acquisition efforts are cost-effective and make the investment in attracting new users more efficient. By monitoring CPNV, developers optimize their marketing strategies to make sure they are acquiring new players at a sustainable cost.

Why are KPIs Important in Mobile Game User Acquisition?

KPIs in user acquisition are important because they measure the effectiveness of marketing strategies, track progress towards acquisition goals, optimize spending, and provide efficient use of resources. They help in assessing performance, making data-driven decisions, and improving overall acquisition efforts.

How to Implement KPIs in Mobile Game User Acquisition Strategies?

To implement KPIs in user acquisition strategies, define clear objectives, select relevant KPIs, track user behavior, set benchmarks and targets, analyze and optimize performance, and regularly report progress. Using KPIs promotes monitoring and adjustment of acquisition strategies for better results.

Let’s discuss each step for implementing KPIs in user acquisition strategies in detail:

Define Clear Objectives

Clear objectives are specific, measurable goals that define the desired outcome of a project or task by providing direction and focus for achieving success. Defining clear objectives is an essential Key Performance Indicator (KPI) for user acquisition strategy because the objectives set the benchmarks against which the success of acquisition efforts are measured. Clear objectives provide a roadmap for what a user acquisition campaign aims to achieve such as increasing the number of installs, boosting user engagement, or enhancing lifetime value. By setting specific, measurable, achievable, relevant, and time-bound (SMART) goals, developers and marketers create targeted strategies, allocate resources effectively, and track progress accurately. Clear objectives also facilitate better decision-making and optimization by providing a reference point for evaluating performance.

Select Relevant KPIs

Relevant KPIs (Key Performance Indicators) are measurable metrics that align with your objectives and track progress by helping to assess the effectiveness and success of a project or strategy. Selecting relevant Key Performance Indicators (KPIs) is essential for a successful user acquisition strategy because relevant KPIs align the metrics being tracked closely with the campaign’s specific goals and objectives. Relevant KPIs provide valuable insights into the effectiveness of acquisition efforts by focusing on metrics that directly impact user growth, engagement, and monetization. For instance, KPIs such as Cost-Per-Install (CPI), Return on Ad Spend (ROAS), and Retention Rate help assess different aspects of user acquisition and campaign performance. 

Track User Behavior

User behavior refers to the actions and interactions of individuals as they navigate and engage with a product, service, or website. Tracking user behavior is a key performance indicator (KPI) for a user acquisition strategy because user behavior provides deep insights into how newly acquired users interact with the game by revealing their preferences, engagement patterns, and overall experience. By monitoring metrics such as session duration, frequency of app usage, in-game actions, and progression through levels, developers evaluate how effectively the acquisition efforts are attracting users. The user behavior data helps identify which acquisition channels or campaigns are bringing in high-quality users who contribute positively to the game’s ecosystem.

Set Benchmarks and Targets

Benchmarks and targets are predefined standards and specific goals used to measure performance, where benchmarks provide a point of reference for comparison and targets define the desired level of achievement for a project or initiative. Setting benchmarks and targets is an important KPI for a user acquisition strategy because they provide clear performance goals and standards against which the success of acquisition efforts are measured. Benchmarks offer a reference point based on historical data, industry standards, or competitive performance that helps to gauge the effectiveness of current acquisition strategies. Targets define specific, measurable goals for metrics like Cost-Per-Acquisition (CPA), retention rates, or return on investment (ROI).

Analyze and Optimize

Analyze and optimize refers to the process of examining data to identify areas for improvement and making adjustments to enhance performance, efficiency, or outcomes in a project or strategy. Analyzing and optimizing are essential KPIs for a user acquisition strategy as they involve continuously evaluating performance data and making adjustments to improve outcomes. Analysis entails examining metrics such as Cost-Per-Acquisition (CPA), Return on Ad Spend (ROAS), and user engagement to understand the effectiveness of current acquisition tactics. By identifying trends, patterns, and areas of inefficiency, developers and marketers gain insights into what’s working and what’s not. Optimization involves using the analysis to refine and improve acquisition strategies such as tweaking ad creatives, adjusting targeting parameters, or reallocating budget to more effective channels. 

Report Progress

Reporting progress involves regularly communicating updates on the status of a project or task, highlighting achievements, challenges, and areas needing attention. Reporting progress is a key performance indicator (KPI) for a user acquisition strategy because the reports involve regularly updating stakeholders on the performance and effectiveness of acquisition efforts. The process includes compiling and presenting data on various metrics such as Cost-Per-Acquisition (CPA), user retention rates, and Return on Ad Spend (ROAS). Reporting progress provides transparency and accountability and allows teams to track whether they are meeting their benchmarks and targets. Reporting progress also facilitates data-driven decision-making by highlighting areas of success and identifying challenges or underperforming strategies.

What is the Difference between KPI and CPI?

The main difference between KPI and CPI is that KPI (Key Performance Indicator) measures broader performance insights and success against strategic goals, while CPI (Cost Per Install) specifically tracks the cost incurred to acquire app installation and measures cost efficiency. 

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