| KPI | Description | Business Actionability |
|---|---|---|
| New Player Count | Number of New Players who installed the game. Analyze by Referrer, Player Demographics etc. | Identify popular origins for players and optimize new traffic acquisition spend. |
| Invites Sent per 100 DAU | Game Play Invites Sent per every 100 Daily Active Users. | More Invites per active user needed to enhance game virality. |
| Invites Click through Rate | Simple % ratio of game invite accept events to game invite sent events on a daily basis. | The higher this ratio, the faster is the viral loop. Being measured daily also measures quality of social graph activeness for the player base. |
| Invited Users per Sender User | Average number of users invited per each sender. Analyze by Player Gifts and Player Invites. Not applicable for Wallposts. | More Invited Users per sender directly feeds into virality and associated K-Factor. These are a function of the player’s social graph denseness. |
| Accepting Users Per Invited User | Average number of users accepting per invited user. Analyze by Player Gifts and Player Invites. Not applicable for Wallposts. | More Accepting Users per Invited User impacts K-Factor. Differentiating by viral activity type helps drive this in multiple ways. |
| K-Factor (Accepting Users Per Sender User) | Average number of users accepting per sender. Analyze by Player Gifts, Player Invites and Wallposts. | Higher K-Factor leads to a larger player base, enhanced gaming activity and ultimately much higher monetization. |
| Hours to Click per Accepting User | Average time lag in hours for each user to accept viral messages. Analyze by Player Gifts, Player Invites and Wallposts. | Average time lags beyond 72 hours mean the viral loop is less effective with associated effects on game engagement and monetization. |
| Viral Messages Sent Per Sender User | Viral Message Count Sent per Sender. | Higher quantities of viral messages per sender helps keep the viral loop alive even for older games. |
| KPI | Description | Business Actionability |
|---|---|---|
| DAU (Daily Active Users) | Daily count of Unique Players who play the game at least once during a given day. Analyze by gender, country of origin etc. | High DAU count is key to game stickiness and engagement over a period of time. Falling DAU numbers indicate need to bring in new players or add new features to keep current players engaged. |
| MAU (Monthly Active Users) | Month to Date count of Unique players who have played the game at least once during a given month. | - |
| DAU to MAU % | Daily Active Player Count as a % of Monthly Active counts. Analyze by each day of the calendar. | A number beyond 25% indicates a high level of daily engagement from the active player base. Key to retaining players and first step to higher monetization. |
| Daily Sessions Count | Number of game player sessions. Analyze by each day of the calendar. | - |
| Average Sessions Per Player | Average number of play sessions per player. Analyze by each day of the calendar. | Higher average sessions indicate multiple visits by each player in a single day. |
| Player Revisit Rate | % of Daily Players who are repeat visitors. Analyze by each day of the calendar. The repeat visitors could have originated anytime in the past. | Different bands of this metric correspond to the levels of maturity attained by any game in its evolution lifecycle. |
| Achievements Event Count | Count of Game Achievement events. Analyze by calendar, player demographics etc. | - |
| LevelUps Event Count | Count of Game level up events. Analyze by calendar, player demographics etc. | - |
| Use Items Event Count | Count of Game Use Item events. Analyze by calendar, player demographics etc. | - |
| KPI | Description | Business Actionability |
|---|---|---|
| ARPU (USD) | Average Revenue Per User. Analyze by calendar, player demographics etc. | Key monetization metric. Higher ARPU indicates sustained monetization activity across larger player base. |
| ARPPU (USD) | Average Revenue Per Paying user | Committed players who have become experts at a game lead to higher ARPPU. |
| Daily Revenues | Total Sales achieved through the Game Payment events. Analyze by calendar, pay method etc. | - |
| Paying Player % (of DAU) | % of Daily Active Users who have participated in a payment transaction. | Key metric to assess monetization and drive more of the player base to actual payment levels. |
| Average Purchase Size (USD) | Average sales $ spent in each payment transaction. | - |
| Daily Cash Spend | Daily Cash Spent (virtual commerce) on purchasing in game virtual products merchandize. | - |
| Daily Coins Spend | Daily Coins Spent (virtual commerce) on purchasing in game virtual products merchandize. | - |
| Average Coins Per Buy Transaction | Average coins spent in purchasing in game virtual products merchandize for each buy transaction. | The higher coins spend in each virtual commerce transaction ultimately leads to more refills with real money. |

