In Analytics insights, Free to play, Uncategorized

One of the most frequently asked questions we get at deltaDNA is, how do my KPIs compare to other mobile games? With over 1,000 games in our system, this is a question we are well equipped to answer. To do so, we needed to break games into some broad categories. Genre has an important impact on performance metrics, as do other factors such as country, gender, acquisition channel and even season. Here we will ignore the latter factors and simply break our games into 4 broad categories:

  1. Action – FPS and RPG based games
  2. Strategy – RTS and other builder games
  3. Puzzle – match 3, hidden object and quiz based games
  4. Social Casino – slots, poker and everything in-between!

For the purposes of this blog, we have chosen 6 KPIs to compare; Day 1 Retention (D1), Day 7 Retention (D7), % installs that convert to spenders (% Convert to Spender), Avg. Revenue per installing Player (ARPU), the avg. length of the first session (Minutes 1st Session), and the fraction of spenders who convert in the first session (%Spenders Convert During 1st Session).

KPIs by genre of F2P game

Obviously, these categories miss some games types, like sports games, or result in awkward matches, for example, we placed collectible card games in the strategy group. Using these genres with our KPIs results in the following table:

Heatmap of KPI results

 

For a few of these KPIs, in particular %Convert to Spender and ARPU, it is worth noting we only considered the first 60 days of gameplay for each player. A few results are striking at first glance:

  • The Day 1 Retention and %Convert To Spender of all genres are fairly similar, with only a 25% relative difference between the worst and best Day 1 Retention and only a 15% range in %Convert to Spender.
  • Action and Strategy games have the best Day 1 Retention and ARPU
  • Despite having lower Day 1 Retention, Puzzle games and Social Casino have better Day 7 Retention than other game types.
  • Strategy games convert half of their spenders in the first session, compared to 32-36% for other game types.

How F2P game mechanics by genre affect KPIs

These trends can be interpreted by understanding the F2P game mechanics these different genres use. For example, good relative KPIs for Action and Strategy games is not that surprising. These games tend to draw a more committed audience of mid-to-hardcore gamers and generally have a good amount of content. The key different between the two is that strategy games tend to use time blockers extensively, which naturally leads to a shorter first session and a high conversion rate in the first session (since players essentially have the choice to pay or wait).

The more casual Puzzle and Social Casino games typically have worse Day 1 Retention, although this may be ascribed more to the broader install base of these games than to the typically mid-to-hard core audience of the Action and Strategy games. The better long term Retention of these games is of interest; with their (usually) simple game loop, they may have better long-term ‘playability’ than the other genres.

The ARPU figures for these games are likely to be lower simply because of the short 60 day window we have applied to this analysis. And the LTV of these games is likely to be as good as the Action and Strategy games due to their better long-term retention. Indeed, the low ARPU reflects the strategically different approach towards monetization that these games take, opting for many low-value transactions over an extended period of time, as opposed to one or two big early purchases.

Is there an opportunity for your game?

These KPIs are useful when determining if your game is up to scratch, but they also reveal the current state-of-play in F2P. Mid-to-hardcore Action and Strategy games aim to get players engaged and spending big early, while more casual games take a long-term view towards player management. These characteristics may be innate to these genres, but it is worth considering if this highlights a missed opportunity; should casual games do more to win over players early with better on-boarding, front-loaded content and a smoother difficulty curve? Likewise, could Action and Strategy games retain players longer with the frequent content updates, PRM and social aspects commonly found in casual games?

 

If you enjoyed this article, you may be interested in reading Do F2P games monetize on old mobiles? 

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Showing 20 comments
  • Pedro
    Reply

    Isaac, very interesting post. Thanks

    Question: KPIs include IOS and Android Games?

  • Andrew Turner
    Reply

    Hi Pedro, the KPIs include a fairly even split of games across iOS and Android.

  • Alex
    Reply

    Intresting stats, thanks! Would be nice to see it split by iOS/Android, and to see median values instead of averages.

    • Louise Seaward
      Reply

      Hi Alex. Thanks for the feedback and suggestion! We could certainly look in to this.

  • Sean
    Reply

    These are averages across 1000 games of varying quality. What would be really nice to see is same metrics for the games you are tracking that are in the top 200 grossing charts, i.e to see the benchmarks to strive for.
    Also D30 and DARPU might be good metrics to add.

    • Andrew Turner
      Reply

      Hi Sean. Whether the highest grossing games have the best retention and monetization KPIs sounds like an interesting blog article in its own right!

      We’ll keep your feedback in mind the next time we look at genre stats.

      • Dennis Leong
        Reply

        I second this. I’d be more interested to see average KPIs of the top 50 or top 100 grossing games in each category rather than data that includes poor or non-performers. Still a useful article though! Thanks.

  • david
    Reply

    Do these number include pc games or are these numbers from mobile games only? If not could you show some pc game numbers as well?

    • Louise Seaward
      Reply

      Hi David, these numbers are just mobile games. Perhaps we could look at PC games separately in another blog piece; thanks for the suggestion!

      • David
        Reply

        That would be fantastic Louise, I’m really looking forward to finally get some PC numbers!

  • Chris
    Reply

    Building on an earlier comment, it would be great to present the iOS and Android numbers separately. Thanks.

  • Keith
    Reply

    Does the ARPU include advertising revenue as well or just IAP?

    • Louise Seaward
      Reply

      For this study it was just IAP revenue that we looked at.

  • Magnus
    Reply

    Can you please add the sports game genre too 🙂

    • Louise Seaward
      Reply

      Nice suggestion! We kept the genres pretty broad here, but we might look to do a more segmented study in the future too.

  • Lavon
    Reply

    There are many ways in which you should use inventory-adding to save anyone 1000s
    of bucks during the span of the entire year.

  • Jerrold
    Reply

    Excessive couponers could save numerous pounds monthly while still purchasing name-brand products.

  • Enrique
    Reply

    Hi Andrew, does the ARPU in the table considers an average of what users spend in the first 60 days, or is it a monthly average (similar to ARPMAU) but just considering data from the first 60 days? (i.e. is it revenue generated in 30 days or 60 days)
    Thanks for the info, very valuable!

    • Lauren Cormack
      Reply

      Hi Enrique, thanks for reaching out! To answer your question it is the average of what users spend in the first 60 days.

      • Alexander Repcik
        Reply

        Hey,
        I am still not sure. Is it ARPPU or ARPU?
        Thank you!

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