Reference
Metrics & KPIs
The standard mobile-game metrics gamemantra.ai measures, in plain language — what each one means, how it's calculated, and the benchmark to compare against. These are the industry acronyms your team already uses; we compute them from your live telemetry.
Where to find them: revenue & engagement KPIs on the Monetization page, retention on Analytics, and sink types on Economy. Revenue is real money only (in-app purchases); DAU/MAU count any in-game activity.
Monetization
| Metric | Formula | Healthy | What it tells you |
|---|---|---|---|
ARPDAU Avg Revenue Per Daily Active User | revenue ÷ active-player-days | > $0.30 IAP-led · > $0.15 ad-led | The single headline monetization KPI — how much each active player earns you per day. |
ARPPU Avg Revenue Per Paying User | revenue ÷ paying players | genre-dependent | What each payer is worth. High ARPPU with low conversion means a few big spenders carry you. |
ARPU Avg Revenue Per User | revenue ÷ all active players | genre-dependent | Revenue spread across everyone, payers and non-payers alike. |
Conversion Payer conversion rate | paying players ÷ active players | 2–6% typical for F2P | The share of players who ever spend real money. Only a small slice do — see Player Segments. |
Engagement & Retention
| Metric | Formula | Healthy | What it tells you |
|---|---|---|---|
DAU Daily Active Users | avg distinct players active per day | — | Your daily reach. Any in-game activity counts, not just purchases. |
MAU Monthly Active Users | distinct players active in the last 30 days | — | Your monthly reach. |
Stickiness DAU ÷ MAU | daily actives ÷ monthly actives | > 20% healthy | How much of your monthly base shows up on an average day. Higher means players come back often. |
D1 / D7 / D30 Day-N retention | share of a cohort active again exactly N days later | casual > 40% D1 · mid-core > 35% D1 | How well new players stick around. Only players old enough to measure count toward each horizon. |
Economy — Sink Types
| Metric | Formula | Healthy | What it tells you |
|---|---|---|---|
Hard Sink Currency destroyed | spend that leaves the economy | — | Upgrades, store, consumables, enhancement — the currency is gone. Most game-side sinks are hard. |
Soft Sink Currency transferred | spend that moves to another player | — | Trades, marketplace, gifts — the currency stays in the economy. Appears once your game has player-to-player transfers. |