A comprehensive free-to-play game model: revenue, DAU, virality, and retention (spreadsheet included) The F2P Excel Model is free to download, but you must first subscribe to the Mobile Dev Memo weekly newsletter… January 10, 2013
Is day-one retention the most important gaming metric? I read this piece on GigaOM the other day about what VCs look for when investing in gaming start-ups, and… October 30, 2012
The Lifetime Customer Value / Cost Per Acquisition spread The most fundamental concept in paid user acquisition, the Lifetime Customer Value / Cost per Acquisition spread describes how much… October 9, 2012
The freemium monetization curve is continuous I often hear of freemium app players being bucketed into three groups: the non-payers (95-97% of the userbase), the payers… September 27, 2012
Estimating k-factor when conversions are unknowable Given the consistently upward pressure exerted on CPI (cost-per-install) prices over the past six months -- which, in my opinion, will not… September 16, 2012
Every freemium app needs non-paying users Most people think of non-paying users (NPUs) in freemium apps as nothing but an unfortunate, avoidable expense; they eat up… September 11, 2012
Save the Titanic: A case study in virality I stumbled upon this question on Quora the other day, which asks how a game called Save the Titanic managed to… June 26, 2012