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Freemium

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

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