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Thanks for the comment - I'm part of the team here at SMI and did a little work on this post. We look at engagement and churn because they're largely independe
by rwallan 10y ago
Thanks for the comment - I'm part of the team here at SMI and did a little work on this post.
We look at engagement and churn because they're largely independent of genre, or if you're even a game, for that matter - those metrics are used to evaluate to SaaS companies, websites, even service businesses. This is because those metrics a proxy for whether your customers want what you're selling.
Certain categories of apps (and subcategories of games) have different averages for engagement and retention, but overall more is better for both. Candy Crush and Miitomo are similar in that they're light, broad-appeal social games (compared to Clash, a harder core game). Yet the metrics of the King games are more similar to each other than Candy Crush and Miitomo are.
App store rank is mostly a function of download velocity. Downloads tell you nothing about the forward prospects of a game. Miitomo fell in the rankings as the initial attention wore off, but if users were sticking around it could have been the start of a new powerhouse franchise.
Revenue isn't related to downloads as only people who use your app have the opportunity to give you money. This the reason we look at active users.
We looked at revenue internally, but it's not a particularly interesting story. Most games settle at a level of revenue-per-active-user and don't move all that much over time. So revenue is dependent on your active users.
Definitely open to any other feedback if you think there's something else we should look at: intelligence AT surveymonkey
- in_cahoots 10y agoIt sounds like you're only referring to the peak when you talk about downloads. If you superimposed the three games you'd see that Miitomo fell off much more rapidly than the other two; to me that says as much as all of the rest of your post.