User Cohort | Unit of analysis of users grouped by their characteristics |
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Default Cohort | Default cohort groups provided by 5Rocks: Country, Referral, Game version, Device Type and OS cohorts. |
Custom Cohort | Cohort variables that are customizable to your convenience |
User Level Group | Division in user groups by their level |
Purchase Group | Division in user groups by their total purchase amount |
Active User (AU) | A user who activated the app |
Daily Active User (DAU) | the number of active users over the course of a single day. |
New User | Users who installed the app for the first time on the corresponding date. |
Revisiting User | Users who launched an app, downloaded prior to the corresponding date, on a corresponding date. |
Monthly Active User (MAU) | Users who launched the app at least once in the corresponding month. |
Daily MAU Accumulation | Daily MAU accumulation status |
Weekly Active User (WAU) | Users who launched the app at least once in the corresponding week. |
Daily WAU Accumulation | Daily WAU accumulation status |
Installs | Total number of installs |
Install Users | Total number of users who installed the app |
New Install Users | Number of users who installed the app for the first time after their SDK integration. |
Reinstall Users | Number of users who installed the app at least once after their SDK integration. |
Session | Trace user’s app usage from the beginning of user’s app use to the end of user’s app use. |
Number of sessions | total number of times the app has been run |
Session Length | Duration of user’s single use of the app from Launching to end of usage. |
Session Distribution | Distribution by each cohort of the running app |
Game Version | Game version of the running app |
OS Version | OS version of the running app |
Data Version | Data version of the running app |
Referrer Channel | Running app’s distribution per referrer. Acquired when the installed URL of an android app incorporates referral information or integrated to MAT/PartyTrack. |
Country/Territory | the country where an app is being launched, distinguished by the network information provided when a user is using the app. |
Device | Device details of the running app |
Average Revenue Per Daily Active User (ARPDAU = Revenue / DAU) |
ARPU is calculated by dividing the total revenue of the day by the total number of unique players of the day. |
Average Revenue Per Paying Daily Active User (ARPPDAU = Revenue / DPU) |
Average revenue per paying user. ARPPU is calculated by dividing up the revenue amongst the users who paid anything at all. This yields a figure that is significantly larger than ARPU. |
Daily Paying User (DPU) | Number of Users who made their purchases more than or equal to once on a given date. |
Percentage of Paying User (PPU = DPU / DAU) |
Rate that represents the portion of paying users among all daily active users. |
First-time Paying User (FPU) | Number of first-time paying users after their app installation. |
Percentage of First-time Paying User (PFPU) | Rate that represents the portion of first-time paying users among all daily active users |
First Purchase Conversion | Groups of users distinguished by the amount of time taken to make their first purchases from the point of installation. |
Daily Revenue Distribution | Distribution of paying user’s total purchasing amount in one day. |
Top-Selling Items | Total number of sales and sales revenue from the top 10 grossing items. |
First-Selling Items | the first Item bought by the first paying user |
Payment | Real currency payment occurred from purchasing an Item. |
Number of Payments | Total number of payments. |
Average Sales per single payment | Total amount of sales on a specific date divided by Total number of payments on the same date. |
Weekly Paying User (WPU) | Total number of users who made their purchase more than or equal to once in the corresponding week. |
Daily WPU Accumulation | Daily accumulation status of WPU. |
Monthly Paying User (MPU) | Total number of users who run the app at least once in the corresponding month. |
Daily MPU Accumulation | Daily accumulation status of MPU. |
Lifetime Value (LTV) | Prediction value of revenue that is accounted for the natural rate of decrease in retention rate, and current purchasing trend. |
Anticipated LTV | Prediction value of LTV that is based on the current rate of decrease in retention. |
FQ (Frequency) | The rate at which a user launched the app repeatedly over a particular period of time. |
Users by 7/30days Play Frequency | Number of users, distinguished by their game play frequency, who launched the app within the past 7 days or 30 days from a specific date. |
Revenue by 7/30days Play Frequency | Payment details of users, distinguished by game play frequency, who launched the app within the past 7 days or 30 days from a specific date. |
Retention | Monitor how your users enter, stay, and leave your game in details. |
Rolling Retention | This can be an index to figure out how many users have launched the app at least once from the point of their installation of the app. |
Inactive after Installation | Users who have never launched the app after installing it. |
Retention Rate | Rate that represents the change in the numbers of active users in each phases of 1 day/ 3days/ 7days/ 30days after installation. |
Inactive User | Users who has been inactive for a period of time |
Returning User | Users who became active again after long period of dormancy. |
Game Trend | Game specific page that provides major indexes based on levels, referrers, and more. |
Custom Event | Customizable analytics tool to help you understand the users better. |
Funnel Analytics | Sets intermediate steps that users would have to undergo in order to achieve their ultimate goal, and analyzes users’ conversion rates from each step to next step. |
Custom Page | Using the indicators presented on the dashboard, Custom page allows you to create new charts for you to share and assess data. |
Campaign | A feature provided by 5Rocks SDK integration; it can expose announcement, event, and promotion messages directly on users’ app screen. There could be some differences in data depending on the kind of a campaign. |
Announcement Campaign | Basic tool that can be used to announce necessary details such as game update info, and new campaign announcements to the users. You can also set links to bring the users to a specific location. |
In App Product Promotion (IAP Promotion) |
Offers that take place within a game, analogous to a direct payment system, that are usually shown to the users in the context of the game being played. Limited edition and time-sensitive offers have highest conversions. |
Reward Campaign | Campaigns to give rewards to whoever has satisfied certain conditions asked by the provider. |
Cross Promotion | Campaign that focuses on attracting users to games registered on 5Rocks. |
Placement | a placement at which you are going to expose your campaign at |
User Segment | A user group targeted for a marketing exposure. |
In-App Product (IAP) | Products within the game. virtual goods for sale, usually coupled with in-app payments. |
Reward | Items to be awarded as rewards to an event or a campaign. |
Inventory | Games that are registered on 5Rocks and are live. |
Push | Directly sends app related messages to users’ devices through platform providers (Google and Apple). |
A/B Test | A/B testing involves testing two small changes to your creative, website or game on a live service and measuring which performs better by equally splitting traffic. |
Custom Field | Sending a push message while incorporating unexposed certain value. For instance, you can use this feature to send App URL Scheme. |