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One of the most important metrics
is how many paying users a game has. How can someone dig deeper
with the paying users metric?
Understanding how well the game coverts
the number of new registered users each month into new paying users (PUs) of the
game, when trended, provides insight into initial user satisfaction
of the game. Calculating the average marketing cost for new paying users on a
monthly basis provides an important tool to understand how far management
can grow revenue based on the marketing budget.
The total number of paying users for the game represents the most valuable core of the game's customer
base -- the ones who have proved they want to spend money on your products
and have the means to do so.
Are there any other metrics that
should be of interest to someone trying to understand how well a game
is being operated by management and help them compare one game to another?
A more fine-grained view of the metrics
discussed earlier would include the total number of UVs from marketing
efforts including paid search and online ads (MUV -- marketed unique
visitors), the number of new registered users that come from marketing unique visitors on a monthly basis,
the percentage of marketed unique visitors that convert to registered users which are due to the marketing
efforts (MRUs percentage), and the average marketing cost per marketed registered user.
All
of these metrics put the spotlight on the effectiveness of the marketing
budget. They also can provide insight into which marketing efforts deliver unique visitors and registerd users most cost effectively.
So all of the metrics we have
discussed in this article can be used to compare one online game to
another even across genres?
Yes. These metrics allow someone
to understand how well a game is being operated and can be used to compare
any online game to any other.
Is there a hypothetical example
that can help explain how to use the metrics just discussed?
OK, say it is April 1st, and there
are two different games, a one time, flat-fee-to-unlock-everything Flash-based
RPG, and a typical free-to-play microtransaction-supported downloaded
client MMORPG. Some hypothetical metrics for January, February, and
March for each follow:
| Flash
Single Player RPG |
January |
February |
March |
| Unique Visitors
for the month |
353,112 |
410,625 |
445,383 |
| Marketing cost
per UV |
$0.18 |
$0.18 |
$0.18 |
| New Registered
Users |
8250 |
8653 |
9104 |
| Total RUs |
33,141 |
41,794 |
50,898 |
| UVs to New RUs
Rate |
2.34% |
2.11% |
2.04% |
| Marketing cost
per new RU |
$7.70 |
$8.54 |
$8.80 |
| New Paying Users |
3131 |
3454 |
4088 |
| Total PUs |
8208 |
11662 |
15750 |
| Marketing costs
per New PU |
$20.30 |
$21.40 |
$19.61 |
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For the one-time payment, flat-fee
Flash game above we can see a few interesting things. First, unique visitors are
climbing every month while marketing cost per unique visitor has remained flat;
this indicates that the game operator has increased the breadth of the
ad inventory they are buying, that free referrals are picking up, or
a combination of both.
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