ARPU: Average revenue per user
Total revenue in a period divided by the number of active users in that period.
Purchase revenue in a period divided by the number of players who paid in that period.
ARPPU, or average revenue per paying user, is the revenue from purchases in a period divided by the number of users who made at least one purchase in that period. It shows how much a typical payer spends, and is read alongside payer conversion and ARPU.
Most players in a free-to-play game never pay. ARPPU ignores them and looks only at the ones who do. It tells you whether your store, prices and offers are giving paying players enough reasons to spend.
ARPPU = purchase revenue in a period ÷ paying users in the same period
A paying user is anyone who made at least one purchase in the period. Most teams use in-app purchase and subscription revenue only, and leave ad revenue out, because non-payers also generate ad revenue. State which you use, and whether the revenue is gross or net of store fees.
In March, a puzzle game has 40,000 monthly active users. 600 of them buy something, and together they spend $9,000 on in-app purchases.
ARPPU = $9,000 ÷ 600 = $15
Payer conversion = 600 ÷ 40,000 = 1.5%
Now suppose a new starter pack lifts payer conversion to 2% (800 payers) in April, but most of the new payers only buy the cheap pack. Purchase revenue rises to $10,400.
April ARPPU = $10,400 ÷ 800 = $13
ARPPU fell, yet the game earned $1,400 more from purchases. This is why you should never read ARPPU on its own. A falling ARPPU can be good news if it comes from more people paying.
Purchase revenue per user = payer conversion × ARPPU
In March: 1.5% × $15 = $0.225. In April: 2% × $13 = $0.26. Add ad revenue per user and you get ARPU.
| Metric | Who is counted | What it tells you |
|---|---|---|
| ARPU | All active users | Average value of any player |
| ARPPU | Paying users only | How much payers spend |
| Payer conversion | Paying ÷ active users | How many players pay at all |
| ARPDAU | Daily active users | Daily monetization, fast feedback |
ARPPU varies enormously by genre, country and pricing. Casual games with small purchases sit at the low end. Strategy, RPG and casino games, where a few players spend heavily, can show ARPPU many times higher. Published benchmarks rarely agree, so compare against your own past cohorts and games in the same genre and market rather than an industry average.
In many free-to-play games a small share of payers, often called whales, produces a large share of purchase revenue. That makes ARPPU sensitive to a handful of people. If one big spender stops, ARPPU can drop sharply without any change to the game.
To see past this, look at the distribution, not just the average:
Push too hard and you hurt retention and reviews. Test price changes on a share of players first, and watch D7 and D30 retention for the test group as well as revenue.
Payer LTV depends on ARPPU and on how long payers stay. Payers usually retain much better than non-payers, so their lifetime value is far higher than one month's ARPPU suggests. Track it by cohort and by acquisition source, because some channels bring far more payers than others.
Total revenue in a period divided by the number of active users in that period.
A day's revenue divided by the number of people who played that day.
The total revenue a player is expected to bring in over their whole time in a game.
Tell us what you are working on. We reply with a clear next step.
Contact us