Retention: Player retention
The share of players who come back to a game a set number of days after installing it.
Grouping players by when they installed and comparing how each group behaves over time.
Cohort analysis groups users who share a starting point, usually the day or week they installed, and tracks each group's retention, revenue or behaviour over the same days since install. It shows whether a game is improving, because each new cohort can be compared with older ones on equal terms.
Overall numbers like DAU and revenue mix new and long-time players together. A big ad campaign can make them rise even while the game is getting worse. Cohort analysis separates players by when they arrived, so you compare like with like.
A cohort is a group of users who share a starting event in the same period. In mobile games the starting event is almost always the install, and the period is a day or a week. "The 1 March cohort" means everyone who installed in the week starting 1 March.
You can also build cohorts by:
Each row is a cohort. Each column is a number of days since install. Each cell shows the share of that cohort still active on that day (or their cumulative revenue, if you are tracking money). This snapshot was taken on 7 April:
| Install week | Installs | D1 | D7 | D14 | D30 |
|---|---|---|---|---|---|
| 1 Mar | 2,000 | 32% | 14% | 9% | 5% |
| 8 Mar | 2,400 | 35% | 16% | 10% | – |
| 15 Mar | 1,800 | 30% | 12% | 8% | – |
| 22 Mar | 2,100 | 38% | 17% | – | – |
| 29 Mar | 2,200 | 36% | – | – | – |
The empty cells are days those cohorts have not reached yet, which gives the table its triangle shape.
Working the first row. The 1 March cohort had 2,000 installs. 640 came back the day after installing: 640 ÷ 2,000 = 32% D1 retention. 280 were active on day 7: 280 ÷ 2,000 = 14%. 100 were still active on day 30: 100 ÷ 2,000 = 5%.
Reading down the columns. D1 moved from 32% to 35%, dipped to 30%, then rose to 38% and 36%. If an update shipped on 21 March, the two cohorts after it are your first evidence that it helped, and the 22 March cohort's D7 of 17% backs that up. The 15 March dip is worth checking too: maybe a new ad campaign brought in lower-intent players that week.
The same table can show cumulative revenue per install instead of retention. That is how teams measure LTV and ROAS:
Cohort revenue per install on day N = total revenue from the cohort up to day N ÷ installs in the cohort
If the 1 March cohort has earned $1,300 by day 30, its D30 revenue per install is $1,300 ÷ 2,000 = $0.65. Compare that with what you paid per install (eCPI) for the same cohort to see whether the campaign is paying back.
Most game analytics tools, product analytics tools and MMPs build cohort tables for you. The important part is sending clean events from the game: install, session start, level progress, ad impressions and purchases, each with a timestamp and a user ID.
The share of players who come back to a game a set number of days after installing it.
The total revenue a player is expected to bring in over their whole time in a game.
How many unique people use an app each day and each month, and the stickiness ratio between them.
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