Retention: Player retention
The share of players who come back to a game a set number of days after installing it.
How many unique people use an app each day and each month, and the stickiness ratio between them.
DAU is the number of unique users who open an app or game on a given day, and MAU the number who open it at least once in a 30-day period. DAU divided by MAU is the stickiness ratio: the share of monthly users who show up on an average day.
DAU and MAU are the two most common ways to count an audience. Each one on its own says how big the game is. Put together, they say how often players come back, which matters more.
Decide what "active" means and keep it fixed. Most teams count anyone who opens the app. Some require a meaningful action, such as starting a level. A stricter definition gives smaller but more honest numbers.
Stickiness = average DAU ÷ MAU
Use the average DAU across the same period as the MAU, not a single day, so one busy Saturday does not skew the result.
Worked example. Over September, a word game averages 9,000 daily active users. 45,000 unique people opened it at least once during the month.
Stickiness = 9,000 ÷ 45,000 = 20%
Another way to read 20%: the average monthly player was active on about 0.20 × 30 = 6 days that month.
If an update lifts average DAU to 11,250 while MAU stays at 45,000, stickiness rises to 11,250 ÷ 45,000 = 25%. The audience did not grow, but the same players came back more often, roughly 7.5 days a month instead of 6. That usually shows up in revenue, because more active days mean more ad views and more chances to buy.
There is no single benchmark, because it depends on how often people naturally need the product.
| Product type | What stickiness tends to look like |
|---|---|
| Messaging and social apps | Among the highest, because people check them many times a day |
| Casual and puzzle games with daily rewards | Moderate; daily habits are common but not universal |
| Games played in short bursts or seasons | Lower, with spikes around events |
| Utility apps used occasionally (travel, tax) | Low by design, and that is fine |
A common rule of thumb in consumer apps treats around 20% as healthy and well above that as strong, but use it only as a rough guide. The best comparison is your own game last month, or games in the same genre.
The share of players who come back to a game a set number of days after installing it.
A day's revenue divided by the number of people who played that day.
Running a game after launch with new content, events, offers and changes based on player data.
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