eCPI: Effective cost per install
The average cost of each install, including organic installs the ads helped bring.
How many installs an ad drives for every 1,000 times it is shown.
IPM, or installs per mille, is the number of app installs an ad generates for every 1,000 impressions. It measures how well a creative turns views into installs, and is the main metric mobile game marketers use to compare ad creatives, because a higher IPM lowers the cost per install at the same ad price.
IPM is the creative team's favourite number. It strips away budget and bids and asks one thing: when people see this ad, how many of them install the game?
IPM = installs ÷ impressions × 1,000
"Mille" is Latin for thousand, the same as in CPM (cost per mille).
A puzzle game runs a new video ad. It is shown 40,000 times and drives 120 installs.
IPM = 120 ÷ 40,000 × 1,000 = 3.0
So for every 1,000 people who saw the ad, three installed the game.
Ad networks often charge by impression (CPM), and you care about cost per install (CPI). IPM connects them:
CPI = CPM ÷ IPM
If the network charges $12 per 1,000 impressions:
A better creative cut the cost of each install by 25% without touching the bid. That is why studios test so many creatives: a higher IPM is often the cheapest way to lower eCPI. Ad networks' algorithms also tend to give more delivery to ads that convert well, so a strong IPM can help an ad win more auctions.
| Metric | Formula | What it measures |
|---|---|---|
| CTR | Clicks ÷ impressions | How many viewers click |
| Install rate (CVR) | Installs ÷ clicks | How many clickers install, mostly driven by the store page |
| IPM | Installs ÷ impressions × 1,000 | The whole journey from view to install in one number |
IPM combines the ad and the store page. If CTR is high but IPM is low, the ad is attracting clicks the store page does not convert, or the ad promises something the game does not deliver. Check the icon, screenshots and first video frame of the store listing.
It varies widely by genre, country, platform, ad format and network. Casual and puzzle games with broad appeal usually reach higher IPMs than mid-core or strategy games, which target a narrower audience but often earn more per player. Rewarded and playable formats can behave differently from standard video. Compare creatives within the same campaign, network and country rather than against a published average.
A creative with a high IPM can still be a bad creative if the players it brings do not stay or spend. Misleading ads, for example, can produce lots of cheap installs that churn on day one. Always check the players behind the number:
The best creative is the one with the best balance of IPM and player quality, not the highest IPM on its own.
For a full testing setup, read our guide to mobile game creative testing, or see our ads service.
The average cost of each install, including organic installs the ads helped bring.
The share of players who come back to a game a set number of days after installing it.
A service that attributes app installs and in-app events to the ads that drove them.
Tell us what you are working on. We reply with a clear next step.
Contact us