[Released] eCPM Bazaar – Compare Two AdMob CSV Reports on Android
Hi everyone, I’ve just released eCPM Bazaar on Google Play. I built it around a problem that comes up often with small mobile games and apps: revenue changes, several metrics …
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Hi everyone, I’ve just released eCPM Bazaar on Google Play. I built it around a problem that comes up often with small mobile games and apps: revenue changes, several metrics …
I've been building Yieldwatch, a small tool that watches mobile game ad revenue and App Store sales automatically and flags when something looks off, so you're not the one who …
Hi everyone, I’m looking for three mobile game developers who have recently seen an unexpected change in AdMob or mediation revenue. You do not need to test or install anything …
Most mobile game studios track D1 and D7 retention separately. But the ratio between them - D7 divided by D1 - is more diagnostic than either number alone. It tells …
That makes sense. The seasonality point is easy to underestimate, especially if the audience changes between school months and summer. I also agree that tutorial drop-off should not be judged …
Ah what a loaded and thought-provoking question. In my opinion I wouldn't jump the gun one way or the other unless if have a truly solid set of data to …
For mobile games that monetize with ads, I’m starting to think daily averages can sometimes hide the real cause of a revenue drop. A simple example: A game’s users are …
That’s a good distinction. “Not understanding” is only one possible cause; boredom or waiting too long before the real game starts may be just as important. I like the three-part …
ecpm_insights wrote: For tutorial drop-off, I’d probably look for the first point where players stop understanding what to do, rather than redesigning the whole early game. I agree that the …
That distinction makes sense. If the problem is in the tutorial, the risk of changing it is lower because it is mostly about helping players reach the real game, not …
ecpm_insights wrote: tutorial drop-off I'd work on the tutorial somehow. Tutorials are not gameplay, so the risks of making a wrong change here, are a lot lower. That's a triage …
Thanks, that is a useful way to think about it. I like the idea of finishing one piece of work, learning from the result, and then iterating, instead of trying …
I think small teams should focus on finishing anything, then iterating. I also think this advice still applies , that was a set of articles from 25 years ago formerly …
Thanks, that makes sense. I like the way you framed it as iteration rather than one perfect metric. For small teams, I guess the hard part is not only collecting …
All good questions with no good answer. You need good information to make informed decisions. Then you need more good data to understand the effect of those decisions. Repeat again …
I’ve been thinking about the difference between a metric that is interesting to look at and a metric that actually changes what a small game team does next. For example, …
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