- Cost per install
- An efficiency indicator for the buy, not the final result.
- Cost per activated user
- The first metric that accounts for source quality.
- Activation rate
- Measures how many users reach the point where the product makes sense.
- Day 1, 7 and 30 retention
- Separates real users from traffic that disappears immediately.
- Cost per key event
- Connects spend to the behaviour that precedes monetisation.
- Purchase rate
- Shows how much of the user base reaches a transaction.
- Subscription rate
- In recurring products it is the real economic turning point.
- Average revenue per user
- Makes markets and sources with different volumes comparable.
- Lifetime value
- Defines how much it is reasonable to invest to acquire a user.
- ROAS by cohort
- Return has to be read on the install cohort, with its maturation.
- Payer conversion rate
- In games a small share of users generates most of the revenue.
- Ad revenue per user
- Where monetisation is advertising-based, it replaces transactional value.
- Churn and uninstalls
- Signal product problems or a promise the creative failed to keep.
- Creative fatigue
- Shows when an asset has stopped producing quality users.
- Value by platform, country and campaign
- Avoids applying one target to different economics.
- Attribution discrepancy rate
- Worth monitoring as a metric: when it grows, decisions rest on unstable data.