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Illuminated digital gaming environment, referencing the mobile games and apps sector

Gaming and mobile apps

An install is not worth as much as a user who stays and monetises.

I connect campaigns, attribution, in-app events, retention and monetisation to understand which users carry value, which creatives work and which signals should drive optimisation.

Sector experience

What I know about mobile games and applications

On mobile, cost per install is the easiest metric to obtain and the easiest to misread. Campaigns are very good at producing cheap installs: the problem is that part of those users opens the app once and never returns, having consumed budget and taught the algorithm to find more of the same.

I work on the connection between acquisition and product. That means going into the Firebase event architecture, checking that the events sent to the platforms are reliable and frequent enough, and moving optimisation from install volume towards activation, a key event or generated value.

I have worked on gaming and mobile apps with Tiny Wizard as well, in a context where acquisition, product analysis and monetisation had to be read together. Useful decisions appear when marketing data and product data stop being two separate worlds.

Event
The signal driving optimisation matters more than the creative or the offer.
Cohort
An app’s return is read by install cohort, not by calendar month.
Sources
Ads, Firebase and the attribution platform will never match: a rule is required.

Recurring problems

What prevents you from knowing which users actually carry value

Situations I find in apps with paid acquisition, both in games and in subscription products.

  1. Optimisation stops at the install

    The campaign learns from install volume and finds users who are cheap to acquire, not users who stay.

  2. Badly chosen events

    Signals that are too rare or too far from the install don’t give the algorithm enough data to learn.

  3. Unvalidated event architecture

    Inconsistent names, missing parameters and duplication make everything built on top unreliable.

  4. Unmanaged platform discrepancies

    Ads, Firebase and the attribution platform show different numbers and nobody defines the source of truth.

  5. Retention observed but not used

    Product data exists and gets reviewed, but never influences budget and targeting decisions.

  6. Creative tests without consequences

    Creatives are compared on clicks and installs, not on the behaviour of the users they bring.

  7. Scaling before validation

    Budget grows while product activation and retention can’t yet sustain the volume.

  8. One target across all markets

    Countries with completely different value per user are pushed with the same cost goal.

User journey

From impression to value over time

Each step carries a different economic value: stopping at the first one means optimising on the least informative part of the chain.

Once a reliable and sufficiently frequent downstream event exists, optimisation should move there: continuing to optimise on installs means choosing the weakest available signal.

User journey

  1. Impression

    The creative reaches an audience: this measures pressure, not results.

  2. Click

    Declared interest, still disconnected from the quality of the user who will arrive.

  3. Store page

    Icon, screenshots, video and reviews decide how much demand turns into an install.

  4. Install

    The first measurable campaign-side event, and also the most overrated one.

  5. First open

    Not every install becomes an open: the gap is already a quality signal.

  6. Activation

    The moment the user completes the action that makes the product understandable and useful.

  7. Key in-app events

    Progression, level reached, content consumed or feature used: the signals worth optimising for.

  8. Retention

    Return at day 1, 7 and 30: this is where real users separate from noise.

  9. Purchase or ad monetisation

    In-app purchase, subscription or ad revenue: the first actual economic value.

  10. Lifetime value

    Cumulative cohort revenue, the only level at which campaigns and markets can be compared.

Events and attribution

From the in-app signal back to the platforms

Value isn’t created in the ad platform: it is created in the product and has to travel back with a consistent structure.

Data path

  1. Event definition

    Names, parameters and trigger conditions decided together with the product team.

  2. In-app implementation

    Events are sent to Firebase and the attribution platform with the same semantics.

  3. Validation

    Checks on volume, duplication, delays and differences between iOS and Android.

  4. Attribution

    A shared rule on windows and priority, so it is clear which source gets credit.

  5. Signal selection

    Choosing the optimisation event based on frequency, time distance and correlation with value.

  6. Return to the platforms

    The selected event and its value go back to Google Ads as a conversion.

What I send back to the platforms

  • Activated user
  • Key event reached
  • In-app purchase with value
  • Active subscription
  • Low-quality signal

Choosing the event is a strategic decision, not a technical one: an event that is too rare blocks learning, one too close to the install brings the problem back to where it started.

Areas of work

What I actually work on

The perimeter changes between a game with in-app purchases and a subscription app, but these are the areas.

Acquisition

  • Google Ads for mobile apps and games
  • App campaigns and Search or YouTube formats where relevant
  • Strategy by market, platform and audience
  • Targets differentiated by expected value per country
  • Managing creative pressure and asset refresh

Measurement

  • Firebase event architecture
  • Mobile measurement and attribution platforms such as Adjust or equivalents
  • Event mapping between app, analytics and advertising platforms
  • Analysis of discrepancies between data sources
  • Shared and documented attribution rules

Product and value

  • Activation and retention analysis
  • Analysis by install cohort
  • Monetisation events and lifetime value
  • User quality by creative, market and campaign
  • Store and landing page journeys, where they exist

Systems and coordination

  • Creative testing connected to downstream behaviour
  • Dashboards and reporting across acquisition and product
  • Automation and data flows between systems
  • Coordination between marketing, product, analytics and development
  • Setting priorities when product and campaign data disagree

I manage directly

  • Google Ads and app campaigns
  • Event configuration and verification
  • Retention, cohort and value analysis
  • Selection of optimisation signals
  • Analysis of discrepancies between platforms
  • Dashboards and integrations between systems

I coordinate when needed

  • In-app event development and implementation
  • Product team and activation roadmap
  • Creative production
  • Attribution and monetisation vendors
  • Advanced analysis on BigQuery

Systems and data

The sources I need to be able to read

On mobile no single platform holds the truth: the work consists of making them talk to each other.

Acquisition

  • Google Ads
  • App campaigns
  • Creative assets and tests
  • Segmentation by market and platform

Measurement and attribution

  • Firebase
  • Google Analytics for Firebase
  • Adjust or another mobile measurement partner
  • Attribution rules and windows
  • Comparison between data sources

Product and stores

  • Google Play Console
  • App Store Connect
  • Product analytics
  • Activation and progression events
  • Uninstall data

Value and automation

  • Subscription and payment systems
  • Ad monetisation platforms
  • BigQuery
  • CRM, where present
  • Dashboards and automated workflows

KPIs

The numbers I use to decide

Cost per install is there to monitor buying efficiency, not to establish whether the investment is working.

Two campaigns with the same cost per install can differ several times over in value per user. That difference only becomes visible after the first week.
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.

Frequent mistakes

What I most often find when reviewing a mobile account

  • Optimising only for installs
  • Sending low-value or noisy events back to Google Ads
  • Choosing events that happen too rarely or too late
  • Not validating Firebase and attribution data
  • Treating all installs as equal
  • Ignoring retention and monetisation in budget decisions
  • Comparing platforms without a clear attribution rule
  • Not checking discrepancies between Adjust, Firebase and Google Ads
  • Scaling campaigns before validating product quality
  • Testing creatives without connecting them to downstream behaviour
  • Evaluating ROAS without accounting for cohort maturation
  • Using the same target across countries with different economics
  • Separating marketing decisions from product analytics

Method applied

How I proceed with a mobile game or app

The phases are the ones I use on every project, applied to the user lifecycle and to mobile measurement constraints.

  1. 01

    Understand

    Monetisation model, markets, platforms, user lifecycle and product maturity.

  2. 02

    Measure

    Validation of events, attribution rules and differences between sources.

  3. 03

    Diagnose

    Where it breaks: creative, store, activation, retention or monetisation.

  4. 04

    Prioritise

    Quick fixes on signals and spend, structural work on events and integrations.

  5. 05

    Execute

    Hands-on campaign and measurement work, coordination with product and development.

  6. 06

    Optimise

    Verification on cohort value and user quality, not on install volume.

Related

Connected competencies

Direct answers

Frequent questions about mobile games and apps

How do you promote a mobile app with Google Ads?

With app campaigns set on a goal consistent with product maturity: installs only in the early phase, then activation, a key event or value. Creatives and markets should be handled separately, because value per user varies widely across countries.

Google Ads and acquisition

Which KPIs matter for a mobile game?

Activation rate, day 1, 7 and 30 retention, cost per key event, payer conversion rate, average revenue per user, lifetime value and ROAS by cohort. Cost per install stays an efficiency indicator for the buy.

How I define KPIs

Why isn’t CPI enough?

Because it measures what it costs to get the app installed, not what the installer is worth. Cheaper sources often bring users who never open the app or never return: the apparent cost is low, the cost per active user is much higher.

Diagnosis and priorities

How do you connect Firebase and Google Ads?

By linking the two accounts and importing the relevant Firebase events as conversions, after validating their volume and reliability. The technical link is the easy part: the hard decision is choosing which event deserves to drive optimisation.

Tracking and integrations

How do you choose which in-app events to optimise for?

By weighing three things together: how frequent the event is, how long after the install it happens, and how strongly it correlates with future value. A perfect but rare event stops the algorithm from learning; a frequent but meaningless one brings the problem back to the install.

Event architecture

How do you measure retention and lifetime value?

By install cohort, following the same group of users over time and observing return and cumulative revenue at defined intervals. Comparing calendar months instead of cohorts produces numbers that move with acquisition mix, not with product quality.

Analysis and dashboards

How do you compare Adjust, Firebase and Google Ads?

By first deciding which source is authoritative for each decision and documenting attribution windows and rules. The three systems measure different things with different logic: fully aligning them isn’t possible, making them comparable is.

Measurement and attribution

How do you reduce attribution discrepancies?

By unifying event semantics, checking duplication and sending delays, aligning windows and time zones, and monitoring the gap over time as if it were a metric. A stable gap is manageable, a growing gap points to an implementation problem.

Data validation

How do you evaluate app ROAS by cohort?

By comparing the acquisition spend of a cohort with the revenue that same cohort generates at defined intervals, and comparing cohorts at the same level of maturity. A recent cohort will always show a lower return: that doesn’t mean the campaign performs worse.

Reading economic data

How do you improve the quality of acquired users?

By moving the optimisation signal further downstream, excluding sources with low activation or retention, and aligning the creative promise with what the user actually finds in the app. Creatives that overpromise bring cheap installs and fast uninstalls.

Traffic quality

How do you test creatives for a mobile app?

By comparing them not only on clicks and installs, but on the behaviour of the users they generate: activation, retention and value. An asset with a higher cost per install can be the one bringing the better users.

How I set up tests

When is it worth optimising for a post-install event?

When the event is correctly implemented, occurs often enough for the campaign to learn, and shows an observable correlation with value. Before that point you only get unstable learning and inefficient spend.

Signals and optimisation

Before increasing spend, let’s look at which users stay.

Tell me how your app works, how it monetises and which events you already have in place. The first conversation is there to check whether the signal driving your campaigns is the right one.