What Is ARPPU in Mobile Games? Meaning, Formula, Payer Conversion Benchmarks, and When a Rising Number Is Bad News
ARPPU (average revenue per paying user) is revenue over a period divided by the number of users who paid at least once in that period. If 4,000 players who made a purchase this month spent $160,000 between them, this month's ARPPU is $40. Unlike ARPU, which divides by everyone, ARPPU removes the non-paying majority from the denominator, so it answers a narrower question: how deeply do the people who spend actually spend?
ARPPU matters because it splits ARPU into two different questions. ARPU is the product of payer conversion (the share of users who pay) and ARPPU. Two games with the same $0.80 ARPU, one where 2% of players spend $40 each and one where 4% spend $20 each, carry different risks and need different fixes. Gather the public data available as of October 2026 and a consistent picture emerges: ARPPU and payer conversion figures differ by several times, sometimes by an order of magnitude, because sources use different periods and populations, which makes the ability to decompose your own numbers more valuable than any external benchmark.
The structural link between ARPU and LTV is covered in ARPU and LTV Relationship: Structural Correlations Between Revenue Metrics. This post goes one layer inside ARPU, to paying users and payer conversion.
What Is ARPPU, and How Do You Calculate It?
ARPPU is period revenue divided by the unique paying users in the same period, and you need to fix two things before any comparison holds, even within one game: what goes into the numerator (IAP only, or subscriptions and ads too) and how long the period is.
The formula is ARPPU = period revenue ÷ paying users in the period. AppsFlyer's glossary uses the same formula, total revenue in period X divided by total paying users in period X, and notes that users who did not buy in that period are excluded. The denominator counts unique paying users, not transactions, so a player who bought five times in a month is still one person in the denominator.
Here is a worked example. Suppose a game has 200,000 MAU in a month, 4,000 of them paid at least once, and gross IAP revenue was $160,000 (illustrative assumptions).
Item | Value | Calculation |
|---|---|---|
MAU | 200,000 | Given |
Paying users | 4,000 | Given |
Gross IAP revenue | $160,000 | Given |
Payer conversion | 2.0% | 4,000 ÷ 200,000 |
ARPPU | $40.00 | 160,000 ÷ 4,000 |
ARPU | $0.80 | 160,000 ÷ 200,000 |
The 196,000 players who did not pay disappear from the ARPPU calculation. That is both the strength and the limit of the metric. It shows the depth of the paying base clearly, but on its own it cannot tell you whether that base is growing or shrinking. ARPPU should always be read next to paying-user count and payer conversion.
How Are ARPU and ARPPU Related?
ARPU equals payer conversion × ARPPU, and that decomposition tells you immediately whether a revenue change came from more people paying or from payers spending more.
In the example, 2% × $40 = $0.80, which is the ARPU. Multiply by users and you get the revenue equation: monthly revenue = MAU × payer conversion × ARPPU = 200,000 × 2% × $40 = $160,000. That means revenue has three levers, each owned by different teams and moved by different work. MAU responds mainly to UA and retention, payer conversion to the first-purchase experience and entry price points, and ARPPU to the price ladder and repeat-purchase design.
The decomposition is especially useful because the same ARPU can describe very different games. Take two games at $0.80 ARPU: in game A, 2% of players spend $40; in game B, 4% spend $20. Game A depends on a small group of payers, so a few top spenders churning can swing revenue hard, and its upside lies in widening the paying base. Game B has a broad paying base with low spend per payer, so its work is higher price tiers and repeat purchasing. How ARPU structure differs by genre is covered in ARPU by Game Genre: Structural Differences in Monetization and How to Optimize Global UA.
The similarly named metrics cut the same revenue with different denominators and windows.
Metric | Numerator | Denominator | Typical window | Main use |
|---|---|---|---|---|
ARPU | Period revenue | Active users in the period (or install cohort) | Month or quarter, D30 or D90 | Overall monetization efficiency, country and channel comparison |
ARPPU | Period revenue (usually IAP) | Paying users in the period | Day or month, cumulative D30 or D90 | Pricing and offer design, depth of the paying base |
ARPDAU | One day's revenue | That day's DAU | One day | Event and price tests, daily operations |
LTV | Cumulative cohort revenue | Cohort installs | D30, D90, lifetime | UA bid ceilings, ROAS targets |
ARPDAU, the daily metric, is covered in Revenue = DAU × ARPDAU: The Daily Metric That Separates Real Growth From Install Spikes. The link to LTV works the same way. An install cohort's IAP LTV equals that cohort's cumulative payer conversion × cumulative ARPPU, so when D90 LTV is low you can tell whether too few people paid or payers spent too little.
Which Period and Revenue Basis Should You Use for ARPPU?
ARPPU grows with the length of the window and differs by 15% to 30% depending on whether store fees are deducted, so align the period and the revenue basis before comparing an internal dashboard with any external benchmark.
Start with the period. If the example game's average daily revenue is about $5,333 ($160,000 ÷ 30) and it averages 250 payers a day, daily ARPPU is about $21.30. Monthly ARPPU, however, is $40. When a player buys on several days in a month, revenue accumulates day by day, but the unique payer is counted only once. Payer conversion behaves the same way. If the game's average DAU is 36,000, daily payer conversion is about 0.69%, while monthly payer conversion is 2% (illustrative assumptions). Multiplying daily ARPPU by 30 does not give monthly ARPPU, and daily and monthly conversion rates cannot be converted into each other.
Lengthen the window further and the numbers grow again. Cumulative D90 ARPPU divides what a cohort spent in its first 90 days by everyone who paid at least once in that time, and annual ARPPU covers a full year. Daily, monthly, D90, and annual ARPPU are four different numbers for the same game, which is also the first reason the benchmarks below disagree so sharply.
Next is gross versus net. IAP processed through the App Store and Google Play reaches the developer after the platform's fee. Apple applies a 15% commission to developers with up to $1 million in proceeds in the prior calendar year under its Small Business Program, and its standard commission (generally 30%) otherwise. Google Play has charged 15% on a developer's first $1 million in annual revenue and 30% above that, and it is rolling out a new fee structure that distinguishes new and existing installs, effective June 30, 2026 in the US, EEA, and UK and September 30, 2026 in Australia and Japan. In the US, non-subscription in-app purchases on new installs carry a 20% service fee plus a 5% billing fee.
Because fees vary by market, revenue scale, and install date, the same $40 ARPPU is $28 net at a 30% fee and $34 at 15%. Finance reporting often uses net revenue while marketing dashboards often use gross, so label the basis before putting the two in one table. When channels with different fee structures, such as a web shop, are mixed in, the same ARPPU can produce different net revenue.
Finally, the scope of the numerator. Whether you include only IAP, or subscriptions and ad revenue too, changes the value. Ad revenue also comes from non-paying users, so adding it to the ARPPU numerator muddies the meaning. In practice it is safer to track IAP-based ARPPU (stating whether subscriptions are included) separately from an ARPU that includes ads.
What Are Typical ARPPU and Payer Conversion Benchmarks for Mobile Games?
Based on public data as of October 2026, D90 IAP ARPPU for mobile games sits around $7 to $10, and payer conversion ranges from about 1% on a daily basis to the 40s on an annual basis depending on the window. However, there is effectively no recent dataset that publishes genre, platform, and region on one consistent basis, so the table below places figures from different periods and populations side by side.
Source | Metric | Value | Basis and population | Period |
|---|---|---|---|---|
AppsFlyer | D90 IAP ARPPU (midcore / casual) | $9.80 / $7.26 | App Store and Google Play revenue, cumulative 90 days after install, global | Jan 2025 to Mar 2026 |
AppsFlyer | For reference: non-gaming subscription ARPPU | $10.85 | Same as above | Same as above |
AppsFlyer | First-purchase conversion within 30 days of install (North America / LATAM) | 11.14% / 6.51% | Share of installs; whether games only is not disclosed | Same as above |
AppsFlyer | 30-day one-time buyers ÷ repeat buyers (midcore / casual) | 1.76x / 1.89x | Repeat buyer = 2+ purchases within 30 days | Same as above |
Newzoo | Share of players who pay / annual ARPPU | 44.6% / $129.6 | All gamers worldwide across platforms, market model | 2026 forecast |
Newzoo | For reference: PC share of players who pay | 55% | Highest of any platform; mobile figure not published | 2026 forecast |
GameAnalytics | Daily payer conversion (top 15%) | 0.8–1.2% (RPG ~3%, strategy up to 2.5%) | 75K+ games using the SDK, direct in-game payments only | Jun 2018 to May 2019 |
GameAnalytics | ARPPU (top 15%) | ~$20 (action and RPG leaders $27–31) | Same as above | Same as above |
Swrve | Share of players paying in the month | 2.3% | 20M+ players of F2P mobile games | January 2015 |
Sensor Tower (own calculation) | Game IAP revenue ÷ downloads (App Store / Google Play) | ~$6.78 / ~$0.74 | $12.96B ÷ 1.91B downloads; $7.39B ÷ 9.95B downloads | Q1 2026 |
The most recent figures with a stated basis come from AppsFlyer's 2026 app monetization report. Cumulative D90 IAP ARPPU is $9.80 for midcore and $7.26 for casual. The report also shows that more than half of first-time buyers buy again within 30 days of install: the ratio of one-time to repeat buyers is 1.76x for midcore and 1.89x for casual, which puts repeat buyers at about 57% and 53% of first-time buyers. The only genre with an absolute conversion rate in the report is social casino, which is excluded from this table because it is gambling-adjacent and behaves differently from general game benchmarks.
On regions, AppsFlyer's explanation illustrates the core decomposition of this post. ARPU in North America and Europe runs about 20–25% above the global average, but the premium narrows to roughly 5–10% at the ARPPU level, and the report attributes the difference to higher payer conversion rather than deeper spend. First-purchase conversion within 30 days is 11.14% in North America against 6.51% in LATAM, nearly double (the report does not say whether this is games only). Higher ARPU in high-income markets comes less from payers spending more than from a larger share of people paying at all.
On platforms, recent data that splits ARPPU by OS is hard to find, though the direction is clear. According to Sensor Tower, game IAP revenue in Q1 2026 was $12.96 billion on the App Store and $7.39 billion on Google Play, on 1.91 billion and 9.95 billion downloads respectively. That works out to about $6.78 versus $0.74 of revenue per download, a gap of more than nine times. Liftoff's 2025 casual gaming report likewise put 2024 D30 ROAS at 47% on iOS and 15% on Android, and Liftoff notes that iOS users make more purchases and have a higher median income. Revenue per download is only a proxy, though: it divides revenue from the entire existing user base by new downloads, Chinese spending appears only on the iOS side because Google Play does not operate in mainland China, and Android's larger share of emerging markets with lower price levels is baked in. How much of the platform gap is conversion and how much is ARPPU can only be answered by splitting your own data by OS.
The figures in the table diverge by several times, sometimes by an order of magnitude, mainly because their periods, populations, and revenue bases all differ, and Game Growth Advisor, which maintains a mobile game KPI benchmark page, stated in its August 2026 update that neither payer conversion nor ARPPU has a published benchmark worth quoting.
First, the periods differ. GameAnalytics' 0.8–1.2% for top-15% games is the share of players who paid on a given day. AppsFlyer's 11.14% for North America is the share of installs that paid at least once within 30 days, and Newzoo's 44.6% is the share of gamers who spent on any game across a year. With daily, 30-day, and annual figures all labeled "conversion," a gap of an order of magnitude is to be expected. Likewise, Newzoo's $129.6 annual ARPPU and AppsFlyer's $7–10 D90 ARPPU measure different spans of time.
Second, the populations differ. AppsFlyer covers install cohorts of apps that track installs with its measurement tools, GameAnalytics covers all games using its SDK, and Newzoo estimates gamers worldwide, including PC and console. Newzoo also states that PC has the highest share of paying players of any platform at 55%, which means mobile on its own is lower than PC.
Third, revenue bases and denominators differ. GameAnalytics counted only direct in-game payments and excluded ad revenue. AppsFlyer includes only IAP and subscription revenue processed through the stores. Denominators can differ even within one report. Dividing AppsFlyer's D90 ARPU by its D90 ARPPU gives about 22% for midcore and 18% for casual, far above the same report's 30-day first-purchase conversion and other industry figures. Because the report does not spell out the ARPU denominator, it is safer not to back out payer conversion from published ARPU and ARPPU pairs.
Fourth, timing and aggregation differ. The GameAnalytics figures are 2018–2019 data for the top 15% of games. That analysis noted that conversion among top games fell from 1.2% to 0.8% within a year, which it linked to the growing role of ad monetization, and that ARPPU drops around Christmas and recovers through Q1 to Q3, because new holiday payers spend less than the core paying base. When the mix of payers shifts, the same game's ARPPU moves with the seasons.
The safest approach is to use external benchmarks only to check whether your numbers are far off the market, and to set targets from your own history measured on the same period and revenue basis, or from titles of a similar genre within your own portfolio.
How Do Whales Skew ARPPU?
Because ARPPU is a mean, a small number of high spenders pull it up sharply, and in games with a skewed spending distribution the average ARPPU says almost nothing about what a typical payer spends.
Spending concentration varies widely between games. In a study by a University of Southern Denmark (SDU) research team analyzing mobile game spending data from August 2020 to April 2022, games in the most skewed hyper-Pareto pattern had about 1% of players generating about 40% of in-game revenue. Such games made up just under 12% of the total. Other games spread spending much more evenly, and across the distribution types in the same study, average spend among the top 1% ranged from $19 to $1,700. In older data, Swrve reported that in January 2015 the top 10% of paying players accounted for 64% of F2P mobile game revenue.
Applying a distribution like this to the example game shows how the mean behaves (illustrative assumptions).
Payer tier | Payers | Revenue | Share of revenue | Tier ARPPU |
|---|---|---|---|---|
Top 1% | 40 | $64,000 | 40% | $1,600 |
Next 9% | 360 | $56,000 | 35% | ~$156 |
Remaining 90% | 3,600 | $40,000 | 25% | ~$11 |
Total | 4,000 | $160,000 | 100% | $40 |
Overall ARPPU is $40, yet 90% of payers spent about $11 on average, and the median payer most likely bought a single item at around $10. Exclude the top 1% and ARPPU falls to about $24.20 ($96,000 ÷ 3,960).
In a structure like this, ARPPU swings on the behavior of a few top spenders. If 10 of the top 40 churn, taking $16,000 of revenue with them, the paying base shrinks by just 0.25%, but ARPPU drops 9.8% to about $36.10 and monthly revenue falls 10%. Conversely, one or two whales buying a large bundle can lift ARPPU without any other payer changing behavior at all.
That is why ARPPU should be read as three numbers rather than one average: median spend per payer, ARPPU excluding the top 1%, and, as in the table above, payer counts and revenue share by tier. The profile of high-value players and how to retain them is covered in Whale in Games: How to Acquire and Retain High-Value Players.
When Is Rising ARPPU Bad News?
If ARPPU rises while the number of paying users falls, payers may not be spending more at all; smaller spenders may simply have left and lifted the average. ARPPU should always be read alongside paying-user count and ARPU.
Consider two versions of the example game's next month, holding MAU at 200,000 (illustrative assumptions).
Scenario | Payers | Payer conversion | ARPPU | ARPU | Monthly revenue |
|---|---|---|---|---|---|
Baseline month | 4,000 | 2.0% | $40.00 | $0.800 | $160,000 |
A: ARPPU up | 3,000 | 1.5% | $50.00 (+25%) | $0.750 (-6.3%) | $150,000 |
B: ARPPU down | 5,000 | 2.5% | $35.00 (-12.5%) | $0.875 (+9.4%) | $175,000 |
In scenario A, ARPPU rose 25%, but 1,000 fewer payers meant revenue fell 6.3%. When small spenders leave first, the remaining payers' average rises and creates an illusion of improvement. This often follows a price increase or the removal of low-priced items, or happens late in a game's life when only the core remains. In scenario B, ARPPU fell 12.5%, but more first-time payers lifted revenue 9.4%. Widening the paying base with first-purchase offers or a low-priced pass naturally pulls the average down.
Rising ARPPU is most likely bad news in three situations: when paying-user count or payer conversion fell over the same period; when the overall average rose while the median and ARPPU excluding the top 1% stayed flat; and when new payers are declining so the paying base is aging into existing payers. The last case can leave revenue intact for now and show up months later as a thinner paying base.
Symptom | Likely cause | Metrics to check alongside |
|---|---|---|
ARPPU up, payer count down | Small spenders leaving, price increase, fewer low-priced items | Payer conversion, ARPU, units sold by price tier |
ARPPU up, median and ex-top-1% ARPPU flat | A few large whale purchases | Revenue share by tier, number of top spenders |
ARPPU down, payer count up | Paying base widened by first-purchase offers or a low-priced pass | New payers, 30-day repeat rate after first purchase |
ARPPU stable, new payers declining | Aging paying base, weaker traffic quality | ARPPU split by new vs existing payers, cohort conversion |
How Do You Raise Payer Conversion Versus ARPPU?
Payer conversion is about getting someone to pay the first time, and ARPPU is about getting payers to buy again and at higher price points, so the levers differ, and because moves that raise one often lower the other, the two should be tracked together.
On the conversion side, the most direct lever is the first-purchase experience. In AppsFlyer's report, 38% of D60 IAP revenue across all apps came on the day of install. Purchase opportunities cluster early, so placing a low-friction first-purchase offer right after the tutorial or at the first sticking point has an outsized effect on conversion. Such offers lower ARPPU, but because a player who has paid once is likely to pay again (as shown above, more than half of first-time buyers buy again within 30 days), they are better treated as an investment in widening the paying base.
Battle passes and subscriptions sit between the two metrics. A low-priced pass sold each season creates small payers, lifting conversion, and repeat purchases every season stabilize revenue per payer. Battle pass structure and economics are covered in Battle Pass Economics: How One Season Structure Drives Revenue and Retention at Once. In AppsFlyer's data, among apps running ads, IAP, and subscriptions together (a cohort that skews toward gaming), subscriptions' share of combined revenue rose from about 4% to nearly 7% over 15 months.
On the ARPPU side, the levers are the price ladder and repeat purchasing. With only low-priced items, the paying base can be wide but has no ceiling, so the basic structure is a staircase from low-priced entry offers through mid-tier items to premium bundles. Limited-time bundles, cumulative purchase rewards, and personalized offers increase repeat purchases from existing payers. A web shop changes net revenue per transaction more than ARPPU itself: the store fee saved means more money kept from the same ARPPU, and some of that margin can be returned as bonus currency to raise spend per payer. The operational challenges are covered in Mobile Game Web Shops: A $17 Billion Channel Whose Real Problem Is Traffic.
Lever | Main metric it moves | Effect on other metrics |
|---|---|---|
First-purchase offer | Raises payer conversion | Lowers ARPPU short term |
Battle pass or season pass | Both conversion and repeat purchases | ARPPU converges toward the pass price |
Subscription | Repeat purchases, revenue stability | Reduces whale dependence |
Price ladder and premium bundles | Raises ARPPU | Risk of lower conversion if low-priced items are cut |
Limited-time and personalized offers | ARPPU of existing payers | Overuse teaches players to wait for discounts |
Web shop | Net revenue per transaction | Traffic acquisition cost |
Whatever the lever, judge its effect with payer conversion, ARPPU, and ARPU on one screen. If only ARPPU rises while ARPU stays flat, you have traded one paying base for another; monetization has genuinely improved only when all three move up together.
The denominator of payer conversion is, in the end, players who stayed long enough to see a first-purchase offer. Users who churn right after install never get the chance to become payers, however good the offer. Playio is an Android-based community of five million gamers that analyzes genre preferences, play history, and in-game behavior data to connect players with games that fit their tastes. Pricing is CPI by default, and CPE based on in-game actions such as reaching playtime thresholds, completing the tutorial, or hitting a specific level is also supported. Set the campaign goal at the step just before a first purchase, and what the advertiser buys is not a single install but players who fill the denominator of payer conversion: players still in the game when the first-purchase moment arrives.
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Key Takeaways
ARPPU is period revenue divided by unique paying users in that period, and it shows how deeply the paying base spends. ARPU equals payer conversion × ARPPU, so every revenue change should be read as more people paying versus payers spending more. ARPPU grows with the window (daily and monthly figures do not convert into each other) and differs by 15% to 30% depending on whether store fees are deducted. As of October 2026, public data puts D90 IAP ARPPU at $9.80 for midcore and $7.26 for casual, while payer conversion ranges from about 1% daily to 6–11% over 30 days and the 40s annually. Higher ARPU in North America and Europe comes from higher conversion more than deeper spend. Average ARPPU swings with a handful of whales, so read it next to the median and ARPPU excluding the top 1%, and treat ARPPU that rises while payers decline as a possible sign of a shrinking paying base rather than an improvement.
For inquiries about Playio's advertising solutions, reach out at: [email protected]
Sources
AppsFlyer, ARPPU glossary (ARPPU = total revenue in period X ÷ total paying users in period X; users who did not buy in the period are excluded): https://www.appsflyer.com/glossary/arppu/
AppsFlyer, The State of App Monetization – 2026 Edition (January 2025 to March 2026; store-processed IAP and subscription revenue only; D90 IAP ARPPU midcore $9.80, casual $7.26, non-gaming subscription ARPPU $10.85; D90 IAP ARPU midcore $2.13, casual $1.34; first-purchase conversion within 30 days of install North America 11.14%, LATAM 6.51%; repeat buyers defined as 2+ purchases within 30 days; one-time to repeat buyer ratio midcore 1.76x, casual 1.89x; North America and Europe ARPU about 20–25% above global, narrowing to about 5–10% at ARPPU, attributed to conversion; 38% of D60 IAP revenue on Day 1 across all apps; subscription share in the multi-stream cohort from about 4% to nearly 7%): https://www.appsflyer.com/resources/reports/app-marketing-monetization-report/
GameDev Reports, AppsFlyer: App Monetization in 2026, 2026-06-25 (summary of the report above): https://gamedevreports.substack.com/p/appsflyer-app-monetization-in-2026
MediaNews4U, Global games market to reach $213.9 billion as player base hits 3.7 billion: Newzoo report, 2026-09-11 (2026: 1.65 billion paying players, 44.6% conversion, ARPPU $129.6, up 1.4% YoY; PC highest conversion at 55%): https://www.medianews4u.com/global-games-market-to-reach-213-9-billion-as-player-base-hits-3-7-billion-newzoo-report/
WN Hub, summary of Newzoo's 2026 market report, 2026-09-10 (44.6% of gamers are spenders, up from 39.4% in 2015; ARPPU $129.6): https://wnhub.io/news/analytics/item-52037
Hitmarker, PC gaming has the highest spender conversion rate of any platform, 2026-09-10 (Newzoo, PC conversion 55%; no mobile conversion figure given): https://hitmarker.net/news/pc-gaming-has-the-highest-spender-conversion-rate-of-any-platform-new-report-reveals-4752586
WN Hub, How does your mobile game compare in 2019? GameAnalytics provides benchmark stats, 2019-07-01 (June 2018 to May 2019, 75K+ games; direct in-game payments only; top-15% daily conversion 0.8–1.2%, RPG ~3%, strategy up to 2.5%; top-game conversion down from 1.2% to 0.8%; top-15% ARPPU ~$20, action and RPG $27–31; ARPPU dips around Christmas and recovers through Q1–Q3): https://wnhub.io/news/analytics/item-2261
MCV/DEVELOP, Influence of whales over F2P mobile game revenue on the rise, 2015-04-10 (Swrve, January 2015; top 10% of paying players generated 64% of F2P revenue; 2.3% of players paid; 20M+ players): https://mcvuk.com/?p=70277
University of Southern Denmark (SDU), Games Globally, Mobile Game Monetization white paper (data from 2020-08-01 to 2022-04-16; hyper-Pareto games: about 1% of players provide about 40% of in-game revenue; highly skewed games just under 12%; top-1% average spend $19 to $1,700 by type; paper DOI 10.1145/3582927): https://gamesglobally.sdu.dk/project-2_white-paper.html
WN Hub, Sensor Tower: mobile game downloads have dropped to their lowest level since the beginning of the COVID-19 pandemic, 2026-05-22 (Q1 2026 game IAP revenue App Store $12.96B, Google Play $7.39B; downloads App Store 1.91B, Google Play 9.95B): https://wnhub.io/news/analytics/item-50926
Liftoff, Must-Know Highlights From the 2025 Casual Gaming Apps Report, 2025-07-28 (2024 casual D30 ROAS iOS 47%, Android 15%; iOS users make more purchases and have higher median income; created with Singular): https://liftoff.ai/?p=35032
Apple Developer, App Store Small Business Program (15% for developers with up to $1M in prior-year proceeds; standard rate above the threshold): https://developer.apple.com/app-store/small-business-program/
9to5Mac, Apple announces App Store Small Business Program, 2020-11-18 (standard 30% commission; 15% for program members): https://9to5mac.com/2020/11/18/app-store-small-business-program/
Google Play Console Help, Service fees (15% on first $1M annual revenue, 30% above, 15% for auto-renewing subscriptions; new structure effective June 30, 2026 in the US, EEA, UK and September 30, 2026 in Australia, Japan; US non-subscription transactions on new installs 20% plus 5% billing fee): https://support.google.com/googleplay/android-developer/answer/112622?hl=en
Game Growth Advisor, Mobile Game KPIs & Benchmarks 2026, published 2026-03-17, updated 2026-08-01 (neither payer conversion nor ARPPU has a published benchmark worth quoting; casual puzzle conversion listed as unverifiable): https://gamegrowthadvisor.com/blog/2026-03-17-mobile-game-kpis-benchmarks-2026/
Own calculations: example of 200,000 MAU, 4,000 payers, $160,000 revenue; daily ARPPU and daily conversion (assuming 36,000 average DAU and 250 daily payers); net revenue conversion; payer tier table; whale churn scenario; next-month A/B scenarios; Sensor Tower revenue per download; AppsFlyer ARPU ÷ ARPPU ratio; repeat buyer share (1 ÷ ratio): illustrative calculations