Gaming

Free-to-play and live-service games.

Free-to-play games monetized via in-app purchases and ads. ARPDAU and whale concentration define monetization — a sliver of payers drives most revenue — while genre-indexed retention curves (D1/D7/D30) decide whether a title survives. Benchmarks only make sense within a genre.

Representative companies
  • Supercell Clash of Clans live-service economics
  • Roblox UGC platform, durable engagement
  • King Candy Crush casual whale economics

Primary metrics

The metrics that define health for a gaming business.

Secondary metrics

Omega Point BenchmarksGaming