How much revenue per daily active user?
№ 070 · ARPDAU trend
Definition
MetricAverage revenue per daily active user
Unit$ per DAU per day, blended IAP + ads + subscriptions
Average revenue per daily active user. Slow improvements compound. Build by dividing daily revenue by daily active users per period. Cuts ad surface and IAP changes show up here. Example: $0.42 Jan, $0.58 Dec (38% growth over the year).
- ARPDAU
- Average revenue per daily active user. Daily revenue divided by daily active users.
- IAP
- In-app purchase. Revenue from purchases made inside the app, net of store commission.
Benchmarks
| Bottom 30% | Median | Top 30% |
|---|---|---|
| under $0.03 | $0.05-0.15 for ad-led consumer apps; $0.03-0.12 for non-gaming apps generally | $0.30-1.00+ (IAP-led and subscription-led apps in Tier 1 geos) |
Global all-geo mix, blended daily revenue over DAU, 2024-2025 data. Published ARPDAU is dominated by gaming datasets (GameAnalytics, Appodeal, AppsFlyer, Liftoff); non-gaming consumer app ARPDAU is thinly published and the $0.03-0.12 band comes from vendor aggregation. · iOS monetizes up to 5x Android in some categories (AppsFlyer, cited in aggregation), and Tier 1 geos monetize at multiples of emerging markets, so the trend line is mostly a mix line. A falling ARPDAU with growing DAU usually means cheaper acquisition mix, not product decay. Definitions vary: some sources report ARPU over fixed windows rather than true daily ARPDAU; normalize before comparing.
| Category | Bottom 30% | Median | Top 30% |
|---|---|---|---|
| Hypercasual / ad-led | under $0.03 | $0.03-0.08 | $0.08-0.15 |
| Hybrid-casual | under $0.10 | $0.15-0.50 | $0.50+ |
| IAP-led midcore / RPG | under $0.20 | $0.30-1.00 | $1.00+ |
When it looks bad
ARPDAU sliding while DAU rises, meaning growth is buying users who monetize below the existing base, so net revenue stays flat or falls.
ARPDAU drops from $0.09 to $0.05 over two quarters while DAU doubles on emerging-market installs; total daily revenue moves less than 10%.
What to do about it
- Decompose the trend by geo and platform before touching product; iOS can monetize up to 5x Android in some categories (AppsFlyer), so mix shift explains most ARPDAU breaks.
- Add rewarded video for non-payers at natural friction points; rewarded carries the highest eCPM of the main formats (Appodeal 2025), lifting ad ARPDAU without cannibalizing IAP.
- Ladder a mid-price offer between the entry purchase and top bundles; mid-tier spenders contribute 30-40% of IAP revenue where such systems exist (industry gacha and battle-pass data).
- Route high-frequency users to weekly subscription offers; weekly plans convert 1.7-7.4x better than annual across price tiers (Adapty 2026).
Sources
- GameAnalytics Benchmark distributions for ARPDAU, ARPPU and stickiness by genre and region across the tracked portfolio gameanalytics.com ↗
- GameAnalytics Defines and publishes market-level ARPDAU, ARPPU and DAU/MAU trends from aggregate platform data public-production.gameanalytics.com ↗
- Playio (citing GameAnalytics 2025) Ad-monetized games typically $0.05-0.15 ARPDAU; IAP-driven midcore and RPG titles $0.30-1.00+ blog.playio.co ↗
- Juego Studio Genre reference ranges; hyper-casual lifetime ARPU $0.86 per Appodeal Mobile Casual Benchmarks 2025; iOS can outperform Android up to 5x per AppsFlyer juegostudio.com ↗
- Infatica Average ARPDAU stagnant at $0.03-0.12 across most non-gaming apps infatica-sdk.io ↗
- RevenueCat Median revenue per install $0.31 at day 60; AI-powered apps $0.63+, roughly double the overall median (a revenue-intensity corroboration, per-install not per-DAU) revenuecat.com ↗
- Game Growth Advisor Blended ARPDAU roughly $0.15-0.50 for hybrid-casual vs $0.03-0.08 for hypercasual gamegrowthadvisor.com ↗