Luca Barberis

What share of daily active users pays?

№ 135 · Paying user share

01

Definition

MetricShare of active users who make a purchase

Unit% of active users paying; % of installs converting to a first purchase within 30 days

Percent of DAU that has ever paid. F2P games typically 2-6%. Watch for movement after monetization changes. Build by counting users with at least one purchase divided by total active users. Example: 4.2% paying users Q1, 5.1% Q4 (after BattlePass launch).

DAU
Daily active users. Unique users performing a qualifying action in a day.
02

Benchmarks

Bottom 30%MedianTop 30%
under 1.5% of installs convert within 30 days; under 1% of monthly actives pay3% to 5% of installs convert within 30 days; 1.5% to 2.5% of monthly actives pay6% to 9% of installs convert to a first purchase within 30 days; 3% or more of monthly actives pay

Mobile free-to-play, global, 2023 to Q1 2026. The primary definition is install-to-first-purchase conversion inside a 30-day window, which is what AppsFlyer and Mistplay publish. Share of daily active users paying on a single day is a different and much smaller number, typically a fifth to a tenth of the 30-day install conversion rate. · Three definitions circulate and they are not interchangeable, which accounts for most of the apparent disagreement between sources. Install-to-payer within 30 days runs 3% to 5% for games. Share of monthly actives paying runs near 2%. Share of daily actives paying on a single day runs well under 1%. Adjust's payer rate of about 0.8% and Swrve's 2.3% monthly figure are measuring the second and third of these, not the first. The Swrve number is from 2016 and is included only for direction of travel. Regional spread is wide: AppsFlyer puts first-purchase conversion at 11.14% in North America against 6.51% in LATAM, so an install mix change alone will move this metric several points.

By category
CategoryBottom 30%MedianTop 30%
Puzzlenot published as a percentile7.4% of players are spenders by day 30 (US, 2023 to 2024)not published as a percentile
RPGnot published as a percentile5.0% of players are spenders by day 30 (US, 2023 to 2024)not published as a percentile
Casinonot published as a percentile4.95% of installs convert to a first purchase within 30 days, 3.01% repeatnot published as a percentile
Midcorenot published as a percentilefirst-to-repeat payer ratio of 1.76x, so roughly 57% of first payers buy again inside 30 daysnot published as a percentile
Casualnot published as a percentilefirst-to-repeat payer ratio of 1.89x, so roughly 53% of first payers buy again inside 30 daysnot published as a percentile
03

When it looks bad

Payer share holds flat on the headline while the first-time payer line falls and the repeat payer line rises, so the chart is being propped up by an ageing cohort of existing spenders rather than by new conversions.

Payer share steady at 2.8% of monthly actives while first-time payers fall from 1.9% to 1.1% of installs and the median tenure of an active payer rises from 34 to 71 days.

04

What to do about it

  • Separate first-time payer rate from repeat payer rate and track both as their own series. The first-to-repeat ratio is 1.65x in casino, 1.76x in midcore and 1.89x in casual (AppsFlyer), so roughly half of first payers buy again inside 30 days, and a stable blended payer share with a falling first-payer line is a top-of-funnel problem wearing a monetisation mask.
  • Price the entry offer inside the band where first purchases actually happen, which sits in the low single dollars. An entry SKU priced above that band filters out the marginal converter before the offer is ever evaluated, and no amount of placement work recovers them.
  • Run the conversion push inside the first 72 hours rather than at a level gate deeper in the game. Average time to first purchase is just over two days post install, 1.6 days in puzzle and 1.7 in RPG (Mistplay and AppsFlyer, US data).
  • Set regional payer-share targets instead of one global number. First-purchase conversion runs 11.14% in North America against 6.51% in LATAM (AppsFlyer), so a LATAM-weighted install mix will miss a global target for reasons that have nothing to do with the offer or the product.
05

Sources

  1. AppsFlyerThe State of App Monetization, 2026 Edition · 2026 · $900M verified IAP revenue, $800M subscription revenue, $7.2B advertising revenue, January 2025 to March 2026 Casino games convert 4.95% of new installs into paying users within 30 days with 3.01% making multiple purchases. First-to-repeat payer ratio is 1.65x casino, 1.76x midcore, 1.89x casual. First-purchase conversion reaches 11.14% in North America against 6.51% in LATAM. Non-gaming apps convert 9.84%. appsflyer.com ↗
  2. Mistplay and AppsFlyer2025 Mobile Gaming Loyalty Index · 2025 · 4,500 US mobile players surveyed plus AppsFlyer US engagement and monetisation metrics for 2023 and 2024 Puzzle games reach a 7.4% share of spenders by day 30 and RPG titles 5%, with puzzle leading on both payer count at day 30 and time to first purchase. business.mistplay.com ↗
  3. AppsFlyerThe 2024 State of Gaming App Marketing · 2024 · $29B in gaming app install ad spend worldwide in 2023 Fewer than 5% of users make any purchase, and more than 70% of those who do buy again. Among buyers, transactions occur daily through the first 10 days post install. appsflyer.com ↗
  4. Moloco2025 State of Mobile Gaming: In-App Purchase Trends of Leading Apps · 2025 · 100 top-grossing gaming advertisers, 4B installs, 65M purchase events, $8B IAP revenue, January 2023 to December 2024 Install-to-payer conversion rates rose 6% among top advertisers in 2024 and the number of paying iOS users grew 13%, while overall install volume was flat. moloco.com ↗
  5. GameAnalytics (via AIThority)GameAnalytics Benchmark Report, genre conversion commentary · 2019 · top 16 genres on the GameAnalytics platform; 2019 edition, flagged as dated Top-performing role playing and strategy games showed conversion rates and ARPDAU five to seven times the all-genre standard, and median midcore ARPPU three to five times casual. Dated 2019 and included only for the genre ordering, not the levels. aithority.com ↗
  6. Adjust (via Gitnux compilation)Mobile monetization payer rate benchmark · 2026 · Adjust monetisation research, sample size not disclosed in the compilation; Tier 3 aggregator, corroboration only About 0.8% of mobile game users make an in-app purchase in aggregate, a base-wide rather than install-cohort measure. gitnux.org ↗
  7. Swrve (via Game Developer)Swrve monetization report · 2016 · over 20 million players on the Swrve analytics platform 2.3% of free-to-play mobile game players spent money in the measured month, up from 1.5% a year earlier. Dated 2016 and included for trend only. gamedeveloper.com ↗
  8. AppMagicMobile Games Monetization Report 2025 · 2025 · App Store and Google Play worldwide, 2023 to October 2025 In hybridcasual titles the share of App Store paying users who had spent more than $100 by day 90 rose from 22% in 2024 to 32% in 2025, so payer quality is deepening even where payer share is flat. gamedevreports.substack.com ↗
  9. MAFConversion Rates, IPM and IAP Benchmarks for Mobile Games (2026) · 2026 · compilation of Adjust and Sensor Tower data; Tier 3 aggregator, corroboration only Android shows higher conversion rates for mobile games while iOS delivers higher retention and higher spend, so payer share and payer value move in opposite directions by platform. maf.ad ↗
  10. Sensor TowerState of Mobile 2026 · 2026 · iOS App Store and Google Play, January 2014 to December 2025 Gaming IAP revenue reached roughly $82 billion in 2025 on flat downloads, and the top 1% of apps generated 92.2% of all IAP revenue, so payer share benchmarks drawn from the whole market describe a very uneven population. sensortower.com ↗