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Those who buy are more likely to repurchase, so drive those initial conversions!

Matthew Emery

Unity Report 2025: “Those who buy are more likely to repurchase, so drive those initial conversions!”
๐Ÿ˜  โš ๏ธ ๐—ช๐—”๐—œ๐—ง ๐—” ๐— ๐—œ๐—ก๐—จ๐—ง๐—˜ โš ๏ธ ๐Ÿ˜ 

This argument has been a subtle pet peeve of mine for years.

โš ๏ธ Disclaimer: I acknowledge that the world faces larger problems than arguments about correlation vs. causation and IAP purchase behavior. ๐Ÿ˜…

YES, the 2% of people who buy are most likely the type of people who will buy again, vs the 98% of players who don’t spend. ๐Ÿ™„

This is not the same as saying:

“If you can coax Bob into making an initial purchase, this further inclines Bob to make a second purchase.”

๐˜Š๐˜ฐ๐˜ณ๐˜ณ๐˜ฆ๐˜ญ๐˜ข๐˜ต๐˜ช๐˜ฐ๐˜ฏ ๐˜ช๐˜ด ๐˜ฏ๐˜ฐ๐˜ต ๐˜ค๐˜ข๐˜ถ๐˜ด๐˜ข๐˜ต๐˜ช๐˜ฐ๐˜ฏ.

Except when it is… In this case, the casual relationship here ๐—บ๐—ถ๐—ด๐—ต๐˜ exist. It might even feel intuitive that it should.

๐Ÿ‘† But, over the past 4 years we have run hundreds of split tests re: early IAP conversion, and I have yet to see any pattern of evidence to convince me that this claim is meaningfully true.

โ“ ๐—›๐—ฎ๐˜€ ๐—ฎ๐—ป๐˜†๐—ผ๐—ป๐—ฒ ๐—ฑ๐—ฒ๐—บ๐—ผ๐—ป๐˜€๐˜๐—ฟ๐—ฎ๐˜๐—ฒ๐—ฑ ๐—ฎ ๐—ฐ๐—ฎ๐˜€๐˜‚๐—ฎ๐—น ๐—ฟ๐—ฒ๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€๐—ต๐—ถ๐—ฝ ๐—ต๐—ฒ๐—ฟ๐—ฒ?

For my part, here’s what I HAVE seen, after working on over 130 mobile F2P games.

60-70% of players who purchase once will never purchase again, so you want to make that first purchase count.

$0.99 is often not the LTV-maximizing first conversion price.

There is a delicate balance between coaxing the first purchase at the right price (often not the lowest) and maximizing LTV.

IMO the right way to run this experiment, say, for a Casual game:

A/B test with 3 legs:
1. D0 welcome offer at $0.99
2. D0 welcome offer at $4.99
3. No D0 welcome offer

See which maximizes d30 ARPU (LTV proxy).

Now, LTV and reconversion aside, there are certainly other benefits to driving early conversion.

First and foremost, providing positive monetization signal ๐Ÿšฅ to UA campaigns. ๐Ÿ“ˆ

BUT, I have yet to see any evidence for the ‘if I can make people buy, they become more likely to buy again’ argument…

At least in the context of mobile games.

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