Glossary

Definitions for every metric and term you'll see in Ilara.

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A

A/B Test

Experiments

A controlled experiment that splits players into two or more variants to measure which produces a better outcome on a target metric.

See also: Segment, Variant

Ad Revenue

Monetization

Income earned from advertisements shown to players. Tracked separately from in-app purchase revenue so each channel can be optimized independently.

See also: Revenue

Archetype

ML & Modelling

A behavioral cluster a player falls into, derived from their event history. Used for segmentation, content targeting, and offer tuning.

See also: Segment

ARPDAU

Average Revenue Per Daily Active User
Monetization

Revenue generated per active player on a single day. The standard daily monetization health indicator.

Formula: total revenue (day) ÷ DAU
See also: ARPU, DAU

ARPPU

Average Revenue Per Paying User
Monetization

Revenue generated per paying player in a period. Isolates monetization performance from acquisition mix — if ARPPU rises while paying conversion stays flat, your spenders are spending more.

Formula: total revenue ÷ paying users
See also: ARPU, Payer Share

ARPU

Average Revenue Per User
Monetization

Revenue generated per active player in a period, paying or not. Captures monetization across the whole audience.

Formula: total revenue ÷ active users
See also: ARPPU, ARPDAU

Average Session Length

Engagement

Mean duration of a play session. A primary signal of how engaging a session is once a player starts it.

Formula: total session duration ÷ session count
See also: Session, DAU

C

Churn

Retention & Lifecycle

A player who has stopped engaging with the game, typically defined as having no session for a fixed number of days (e.g. 7 or 14).

Churn Rate

Retention & Lifecycle

Percentage of active players who become inactive over a given period.

Formula: churned players ÷ active players (period start)

Churn Risk Score

Retention & Lifecycle

Ilara's ML-predicted probability (0–100) that a player will churn within a future window. Surfaced on every player profile and used to trigger retention interventions.

See also: Churn, Archetype

Cohort

Retention & Lifecycle

A group of players sharing a common attribute, most often install date or install week. Cohort analysis isolates how each new wave of players behaves over time.

D

D1 / D7 / D30 Retention

Retention & Lifecycle

Percentage of players from an install cohort who return to the game N days after install. The headline retention metrics for every live game.

Formula: players active on day N ÷ players in install cohort
See also: Cohort, Churn Rate

DAU

Daily Active Users
Engagement

Count of distinct players who had at least one session in a single day.

See also: MAU, ARPDAU

E

Engagement Score

Engagement

A composite 0–100 score capturing how actively a player interacts with the game across session frequency, depth, and event diversity.

F

First-User Conversion

Monetization

The percentage of new installs who become paying users within N days of install. The conversion event is the player's first real-money payment; the window is anchored to install date. D1 = within 24 hours of install. D7 = within a week. This is the metric every D0/D1 offer engine is built to lift, and the target Ilara's first-user conversion model is trained on.

Formula: (users in install cohort who made a first payment within N days) ÷ (total users in install cohort)

I

IAP

In-App Purchase
Monetization

A real-money purchase made inside the game — a bundle, currency pack, item, or subscription.

See also: Revenue, Payer Share

L

Lifecycle Stage

Retention & Lifecycle

Classification of where a player sits in their journey: new, active, at-risk, dormant, or churned. Drives most lifecycle automation in Ilara.

Lift @ top N%

ML & Modelling

How much more often a model's top-N% scored players show the target behavior versus a random sample. "Lift @ top 1% = 30×" means the top 1% converts thirty times more than baseline.

Formula: positive rate (top N%) ÷ positive rate (baseline)
See also: ROC-AUC, PR-AUC

LTV

Lifetime Value
Monetization

Total revenue a player generates over their entire engagement with the game. "Predicted LTV" is Ilara's forecast of that value from early behavioral signals.

See also: ARPU, Cohort

M

MAU

Monthly Active Users
Engagement

Count of distinct players who had at least one session in a calendar month.

See also: DAU

P

Payer Share

Monetization

Percentage of currently active players who have ever paid. Differs from paying conversion in that the denominator is active users, not an install cohort.

Formula: paying users ÷ active users

Paying Conversion

Monetization

Percentage of users from an install cohort who have made at least one payment by a given point. D7 paying conversion is the most commonly reported version. For the install-relative variant focused on a player's first payment, see First-User Conversion.

Formula: paying users in cohort ÷ total users in cohort

PR-AUC

Precision-Recall AUC
ML & Modelling

A classifier quality score (0–1) summarizing the precision-recall curve. More informative than ROC-AUC when positive outcomes are rare, as with payer conversion.

R

Revenue

Monetization

Real-money income from in-app purchases over a period. Reported separately from ad revenue.

See also: Ad Revenue, ARPU

ROAS

Return on Ad Spend
Monetization

Revenue earned for every dollar spent acquiring a player. ROAS > 1 means a channel is profitable; the standard target horizon is D90 or D180.

Formula: cohort revenue ÷ acquisition cost
See also: LTV, Cohort

ROC-AUC

Receiver Operating Characteristic AUC
ML & Modelling

A classifier quality score (0–1) measuring how well a model ranks positives above negatives. 0.5 is random; 1.0 is perfect ranking.

S

Segment

Experiments

A defined group of players selected by shared attributes, behaviors, or model scores. The atomic unit for targeting experiments, offers, and notifications.

See also: A/B Test, Archetype

Session

Engagement

A continuous block of player engagement, from app open to inactivity timeout or app close.

V

Variant

Experiments

One arm of an A/B test — either the control (current experience) or a treatment (the change being tested).

See also: A/B Test

W

Whale

Monetization

A high-spending player who generates disproportionate revenue. Typically the top 1–5% of payers by lifetime spend.

See also: LTV, Payer Share