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GLOSSARY

the mobile game UA glossary.

plain-english definitions for the acronyms and jargon of mobile-game user acquisition — the terms you'll hear in every UA conversation, defined without the fluff.

metrics
CPI — cost per install
what you pay on average for one install (total spend ÷ installs). the headline number most teams optimize — but cheap installs that don't retain are an expensive illusion.
CPM — cost per mille
the price of 1,000 ad impressions. it's what the auction charges to show your ad; the creative's job is to turn those impressions into cheap installs.
IPM — installs per mille
installs per 1,000 impressions — how well a creative converts attention into installs. the fastest read on whether an ad is actually working.
CTR — click-through rate
the share of people who click after seeing the ad. a useful early signal, but clicks that don't install are just curiosity.
hook rate / thumbstop
the share of viewers still watching after the first ~3 seconds. on sound-on, fast-scroll feeds it decides everything — if the hook misses, nothing downstream matters.
ROAS — return on ad spend
revenue per dollar of spend, usually at a cutoff like D7 ROAS. the number that says whether UA is profitable, not just cheap.
LTV — lifetime value
the total revenue you expect from an average user over their lifetime. your CPI only makes sense against your LTV — a better-monetizing game can pay more per install.
D1 / D7 retention
the share of players who return on day 1 and day 7. the leading indicator of a healthy game — low retention is a core-loop problem no UA budget can outspend.
cohort
a group of users bucketed by when they installed (e.g. 'the july-3 US cohort'), so you can track how one batch retains and monetizes over time.
blended CPI
your average CPI across all campaigns, geos, and creatives combined — the portfolio number, not any single ad set's.
frequency
the average number of times a person has seen your ad. rising frequency is a lagging sign of creative fatigue — by the time it alarms you, the CPI damage is usually booked.
payback period
how long a cohort's revenue takes to earn back what you paid to acquire it. shorter payback means you can reinvest and scale faster.
creative
creative fatigue
the decline in a creative's performance as an audience sees it too often — falling hook rate, rising CPI. catching it early, before frequency spikes, beats most bid tricks.
playable ad
an interactive HTML5 ad that lets someone play a slice of your game before installing. for the right genre it out-converts video, because the player has fun before they commit.
UGC ad
an ad built to look like organic content — phone-in-hand gameplay, a creator reaction, a 'you have to try this.' it reads as native, so it earns the watch instead of getting scrolled past.
end card
the final frame of a video or playable with the install CTA. it should land like a reward, not an interruption.
creative refresh
swapping a fatigued creative for a fresh variant before performance craters. a tired concept often has one more winner in it — refresh before you kill.
measurement & privacy
MMP — mobile measurement partner
a third-party tool (singular, adjust, appsflyer) that attributes installs and in-app events back to the ads that drove them. it's how you know which campaign earned a user.
attribution
crediting an install or purchase to the ad, campaign, or channel that caused it. harder than it sounds since apple's privacy changes broke much of the old signal.
SKAdNetwork (SKAN)
apple's privacy-preserving attribution framework for iOS. it reports conversions with delay and aggregation instead of user-level detail — which makes iOS UA noisier and slower to read.
ATT — App Tracking Transparency
apple's prompt asking users to opt in to cross-app tracking. most decline, which is why iOS measurement now leans on SKAN and modeled data.
platforms & bidding
Advantage+
meta's automated campaign type that decides placement, audience, and delivery for you. broader automated reach in exchange for less control and noisier ad-set signal.
Google App Campaigns (UAC)
google's automated app-install format. you supply assets and targets; google handles targeting and bidding across search, youtube, play, and display.
bid cap / cost cap
controls that tell the platform the most you'll pay per result. too tight starves delivery, too loose overspends — set it against real LTV, not vibes.
soft launch
releasing a game in a few small markets before global launch to test retention, monetization, and UA economics on cheap installs before you scale spend.
AI & automation
agentic advertising
advertising run by autonomous ai agents that plan, launch, and optimize whole campaigns end to end, with little or no human input. powerful — but only trustworthy to a serious operator when the agent explains its decisions and stays inside set guardrails.
AI marketing agent
an autonomous system that executes marketing work — creative, targeting, bidding, budget — across ad networks on its own. the useful ones show their reasoning, so a human can direct the strategy instead of micromanaging the tasks.
critic layer
a quality-and-brand gate that scores each ai-generated creative against real historical winners and re-prompts the weak ones before anything ships — the thing that keeps ai creative volume from turning into ai slop.