- 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.