An IAP-only LTV is quietly costing you money. Here’s how to calculate the number that actually drives your UA decisions.

Player lifetime value (LTV) is the total revenue a player generates over the time they play your game. For a hybrid game, measuring it properly means combining in-app purchase revenue and in-app ad revenue into a single number per cohort.

LTV is the metric that should drive every user-acquisition decision. Get it wrong and you scale the wrong campaigns. And the most common way to get it wrong is to count only purchases.

Why IAP-only LTV gives you the wrong answer

Picture two cohorts. One is full of players who buy a battle pass. The other rarely spends but watches a lot of rewarded video, in-app advertising (IAA). An IAP-only LTV says the first cohort is valuable and the second is worthless. If most of your revenue is ad revenue, that is backwards, and you will cut the cohort that was actually paying the bills.

For casual and hyper-casual games especially, ad revenue is often the majority of income. Any LTV that ignores it is not lifetime value. It is half of it.

The basic LTV formula

At its simplest, LTV combines how much a player is worth per day and how long they stay: roughly, average revenue per user per day multiplied by average lifetime in days. In practice you calculate it per cohort, and you include both revenue streams, IAP revenue plus ad revenue per user.

Three inputs matter most:

  • Retention. How long players keep playing, usually measured at D1, D7 and D30. Longer retention means more days to monetise.
  • ARPDAU. Average revenue per daily active user, blended across purchases and ads. This is where ignoring IAA quietly breaks the maths.
  • Time to monetise. When revenue actually lands. Ad revenue often starts on day one; purchase revenue can build slowly over weeks.

How to measure IAP and ad revenue together

Purchase revenue has always been easy to tie to a user. Ad revenue is the hard part, because mediation usually reports it in aggregate, by network or placement, not per user. The fix is impression-level ad revenue, which lets you attribute ad revenue to each user, roll it up to the cohort, and add it to purchase revenue as one figure.

When both streams live in the same data layer, blended LTV becomes a single number you can trust, rather than two reports someone reconciles by hand. That is the whole point: one picture of what a player is really worth.

Predicted LTV: deciding before the data is in

The catch with LTV is timing. You make budget decisions in the first days after install, but revenue accumulates over weeks. Predicted LTV uses a cohort’s early behaviour to predict where a cohort will land, so you can act while the decision still matters instead of a month too late.

You do not need perfect data to act. You need consistent, defined data and a reliable forecast of where the cohort is heading.

Tie LTV back to the acquisition channel

Measuring LTV is only half the value. The other half is connecting it to where the users came from, so you learn which campaigns bring players who pay back your ad spend. That link, blended LTV to channel, is what turns measurement into better UA: you bid to profit and scale the cohorts that actually return, not the ones that were merely cheap to acquire.

Frequently asked questions

What is player LTV?

The total revenue a player generates over their lifetime in your game, ideally combining in-app purchases and in-app ad revenue into one figure per cohort.

Why should LTV include ad revenue?

Because for many games ad revenue is the majority of income. An IAP-only LTV under-values ad-heavy cohorts and leads studios to cut campaigns that were quietly profitable.

What is ARPDAU?

Average revenue per daily active user, blended across purchases and ads. It’s a core input to LTV, and leaving ad revenue out of it is the most common way LTV gets miscalculated.

What is predicted LTV (pLTV)?

A forecast of a cohort’s eventual lifetime value based on its early behaviour, so you can make UA decisions before full revenue data is in.

How is LTV used in user acquisition?

By tying LTV back to the acquisition channel, you can bid to profit and scale the campaigns that bring players who pay back your ad spend, rather than optimising on install cost.

How do I measure ad revenue per user?

Through impression-level ad revenue from your mediation layer, connected to the user, cohort and channel, so ad revenue becomes a per-user number the same way purchase revenue always was.

See true player LTV, IAP and ad revenue as one number

Measure both revenue streams together, by cohort and channel, and optimise UA on what players are really worth. Start free, or book a Growth Audit and we’ll review how you measure LTV today.

No credit card required