Understand your revenue

Mobile game revenue analytics: ad revenue and IAP in one view

Most games earn from ads and purchases at the same time. justtrack measures in-app advertising (IAA) and in-app purchase (IAP) revenue together, as a single lifetime-value picture per cohort, so you never under-value the players who monetise through ads.

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Ad revenue (IAA)

A dedicated view for in-app ad revenue, broken down by placement, frequency and format, with ad LTV shown next to your UA data.

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In-app purchases & subscriptions

Revenue from one-off purchases and subscriptions, with ARPPU to connect how many users pay to how much they’re worth.

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Cohorts & lifetime value

See when non-paying users convert and how ad + purchase revenue compound over a cohort’s life into a single LTV number.

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The basics

What is mobile game revenue analytics?

Mobile game revenue analytics measures every source of income your game earns, in-app purchases (IAP) and in-app advertising (IAA), in one connected view instead of two separate reports.

Most modern games are hybrid, earning from purchases and ads at once, often from the same player. A player who never buys anything can still generate real revenue through rewarded video and interstitial ads.

Done right, revenue analytics ties income back to the cohort and acquisition channel that produced it, so you learn which campaigns bring players who pay back your ad spend.

How it works

How justtrack measures revenue

justtrack brings ad revenue and purchase revenue into the same data layer as your attribution and gameplay data, so LTV is one number, not a reconciliation project.
01

Ad revenue view (IAA)

Analyse in-app ad revenue by placement, frequency and format, and see ad LTV per cohort alongside everything else. This is the piece horizontal tools tend to leave thin.
02

In-app purchase & subscription view

Track purchase and subscription revenue, and use ARPPU (average revenue per paying user) to understand the relationship between how many players pay and how much they spend.
03

Cohort analysis

Follow users who installed on the same day and watch how paying and ad-viewing behaviour evolves, including when free users convert to paying ones and the expected lifetime value of the cohort.
04

One LTV picture

IAA + IAP combine into a single lifetime-value figure per cohort, tied back to the acquisition channel, so UA decisions run on real player value.

What you can measure with justtrack revenue analytics

Ad revenue (IAA) by cohort

How much ad income each acquisition cohort generates over time

IAP & subscription revenue

Purchase income, including recurring subscriptions

ARPPU / ARPU

Value per paying user, and per user overall

Blended LTV (IAA + IAP)

True lifetime value combining both revenue streams

Time-to-first-purchase

When and whether free users convert to payers

Revenue by channel / campaign

Which UA sources bring players who actually pay back

See your real revenue picture

Measure ad revenue and in-app purchases as one lifetime-value view, tied to the campaigns that drove them. Start free, or book a Growth Audit and we’ll review how you’re measuring revenue today.

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Frequently asked questions

What is mobile game revenue analytics?

It's measuring all income a game earns, in-app purchases and in-app advertising, as one connected view, tied back to the cohorts and campaigns that produced it, so you can calculate true lifetime value and return on ad spend.

Can I measure ad revenue and in-app purchases together?

Yes. justtrack combines IAA and IAP into a single LTV picture per cohort. For hybrid-monetised games this is essential, because players often generate revenue through both streams and measuring one alone gives a false read.

What is ad LTV?

Ad LTV is the lifetime in-app advertising revenue a user generates. For many casual and hyper-casual games it exceeds purchase revenue, which is why ignoring it leads studios to under-value ad-heavy cohorts and cut profitable campaigns.

What is ARPPU?

ARPPU stands for average revenue per paying user, the mean purchase revenue from users who actually spend. It helps separate how many players pay from how much each payer is worth, two very different levers for growing revenue.

Does justtrack support subscriptions?

Yes. Subscription revenue is measured alongside one-off in-app purchases and ad revenue, so recurring income is part of the same LTV view.

How is revenue tied to user acquisition?

Revenue is connected to the cohort and the acquisition channel that produced it, so you can see which campaigns bring players who pay back your ad spend, not just which campaigns are cheapest per install.

Is this different from a general marketing analytics tool?

Yes. Measuring IAA and IAP as one LTV view is built for how games monetise. General marketing analytics tools typically measure purchases well but treat ad revenue as an afterthought, which breaks LTV for hybrid games.

Why is measuring game revenue is hard?

Three things make it genuinely difficult, and most general-purpose tools handle at most one of them well. First, ad revenue is reported at the network level, not the user level, so connecting it back to a cohort or campaign takes work. Second, purchases and ads live in different systems, IAP data comes from the app stores while ad revenue comes from your mediation stack. Third, LTV builds over weeks but ROAS decisions get made in the first days after install, so you need cohort views and predicted LTV rather than a spreadsheet you update a month too late.