The problem with mobile user acquisition, Part 1 of 2: The Law of Large Numbers Part Two When a marketing manager buys a user from a mobile ad network, he knows exactly three things about… December 3, 2012
Don't build mobile games for whales Gamesbrief recently polled some gaming gurus about the wisdom of placing a singular monetization focus on whale behavior in game… November 20, 2012
Ditch Tableau and use d3.js, Part 2 of 2: Access and allies Part 1: Centralize and conquer In Part 1 of this series, I argued that a centrally-hosted analytics system built on… November 18, 2012
Ditch Tableau and use d3.js, Part 1 of 2: Centralize and conquer Part 2: Access and allies I’ve written before of the practical advantages a d3.js-based analytics system boasts over Tableau, which… November 12, 2012
Is day-one retention the most important gaming metric? I read this piece on GigaOM the other day about what VCs look for when investing in gaming start-ups, and… October 30, 2012
Mobile ad networks: in the land of the blind, the one-eyed man is king The mobile advertising landscape is caught in a strange, dynamic, transitionary stage. Information -- about everything: mobile ad networks, platforms,… October 12, 2012
The Lifetime Customer Value / Cost Per Acquisition spread The most fundamental concept in paid user acquisition, the Lifetime Customer Value / Cost per Acquisition spread describes how much… October 9, 2012
When, why, and how the business analyst should use linear regression The particularly adventurous business analyst will, at a fairly early point in her career, hazard an attempt at predicting outcomes… October 5, 2012
The freemium monetization curve is continuous I often hear of freemium app players being bucketed into three groups: the non-payers (95-97% of the userbase), the payers… September 27, 2012
The app ecosystem and the fungibility of users I was asked recently to answer a question on Quora about building a mobile user base without spending (much) money.… September 18, 2012