User Acquisition

Installs Per Mille (IPM)

Also known asIPMInstalls Per 1000 ImpressionsIPM Mobile

The number of installs generated per 1,000 ad impressions — a creative-quality metric ad networks use to decide which ads to show more often.

Key takeaways

  1. 01IPM measures install conversion of an ad creative — higher IPM means more installs per 1,000 impressions shown.
  2. 02Higher IPM → networks bid more effectively at the same CPI → more impressions won → more installs at the same dollar.
  3. 03Casual games "hero" creatives can hit IPMs 15-30; utility apps 5-15; subscription productivity 2-8.
  4. 04Creative is the single biggest scaling lever in modern UA — a 2-3× IPM lift can move a campaign from marginal to dominant.

IPM (installs per mille) is the creative-performance metric in mobile UA. The formula: attributed installs ÷ (ad impressions ÷ 1,000). A 15-second video ad with an IPM of 10 generated 10 installs per 1,000 impressions; one with an IPM of 2 generated 2. IPM is the metric that decides which of your creatives the ad network shows more often — because at the same CPI bid, a higher-IPM creative generates more network revenue per impression.

Why IPM matters more than CPI for scaling: a higher IPM creative wins more auctions at the same bid, because the ad network's expected revenue per impression for your campaign rises. The math: if your $10 CPI yields an IPM of 10, the network earns $10 × (10 / 1,000) = $0.10 per impression. Bump IPM to 20 (same CPI), the network earns $0.20 per impression. The network now allocates more impressions to your campaign over competitors, so you scale.

IPM benchmarks (rough 2026 anchors, US iOS):

Benchmark only against your category and platform — cross-category comparisons mislead.

IPM is why UA teams ship dozens of creative variants. Creative production is the highest-ROI investment in modern UA: a winning creative often generates 5-10× the IPM of a baseline. Mature UA teams produce 50-200+ creative variants per quarter, run concept testing, kill losers fast, and treat creative as a compounding competitive moat. The teams that win the creative game scale; the ones that don't burn out.

Common pitfall: optimizing IPM without checking downstream quality. A high-IPM creative might attract low-LTV users — they install easily but don't convert to paid. Always measure IPM jointly with retention, conversion-to-paid, and observed LTV. The right metric is "highest revenue per impression spent", which is IPM × cohort LTV — not IPM alone.

Quick answers

What is IPM in mobile app advertising?

**IPM (installs per mille)** is the installs an ad creative generates per 1,000 impressions. It's the creative-performance metric in mobile UA — ad networks bid more impressions toward higher-IPM creatives at the same CPI, because their expected revenue per impression rises. Higher IPM at the same bid = more scale.

What is a good IPM for a mobile app?

Wildly category-dependent. US iOS rough anchors: hyper-casual games 30-80, casual games 15-30, utility apps 5-15, subscription productivity 2-8, finance / fintech 0.5-3. Benchmark against your own category and platform — cross-category comparisons mislead. The right target is "IPM that lets you scale at sustainable LTV / CPI" — not a generic number.

How is IPM different from CPI?

**IPM** is creative-quality: how many installs per 1,000 impressions a creative generates. **CPI** is unit cost: what you paid per attributed install. They interact: higher IPM at the same CPI means the network bids more impressions toward your campaign (higher expected revenue per impression), so you win more auctions at the same bid. The IPM lever scales volume; the CPI lever sets the economics ceiling.

How do I increase my IPM?

Creative is the entire game. Ship many variants (50-200+ per quarter for mature programs), test fast, kill losers, scale winners. Test concept (the core idea), then narrow on execution variants of the winning concept (different hooks, visual styles, CTAs). Watch for fatigue: a winning creative usually loses IPM after 2-6 weeks of heavy spend — you need a continuous pipeline, not a one-shot hero.

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