Analytics & Retention

ARPU (Average Revenue Per User)

Also known asAverage Revenue Per UserARPU 30d

Total revenue in a period divided by the user base for that period — the blended revenue-per-user metric, including non-paying users.

MWM data

State of May 2026

Median ARPU (30-day)

$0.15

Revenue per installer for a typical monetizing app

Top-decile ARPU

$4.64

Where the top 10% of monetizing apps sit

Top 1% ARPU

$43.19

~280× the median — the long-tail concentration

Top-category median ARPU

$0.36

Social & Communication leads the spread

Key takeaways

  1. 01Median ARPU per installer (30-day) is $0.15 across monetizing apps — much lower than most operators expect.
  2. 02The distribution is a long-tail power law: the top 10% earn $4.62+ per installer, the top 1% earn $43+.
  3. 03Social & Communication leads category-level ARPU at $0.36 median; Games trail at $0.07.
  4. 04ARPU = ARPPU × paying-user share. Flat ARPU + rising ARPPU means your payer share is shrinking.
  5. 05Always state the denominator (DAU / MAU / installs) and window (D7 / D30 / monthly) — numbers vary 10× across definitions.

ARPU is the blended revenue-per-user metric. Take total revenue in a window and divide by the user count for that same window. If you earned $100,000 last month from 50,000 monthly actives, your monthly ARPU is $2. Because the denominator includes every user — free-riders, casual payers, whales — ARPU averages over the entire revenue distribution and hides where the money actually comes from.

Variants you'll see in the wild: ARPDAU (ARPU per daily active user — common in free-to-play games), ARPMAU (per monthly active), ARPU paid or ARPPU (revenue divided only by paying users), and time-windowed forms like ARPU 30d (revenue in the last 30 days divided by D-30 installs or D-30 actives). The denominator and the window matter more than the metric name — two apps quoting "ARPU $5" can be measuring 10× different things.

Across the catalog MWM tracks (apps with measurable revenue and ≥1,000 downloads in the last 30 days), the median revenue per installer is $0.15 in a 30-day window. That number surprises most operators on the low side. It reflects how mobile economics actually work: the install base is huge and mostly free, the paying tail is small, and the distribution is heavily long-tailed.

The long tail is where the action is. The 90th-percentile app earns $4.62 per installer — about 30× the median. The top 1% earn $43+ per installer — roughly 280× the median. A single high-LTV subscription app sitting above $30/installer can carry a portfolio the size of dozens of free-with-IAP apps below it.

ARPU per installer distribution — monetizing appsRevenue per installer over a 30-day window for monetizing apps (revenue > 0, ≥1,000 downloads). Median is $0.15; the distribution is heavily long-tailed, with the top 1% earning more than $43 per installer.05K10K15K20K<$0.01: 15,816$0.01-0.05: 11,375$0.05-0.10: 5,772$0.10-0.25: 8,139$0.25-0.50: 6,632$0.50-1: 6,593$1-5: 12,311$5-25: 5,516$25+: 1,494Median $0.15<$0.01$0.01-0.05$0.05-0.10$0.10-0.25$0.25-0.50$0.50-1$1-5$5-25$25+Revenue per installer (30-day)
ARPU per installer distribution — monetizing apps — Monetizing apps with ≥1,000 downloads in last 30 days, MWM catalog, State of May 2026.

Category matters too. Social & Communication apps top the median ARPU table at $0.36 per installer, followed by Lifestyle & Well-being at $0.34. Education sits at $0.24. Games — despite their reputation for monetization — trail at $0.07 median because the modal game earns very little; the famous whale-economy ARPU numbers come from a thin layer of top-grossing titles.

Median ARPU per installer, by category

CategoryMedian ARPUTop-10% ARPU
Social & Communication$0.36$7.71
Lifestyle & Well-being$0.34$4.85
Education & Knowledge$0.24$3.23
Media & Entertainment$0.19$4.39
Productivity & Tools$0.14$2.90
Game$0.07$5.72

How to read your own ARPU: trends matter more than absolute levels. ARPU often trends down as a freemium app scales — free-tier acquisition outpaces paid conversion in any healthy ramp-up. That's fine if total revenue and paying-user counts are growing in absolute terms. Watch ARPPU (revenue per paying user) and paying-user share alongside ARPU. ARPU flat + ARPPU rising = shrinking payer base, each paying more. ARPU flat + ARPPU falling = democratized monetization. Both can be good or bad — context decides.

For unit economics modelling, ARPU sets the floor for what you can afford to pay in user acquisition. Blended CPI needs to clear ARPU × expected user tenure × gross margin to be profitable. With median ARPU at $0.15 and a 6-month average tenure, the median monetizing app can sustainably afford only ~$0.50-1 in blended CPI — which is why the long-tail dies on paid acquisition.

ARPU calculator

Divide total revenue by all active users (paying and free) to get ARPU, then see where it lands against the catalog.

Enter your numbers to see your result and how it compares to the catalog.

Benchmarks: MWM catalog, 30-day ARPU, US.

Median ARPU per installer by category (30-day, MWM catalog)

CategoryMedian ARPUTop-10% ARPU
Social & Communication$0.36$8-12
Lifestyle & Well-being$0.34$6-10
Education & Knowledge$0.24$5-8
Productivity & Tools$0.18$5-9
Media & Entertainment$0.12$3-6
Game$0.07$2-5 median (long whale tail extends to $50+)

Median ARPU is misleading by itself — the productive tail is where the money lives. Top-1% apps in every category earn 280×+ the median. Use these as floor benchmarks; the realistic upside is set by the distribution shape, not the median.

Quick answers

What is a good ARPU for a mobile app?

Across MWM's catalog of monetizing apps with ≥1,000 downloads, the median 30-day revenue per installer is $0.15. Anything above $0.50 puts you in roughly the top quartile of monetizing apps. The top decile starts at $4.62; the top 1% is above $43. Benchmark within your category — Games median is much lower ($0.07) than Social & Communication ($0.36).

What is the difference between ARPU and ARPPU?

ARPU divides revenue by **all users** (paying + non-paying). ARPPU divides revenue by **paying users only**. ARPU is always lower than ARPPU; the gap shows how concentrated your monetization is. A free-to-play game with $2 ARPU and $80 ARPPU is making nearly all its money from 2-3% of users. A productivity app with $5 ARPU and $10 ARPPU has 50% paying-user share — a very different economic shape.

How do you calculate ARPU?

ARPU = total revenue in a period ÷ user count in that same period. The user count can be DAU (giving ARPDAU), MAU (ARPMAU), or cumulative installs in a window. Pick the denominator that matches your business model: ARPDAU for engagement-driven games, ARPMAU for subscription apps, ARPU per installer for UA pricing decisions.

Why is mobile ARPU so low?

Mobile economics are heavily long-tailed. The vast majority of free-app installs never generate any revenue — only ~25% of free apps with measurable downloads earn any IAP revenue at all. Among monetizing apps, the median earns just $0.15 per installer in 30 days; the headline ARPU numbers you see in industry reports come from the top-grossing tail, which is mathematically unrepresentative of the median app.

What is ARPDAU and how is it different from ARPU?

ARPDAU is ARPU with daily-active-user as the denominator: total revenue over a period ÷ average DAU in that period. It's the standard engagement-monetization metric in free-to-play gaming because it captures both how much each player monetizes AND how engaged they are (low DAU = low ARPDAU even if individual payers spend a lot). Productivity and subscription apps typically use ARPMAU or per-installer ARPU instead.

How should I use ARPU for UA decisions?

ARPU sets the ceiling on sustainable CPI. The rough rule: CPI ≤ ARPU × expected user tenure × gross margin. With a $0.15 median ARPU and a 6-month tenure at 70% margin (after Apple/Google's 30% cut), the median monetizing app can pay around $0.60 per install before it's underwater. That's why the long-tail can't sustain paid UA — they need organic growth or to lift ARPU before scaling spend.

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