Mobile User Acquisition

What is In-App Purchases (IAP)?

In-app purchases are transactions made inside a mobile app to buy virtual goods, premium features, or subscriptions, forming the primary revenue model for most free-to-play apps.

In-App Purchases (IAP): Full Definition

In-app purchases (IAP) are real-money transactions completed inside a mobile app through Apple's App Store or Google Play billing systems. They fall into three types: consumables (one-time use items like virtual currency or extra lives), non-consumables (permanent unlocks like removing ads or premium features), and subscriptions (recurring access to content or functionality).

For free-to-play mobile games, IAP is the dominant revenue model. The app is free to download, but users pay for in-game currency, cosmetics, power-ups, or battle passes. Revenue is typically concentrated in a small percentage of users (3 to 5% in most games) who spend disproportionately, often called 'whales.'

For non-gaming apps, subscription IAP has become the standard model. Users pay monthly or annually for premium access. Apple and Google take a 15 to 30% commission on all IAP revenue, which directly affects the unit economics of mobile businesses and the LTV calculations that inform UA spend decisions.

Why In-App Purchases (IAP) matters

IAP revenue is the output that justifies UA spend. Your LTV, ARPU, and ROAS calculations all ultimately rest on how much users spend inside your app. Creatives that attract users predisposed to purchase, rather than just users who install and churn, drive dramatically higher IAP revenue per acquisition dollar. Understanding the relationship between creative targeting and IAP conversion rate is what separates revenue-focused UA from install-focused UA.

Formula

IAP Revenue = Number of Paying Users × Average Purchase Value

Example

A mobile RPG spends $100,000 on UA and acquires 50,000 installs. Of those, 2,200 users (4.4%) make at least one IAP. Average IAP spend per payer is $18, generating $39,600 in IAP revenue. Improving either the payer rate or average spend directly improves the ROAS of the entire campaign.

Frequently asked questions

Most free-to-play mobile games see 1 to 5% of users make any purchase. Casual games typically sit at 1 to 2%. Mid-core and strategy games see 3 to 6%. The key metric isn't just payer rate but average revenue per paying user (ARPPU), which varies widely by genre and monetization design.

Related terms

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