MAU · DAU (Monthly · Daily Active Users)
MAU counts people who used a service at least once in a month; DAU counts those who used it in a day. Ad and payment revenue grow only if users grow, so these are the most basic growth metrics for platform companies.
e.g. Dividing DAU by MAU shows how often users come back.
ARPU · ARPPU (Average Revenue Per User · Per Paying User)
ARPU is average revenue per user across all users; ARPPU is average revenue per user who actually paid. Even when the user count stalls, revenue can still grow if these rise, so they are watched together.
e.g. If 1 million users generate $5M a month, ARPU is $5.
Advertising Revenue (CPM · CPC)
CPM is what advertisers pay per 1,000 ad views, and CPC is what they pay per click. Ad revenue is views or clicks multiplied by price, so user growth and ad price trends need to be read together.
e.g. Showing an ad with a $5 CPM 1 million times earns $5,000 in ad revenue.
GMV (Gross Merchandise Value)
The total value of goods traded on a commerce platform over a period. It is not the company's revenue, but it shows the platform's scale and growth, so it appears often in earnings reports.
Take Rate
The share of GMV that the platform actually keeps as revenue through fees, ads and so on. Even with the same GMV, a higher take rate means more revenue, so it shows the platform's pricing power.
e.g. If GMV is $1B and company revenue is $50M, the take rate is 5%.
Content IP (Intellectual Property)
Creative works the company owns the rights to, such as characters, stories and fictional worlds. One IP can be extended into games, dramas, merchandise and more to earn repeatedly, so companies with strong IP tend to have longer-lasting earnings.
e.g. A popular webcomic turned into a drama and a game is IP expansion.
New Game Launch · Live Service
A game company's earnings swing heavily on whether a new title becomes a hit. Live service means continuing updates and events after launch to keep earning for a long time, so both the launch schedule and how well existing games hold revenue matter.
Entertainment Agency Business Model
Entertainment agencies earn from their artists' IP through album sales, concerts, merchandise, ads and music streaming. Earnings swing with a popular group's activity schedule, military enlistment and contract renewals, so artist schedules are a key variable.
e.g. In a year when a top group goes on a world tour, concert and merchandise revenue rises sharply.
Album Sales · Concert Revenue
Album sales cluster around comebacks, and concert revenue jumps when there is a major tour. Concerts also lift merchandise sales on top of tickets, contributing heavily to profit, so tour size and schedule announcements can move stock prices.
Privacy Regulation · Cookie Restrictions
Rules and policies that limit the use of cookies and advertising identifiers that track user behavior. If targeted ads become less accurate, ad prices can fall, which can burden companies that depend heavily on advertising.