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Game Payment Promotion Profitability: How to Measure

Updated · Standard formula, shown below

This guide shows you how to determine whether a game payment promotion (like a bonus, discount, or bundle) actually makes money or just gives it away. You’ll learn a simple formula that compares the extra revenue the promotion generates against its direct and indirect costs, and you’ll see how to apply it step by step. You’ll need basic sales data from your game’s payment events and a spreadsheet or calculator.

What You’ll Need

  • Revenue data from the promotion period (e.g., total payments received during the promo).
  • Baseline revenue data from a similar period without the promotion (same length, similar day-of-week mix).
  • Cost data: discount amount, bonus content cost, payment processor fees, and any marketing spend for the promo.
  • A spreadsheet (Excel, Google Sheets) or a simple calculator.

Step-by-Step

  1. Define the promotion and its time window. Write down exactly what the promotion offers (e.g., “20% off any gem pack,” “buy one get one free,” “double coins for a week”) and the exact start and end dates/times.
  2. Collect total revenue during the promotion. Sum all money paid by players during that window, before any refunds or chargebacks. This is your promo revenue.
  3. Estimate baseline revenue. Pick a comparison period of equal length immediately before the promotion (or the same period last month). Sum the revenue from that period. This is your baseline revenue. If you have seasonal patterns, adjust the baseline accordingly (e.g., compare to the same week last year if your game has strong seasonality).
  4. Calculate incremental revenue. Subtract baseline revenue from promo revenue: Incremental Revenue = Promo Revenue – Baseline Revenue. This is the extra money the promotion brought in, assuming the baseline would have continued without the promo.
  5. Calculate direct costs. Add up:
    • Discount amount: the face value of the discount given (e.g., if a $10 pack is sold at $8, the discount cost is $2 per sale).
    • Bonus content cost: the cost to produce or license any extra items given (e.g., if you give a free skin that costs $0.50 to produce, include that).
    • Payment processor fees: the fees you pay on each transaction (typically 2-5% of the transaction amount).
    • Marketing costs: any ad spend or promotional emails directly tied to this promotion.
  6. Calculate indirect costs (if any). Consider whether the promotion cannibalizes future sales (players who would have bought at full price now buy at discount). A simple way: estimate what percentage of promo revenue is from players who would have bought anyway. If you don’t have data, assume 0% for a conservative estimate.
  7. Compute net profit. Net Profit = Incremental Revenue – Direct Costs – Indirect Costs. If the result is positive, the promotion is profitable in the short term.
  8. Calculate return on investment (ROI). ROI = (Net Profit / Total Costs) × 100%. A positive ROI means you earned more than you spent.
  9. Check long-term effects. Look at the 7-30 days after the promotion ends. Did revenue return to baseline, or did it drop below? If it dropped, the promotion may have pulled forward future purchases, reducing long-term profit.
  10. Decide and iterate. If the promotion is profitable, consider repeating it. If not, adjust the discount amount, duration, or target audience and test again.

Common Mistakes

  • Ignoring baseline trend. If your game is growing, baseline revenue from last month may be too low. Use a trend-adjusted baseline (e.g., apply a growth rate).
  • Forgetting payment fees. A 10% discount might still be profitable if fees are low, but a 30% discount plus 5% fees can wipe out margins.
  • Counting all promo revenue as incremental. Some players would have bought anyway. Without a control group, you overstate profit.
  • Not tracking refunds. High refund rates during a promotion can turn a profit into a loss. Include refunds in your cost calculation.
  • Short-term focus. A promotion that boosts revenue this week but kills next week’s sales may be unprofitable overall.

Tips

  • Run a small A/B test before a full rollout: give the promo to 10% of players and compare to a control group.
  • Use a cohort analysis: track the same group of players over time to see if they spend more after the promo.
  • Include the value of player goodwill, but don’t overestimate it. A promotion that breaks even might still be worth it if it retains players.
  • Set a clear budget for the promotion and stick to it.
  • Document everything so you can compare promotions over time.

Troubleshooting

  • If revenue during the promo is lower than baseline: The promotion may have confused players or the discount was too small to entice them. Check if the promo was properly communicated. Consider a longer test period.
  • If you don’t have a clean baseline: Use a moving average of the previous 4-6 weeks as a baseline. Or compare to the same period last month if seasonality is regular.
  • If costs are hard to measure (e.g., bonus content value): Use the production cost, not the retail price. If you can’t estimate, err on the side of overestimating costs to avoid false positives.
  • If the promotion is profitable but you suspect cannibalization: Look at the purchase frequency of promo buyers before and after. If they bought less after, you have cannibalization. Adjust your calculation by subtracting the lost future revenue.
  • If you see a spike in refunds: Investigate whether the promo attracted fraudulent transactions. Factor refunds into your cost calculation and consider tightening payment verification.

Frequently Asked Questions

  1. What is the simplest formula to measure profitability?
    Net Profit = (Promo Revenue – Baseline Revenue) – (Direct Costs + Indirect Costs). If positive, it’s profitable.
  2. How do I estimate baseline revenue if I have no historical data?
    Use a short pre-promo period (e.g., 1-2 weeks) and extrapolate. If that’s impossible, run a control group of players who don’t see the promo.
  3. Should I include the cost of the discount itself?
    Yes, the discount is a direct cost. If you sell a $10 item for $8, the $2 difference is a cost.
  4. What if the promotion brings in new players who never pay again?
    That’s a customer acquisition cost. If you value a new user at a certain LTV (lifetime value), you can include that as a benefit. But for a simple profitability check, stick to the promo period revenue.
  5. How long should I track after the promotion?
    At least 7 days, but 30 days is better to capture any delayed effects.
  6. Can a promotion be profitable in revenue but not in profit?
    Yes, if costs exceed the incremental revenue. Always calculate net profit, not just revenue.

Related

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.