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Measuring D2C: the nine numbers to report

What to report for a web shop: web share, conversion, ARPPU, repeat rate, net revenue per $100, authorization, refunds, Visa’s dispute ratio and incrementality.

Last reviewed 8 min read21 sources

In short

  • Report nine numbers monthly: web share of revenue, payer conversion, ARPPU on web and in-app, repeat rate, net revenue per $100, authorization rate, refund rate, dispute ratio and incremental revenue from a holdout.
  • Listed publishers report web shares from 17% to 52% of the revenue they measure, on different bases. Compare your share against your own trend, not against their headlines.
  • Net revenue per $100 of player spend, after store fees, payment costs, tax handling, chargebacks and bonus currency, is the number the business case rests on.
  • Visa flags a merchant as Excessive at a dispute-and-fraud ratio of 1.5% in its Asia Pacific, Canada, EU and US regions since 1 April 2026, and 2.2% in CEMEA. If you are the merchant, that ratio is yours.
  • A web shop can move revenue out of the app store without growing it. Only a randomized holdout tells you which, and it should run before you scale.

The nine numbers, and how to calculate each

A web shop report for the board fits on one table. Measure every row by platform and by market, because store fees, payment methods and dispute rules all differ by both.

Metric Formula What it tells you
Web share of revenue Web gross revenue ÷ (web + store gross revenue) How much spend has moved off the store
Payer conversion Buyers ÷ unique web shop visitors, by source Whether traffic is qualified and checkout works
ARPPU, web vs in-app Revenue ÷ paying users, same cohort, each channel Whether web buyers spend more, or only the big spenders moved
Repeat rate Share of first-time web buyers who buy again within 30 days; share reaching a third purchase Whether the web shop keeps buyers
Net revenue per $100 $100 − store fee − payment and provider fees − tax handling − chargeback losses − bonus currency cost The margin each channel earns
Authorization rate Approved payment attempts ÷ all attempts, by method and card country Revenue lost at the payment step
Refund rate Refunded value ÷ gross web revenue Product, fraud or support problems
Dispute ratio (Fraud reports + disputes) ÷ settled card-not-present transactions, monthly Exposure to card-scheme programs
Incremental revenue Total spend per player in the web group − in the holdout group Whether the web shop grows revenue or moves it

The sections below cover what published evidence exists for each, and where the evidence stops.

Web share of revenue: what listed publishers report

Several listed publishers now report direct sales each quarter. Each measures on its own basis, so the list is a direction of travel rather than a league table. The D2C share tracker keeps the full series.

Company Reported share Basis Period A year earlier
DoubleDown Interactive 52.4% Social casino revenue Q2 2026 15.4%
Stillfront 46% Bookings Q2 2026 39%
Huuuge Games 42.5% Revenue Q2 2026 n/a (Q1 2026: 41%)
Playtika 39.3% Revenue Q2 2026 25.3%
MTG 38% Group revenue Q2 2026 24%
Light & Wonder (SciPlay segment) 29% SciPlay revenue Q2 2026 18%
G5 Entertainment 17.2% Mobile revenue processed directly Q2 2026 11.0% in Q1 2026

Measure your own share on gross revenue in both channels. If you compare web gross revenue with store revenue booked net of the store’s cut, the web share looks larger than it is.

Payer conversion, ARPPU and repeat rate

Expect a web visit to convert less often than an in-app purchase prompt. The only controlled public test, run by RevenueCat on the Dipsea subscription app in May 2025, converted 27.0% of users with in-app purchase only and 18.1% with a web-only flow. It is one app and not a game, so treat it as direction, not a target. Measure conversion by source, because a logged-in link from an email to a known spender and a cold social click are different funnels.

Compare ARPPU between channels on the same cohort. A raw comparison flatters the web shop, because the players who go to the trouble of buying on the web are already your higher spenders. Appcharge, a web shop vendor, reports that average web store orders in the US were three times the size of orders through its payment links. That is a difference between two web products, driven partly by who uses each.

Repeat rate is the metric most tied to web revenue. Appcharge reports that 97% of the web store revenue it processed came from repeat buyers, and that repeat rates rose above about 84% once a player reached a third web purchase. Report the share of first-time buyers who reach purchase three, by acquisition source.

Net revenue per $100 after all costs

This is the number the business case rests on. Work it out per channel and market:

Line (per $100 of player spend, before tax) Store purchase Web shop
Store fee Apple 30% (15% for Small Business Program members, and on subscriptions after a subscriber’s first year); Google Play in the US, UK and EEA 25% on new installs and 30% on existing ones, including its 5% billing fee (15% on the first $1M and on subscriptions) 0% to 20% depending on region and link rules
Payment processing and provider fees Included in store fee Your provider’s full rate, including fixed fees and FX
Tax handling Store remits Your MoR’s fee or your own compliance cost
Chargebacks and fraud Store bears Your MoR, or you as merchant
Bonus currency None Your web incentive, costed by the replacement method on the offers page
Refunds Store policy Your policy; processing fees are often kept by the provider

Playtika says in its 10-Q that payment processing and related costs for its direct sales “are typically 3 to 4%, compared to the 30% platform fee”. Stripe’s US pricing is 2.9% + 30¢ on domestic cards, and Stripe states that processing fees on refunded payments are not returned. The hidden fees page lists the lines that headline rates leave out.

Expect the P&L to move in two directions at once. Stillfront describes its direct sales as “negative for net revenue but accretive to gross profit and gross margin”, because the store’s cut no longer comes off the top.

Authorization and refund rates

Authorization rate is the share of payment attempts that the issuer approves. No neutral benchmark for games is published, so track your own by payment method, card country and amount. The levers are technical: routing, retries and local methods. For example, Stripe says Cartes Bancaires, France’s card network, “can have a positive effect on your acceptance rate in France” and retries technical declines over Visa or Mastercard.

Refunds usually cost you the original processing fee. A rising refund rate can point to the same problems that drive chargebacks: unclear offers, delivery failures, or purchases by minors.

Dispute ratio and Visa’s monitoring program

If your studio is the merchant, card disputes count against your own merchant account. Visa’s Acquirer Monitoring Program (VAMP) measures:

VAMP Ratio = Count of [Fraud (TC40) + Disputes (TC15)] ÷ Count of Settled Transactions (TC05)

Visa Acquirer Monitoring Program fact sheet

It covers card-not-present transactions, so it applies to every web shop sale.

1.5%

Visa excessive-merchant threshold in AP, Canada, EU and US regions since 1 Apr 2026 (was 2.2%)

Visa VAMP fact sheet

1.5%

Latin America and Caribbean threshold, unchanged since the program launched

Visa VAMP fact sheet

2.2%

CEMEA threshold (Central Europe, Middle East and Africa)

Visa VAMP fact sheet

The thresholds apply once a merchant has at least 1,500 fraud reports plus disputes in a month (in CEMEA, 150 and USD 75,000). Stripe notes that the same transaction can count twice, once as a fraud report and once as a dispute. Visa does not publish fine amounts in the fact sheet; your acquirer sets them in its contract.

Mastercard runs a separate program. A 2019 acquirer guide from J.P. Morgan puts its first tier at 100 chargebacks and a 1.5% chargeback rate in a month; check the current Mastercard rules with your acquirer. With a merchant of record, both programs apply to the provider’s account, not yours, but a provider will still act on a game that drives its ratio up. The chargebacks page covers prevention.

Cannibalization and incrementality: run a holdout

A web shop can grow revenue, or move the same revenue to a cheaper channel, or both. Moving revenue is still worth money, since each dollar keeps more margin. But the board case differs, and only an experiment separates the two.

Studios surveyed by Appcharge and GDC reported a median revenue uplift of 15% from direct sales, and 35% for the leaders. Those are self-reported figures in a vendor survey, not measured effects.

To measure your own:

  1. Randomize by player. Assign a fixed share of eligible players to a holdout that sees no web links, web offers or web emails.
  2. Measure total spend. Compare revenue per player across store and web combined, net of each channel’s fees, not web revenue alone.
  3. Run a full cycle. Cover at least one full event or season cycle so the result is not a timing shift.
  4. Keep the holdout clean. Exclude holdout players from web-offer emails and creator campaigns, or the groups blur.
  5. Read two answers. The difference in net revenue per player is the value of the web shop. The difference in gross spend tells you whether it grew the pie.

Keep a small permanent holdout after launch. Store fees, link rules and offers change, and the incremental value changes with them.

Monthly reporting checklist

  1. Web share of gross revenue, by platform and market.
  2. Conversion by traffic source, and share of first-time buyers reaching a third purchase.
  3. ARPPU for web and store on the same cohort.
  4. Net revenue per $100 by channel and market, with every cost line shown.
  5. Authorization rate by payment method and card country.
  6. Refund rate and dispute ratio against your provider’s and Visa’s thresholds.
  7. Incremental net revenue from the holdout, with the test dates and group sizes.

Questions studios ask

What is a good conversion rate for a game web shop?

No neutral benchmark is published. The one controlled public test, on a subscription app, converted 27% through in-app purchase and 18% through the web. Track your own rate by channel and compare cohorts over time.

What chargeback rate triggers Visa’s monitoring program?

Visa’s VAMP ratio counts fraud reports plus disputes, divided by settled card-not-present transactions. The Excessive merchant threshold is 1.5% in the Asia Pacific, Canada, EU and US regions from 1 April 2026 and 1.5% in Latin America and the Caribbean, each with a minimum of 1,500 fraud reports plus disputes a month. In CEMEA it is 2.2%, with a minimum of 150 and USD 75,000.

How do I know if my web shop is cannibalizing app store revenue?

Run a holdout. Randomly exclude a share of eligible players from web offers and links, then compare total spend per player (store plus web, net of fees) between the two groups over at least one monetization cycle. The difference is the incremental effect.

Why does our reported revenue fall when players move to the web shop?

It may not, but the mix changes. Stillfront says its direct sales are negative for net revenue but accretive to gross profit and gross margin. The treatment depends on how each channel is booked; ask your auditors how your store and web revenue are recognized.

Sources

  1. Interim report Q2 2026 · Stillfront · 24 Jul 2026
  2. Playtika Q2 2026 earnings release (Form 8-K, Exhibit 99.1) · Playtika / SEC · 6 Aug 2026
  3. Playtika Form 10-Q, quarter ended 30 June 2026 · Playtika / SEC
  4. DoubleDown Interactive second quarter 2026 results · DoubleDown Interactive · 11 Aug 2026
  5. Huuuge H1 and Q2 2026 financial results · Huuuge Games · 16 Sep 2026
  6. MTG interim report Q2 2026 · MTG · 21 Jul 2026
  7. Light & Wonder Form 10-Q, quarter ended 30 June 2026 · Light & Wonder / SEC · 4 Aug 2026
  8. G5 Entertainment interim report Q2 2026 · G5 Entertainment · 12 Aug 2026
  9. IAP vs web purchases: conversion test · RevenueCat (vendor) · 14 May 2025, updated 28 May 2025
  10. Inside $700M of mobile game DTC transactions: 2026 report · Appcharge (vendor) · 15 Jan 2026
  11. Report: mobile game D2C revenues reach $17bn as publishers push beyond app stores · PocketGamer.biz · 24 Jun 2026
  12. Appcharge: state of the D2C market (survey summary) · GameDev Reports · 7 Jul 2026
  13. Visa Acquirer Monitoring Program fact sheet · Visa
  14. Card network monitoring programs · Stripe
  15. Mastercard Excessive Chargeback Program guide (Rev. 12/2019) · J.P. Morgan Merchant Services
  16. App Store Small Business Program · Apple
  17. Auto-renewable subscriptions · Apple
  18. Service fees · Google Play Console Help
  19. Google Play expanded billing (blog post) · Android Developers Blog · 24 Jun 2026
  20. Pricing (US) · Stripe · checked 17 Sep 2026
  21. Cartes Bancaires · Stripe

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