The first published quantitative benchmarks for live-service game economy health. Derived from GhostPlay parametric simulation data.
Methodology note. These benchmarks are derived from GhostPlay's parametric simulation runs. They represent what our simulation identifies as healthy vs. at-risk economy parameters. They are not an independent academic study or industry-wide consensus — they are the thresholds our audit engine validates against. All figures carry GhostPlay simulation methodology sourcing.
The ratio of currency removed from the economy (sinks) to currency introduced (sources), measured per genre archetype. A ratio below 1.0 indicates net currency creation; above 1.0 indicates net removal.
| Genre | Healthy Range | Status | Signal |
|---|---|---|---|
| Battle royale | 0.85 – 1.15 | Healthy | Near-parity; small deviation tolerated by frequent play cadence |
| RPG / progression-heavy | 1.1 – 1.4 | Healthy | Sink-dominant expected; currency scarcity drives upgrade tension |
| MMO-lite / social | 1.2 – 1.6 | Healthy | Higher sink pressure supports long-term social economy loops |
| Casual / hyper-casual | 0.7 – 0.95 | Monitor | Source-dominant; acceptable given lower session depth, but inflation risk rises above 0.95 |
The month-over-month percentage increase in aggregate currency velocity across the active player base. Measured as a rolling 30-day delta.
| Zone | Monthly Velocity Increase | Status | Recommended Action |
|---|---|---|---|
| Healthy | < 3% | Pass | No action required; economy absorbing new content normally |
| Warning | 3% – 7% | Warning | Review recent source additions; consider tightening sink parameters in next patch |
| Critical | > 7% | Critical | Immediate rebalancing required; at this velocity, IAP value erosion accelerates within 60 days |
The structural relationship between the lowest-priced SKU, the primary anchor item, and the whale-tier ceiling. Anchoring ratios outside these norms compress willingness-to-pay or create value confusion.
The total currency a free-to-play (non-paying) player should be able to accumulate through normal play in their first 30 days. Measured in normalized units against the economy's base denomination.
The share of total IAP revenue attributable to the top 5% of spenders. High concentration in a small cohort creates acquisition fragility — losing a small number of accounts causes disproportionate revenue collapse.
| Zone | Top-5% Share | Status | Risk Profile |
|---|---|---|---|
| Healthy | 35% – 45% | Healthy | Strong whale contribution without over-dependence; mid-tier spenders are meaningfully engaged |
| Fragility signal | > 55% | Fragility | Over-dependence on small cohort; Whale Flight stress vector will cause outsized revenue impact; mid-tier monetisation requires intervention |
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