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Jakub Remiar

Traplight · LinkedIn

17 insights on Ad Monetization and Monetization from 4 talks and podcasts, each with the quote and a link to the moment it was said.

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Ad Monetization

Ad Monetization

A big lever to increase Impressions/DAU is to increase the percentage of your DAU that actually interacts with at least 1 ad. A good baseline to reach for this engagement percentage is 60%. You can increase this baseline by spreading the ad placements throughout your game: you do want a core loop where users can watch ads at any time, but also dynamic placements (e.g. when the player runs out of something, or when the user fails, etc.). A more advanced solution is to add ads integrating in game events (e.g. seasonal content).

two & a half gamers session #4 - How to soft launch a mobile game Ad monetisation Perspective at 28:02 · Featured in Growth Gems #64

Ad Monetization

If it’s a midcore game and there is some kind of economy in it, dedicate a percentage of the economy going into the ads (i.e. game resources to be given through ads). This way you account (from the start) for players to watch ads as a way to progress in the game, so that you can have your player progression under control.

two & a half gamers session #4 - How to soft launch a mobile game Ad monetisation Perspective at 31:44 · Featured in Growth Gems #64

Sylvain's take:

⛏️ Going Deeper: for example, for an Adventure Capitalist kind of game, the best converting ad placements are the ones that allow to speed up the economy. The game makers take that into account at the planning stage. Jakub shared that it is always better if for ad rewards you can leverage resources that are not part of the game economy so you don’t impact your economy and don't give players gameplay power through these - but it is really tricky to do these well as not every game can support this format.

Ad Monetization

3 top ad placements app developers should start by testing (for an RPG-style game with some economy):

  • Ad wheel or wheel of fortune with a big jackpot possibility (with a very small chance to get it)

  • Monetizing fail states (if your core loop enables it)

  • Some session limiter that you can put on top of ads (e.g. players run out of energy and can get more)

two & a half gamers session #4 - How to soft launch a mobile game Ad monetisation Perspective at 34:35 · Featured in Growth Gems #64

Ad Monetization

Dynamic conversion tries to adapt to each specific user to find the rewarded ad conversion sweet spot. Example: the reward is random (sometimes it doesn’t even open a pop-up and gives immediate rewards), the type of currency that you are given may be different and if you close the pop-up window then the next time the reward offered will be even better.

Economy and Mechanics Optimization for Optimal Ad Monetization at 42:05 · Featured in Growth Gems #48

Ad Monetization

Sometimes a community plays a big role in the appearance of an ad placement. For example, this is how the game Bounty Hunter got to adding a re-roll window which gives the opportunity to change the number of contracts (quests) in exchange for an ad view. It does not give the user resources, but allows him to save time - it gives him convenience.

Economy and Mechanics Optimization for Optimal Ad Monetization at 53:57 · Featured in Growth Gems #48

Ad Monetization

The other important factor is whether or not an ad has economy (game) impact, whether or not it gives resources to the user. You need to properly budget that into your economy and have a balance with in-app purchases. Jakub advises 15-20% economic gains be from ads.

Economy and Mechanics Optimization for Optimal Ad Monetization at 34:48 · Featured in Growth Gems #48

Ad Monetization

There are two parts of game monetization:

  • External (outside of the game - not directly connected to the gameplay): eCPM (mediation management, country groups, bidding/waterfalls/direct deals)
  • Internal (in the game): ads per daily active user, ads engagement, ads placements

Economy and Mechanics Optimization for Optimal Ad Monetization at 30:22 · Featured in Growth Gems #48

Ad Monetization

Rewarded ads should thematically fit your game. You should not just copy some placement from another game. Example: your character meets a master who gives you extra HP. You know that there's a long and difficult quest ahead - so you would be glad to take these extra HP. You need that.

Economy and Mechanics Optimization for Optimal Ad Monetization at 38:40 · Featured in Growth Gems #48

Monetization

Monetization

Implement a "Enable free access" toggle on your paywall to increase conversion rates.

"And this window is, like, I think one of the magic tricks that been around here where you have yearly weekly subscription not sure yet enable free access once you click enable free access, it goes into payment, so yeah, there we. Yeah. Yeah. Yeah. But there's this very small X button either on left or right side, and this is the same for all all the apps, basically. And only if you click this, you get to the free version of the app themselves."

Inside $500M/Year Bending Spoons: TikTok Trends, Viral videos, UA & Paywall Science at 33:23 · Featured in Growth Gems #130

Sylvain's take:

If you're running paid UA (e.g., Meta, TikTok), make sure you're also adding an event that combines free trial and direct purchases so you can test optimizing for it (it's also interesting to optimize just for the direct purchases if you have enough volume).

Monetization

Add a difficult challenge that makes the user perceives viewing ads as a reward and be happy/excited about it. Example: Flying Piñata in Burrito Bison, where you need to catch the Piñata, which is not easy. Having caught the Piñata, the user sees the following screen with a reward (when watching the video).

Economy and Mechanics Optimization for Optimal Ad Monetization at 46:45 · Featured in Growth Gems #48