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Felix Braberg

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Merge Games Market History & Full Overview

👋 Let’s look at the top 2 Merge Games Ad Monetization strategies. Right now the undisputed leaders in the Merge Category are Magmatic Games Ltd’s Travel Town ($620k/day IAP) and Mircofun’s Gossip Harbour ($350k/day IAP). 💰 Travel Town according to Sensor Tower boasts a DAU of 1.5m and is mediated on Google AdMob. The current Rewarded ad placements are Energey replenishments when you run out of energy capped at 4x per day and after level 10 pop to unlock bubbles on the merge board. About 40% of users should interact with these placements roughly bringing the IMP/DAU to 3.2 meaning a daily ad revenue of around $100k or 15% of overall revenue (Estimate!).💹 Gossip Harbour’s DAU is slightly lower at 500k users and is mediated on AppLovin and has a heavier focus on ad revenue. Currently, there are 4 Rewarded […]

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From Hypercasual to Hybridcasual: The Supercent Story

❗ Breakdown of Supercent’s aggressive hybrid casual ad monetization strategy. Pizza Ready and Outlets Rush takes inspiration from SayGames’s My Perfect Hotel but adds an aggressive twist. Pizza Ready generates around 93% of its revenue from ads $4.8m IAA (my estimate) and $350k (sensor tower data) from IAPs per month. Outlets Rush makes $3m (my estimate) from ads with an additional $163k per month. Let’s take a look at the ad units and placements! 🔎 💹 ℹ ℹ Pizza Ready & Outlets Rush adds a new unique rewarded vector compared to My Perfect Hotel. This allows users to watch an ad to increase their carrying capacity, alongside character speed and dynamic placements for soft currency in the game. In theory, this vector increases the potential rewarded ads users can watch by 33%. Pizza Ready & Outlets Rush also incorporates the use […]

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AFK Journey: A Highly Polished & Innovative RPG Game

💫 We dive deep into AFK Journey, the innovative continuation of the acclaimed AFK Arena by Lilith Games. AFK Journey sets a new standard in the idle RPG genre, blending high-quality design, a captivating narrative, and significant gameplay innovations. All of which will be doubtlessly copied in upcoming RPG games. 💫 🗯 What sets AFK Journey apart is its gameplay and unique user acquisition strategy. Focusing on high-quality, story-driven creatives and leveraging YouTube streamers alongside hooks and cringe UGC-like content, Lilith Games ignores the fake ads trend for a more authentic representation of the game's immersive world. This approach, featuring long-form ads highlighting the game's narrative and gameplay, has contributed to its success.Just two weeks post-launch, AFK Journey has already hit insane revenue figures, crossing 💵 $800k 💵 daily on mobile alone. When factoring in its webshop and PC client, revenues […]

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We Are Warriors: Ad Juggernaut & Creative Depth

We Are Warriors by Lessmore is an Ad revenue juggernaut. In less than a few months, the game has scaled its ad revenue to just about $200k/day earning an additional $33k/day in IAP revenue. Here’s how:Progression is not linked to watching Rewarded Ads. We Are Warriors uses caps on most RV placements to ensure that users stick around for longer and are more motivated to make an IAP. One of the best-performing ad placements is the RV placement for free meat which is capped at 2/day. This cap means that users can’t quickly progress through the levels and have to remain in the game for longer.81% of users in We Are Warriors watch Rewarded ads. For reference a 45% ad viewer rate on rewarded ads is considered average, 81% is simply a master class in Rewarded Ads. As the progression […]

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Pocket Champs: Exceptional Growth & Clever Game Design

Pocket Champs has scaled to $100k/day in IAP revenue with a whopping $40k/day on top of that in Ad revenue. We were joined by Madbox’s Game Director Arthur Michel to help us dissect the game and make sure we’re not talking BS! Pocket Champs does some pretty clever things to maximize ad revenue without taking away from the user experience. The first is the clever use of rewarded ads that reduce cool-down timers for the training bags. Most networks assume that users who watch many RV videos in a row, pay less attention to the ad. Thus the networks are willing to pay less for those subsequent impressions. The drop-off in revenue is usually around 5 IMP/DAU per session. Training bag timers can be reduced by 30 min per RV video, which can be watched consecutively with a 5 RV […]

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Voodoo Block Jam 3D Hybrid casual story: Is Voodoo a Rising Phoenix?

🚀 Block Jam 3D Voodoo’s new hybrid casual game is already generating $70k/day of IAP revenue. This is just as much as Mob Control generates but with just 16% of the DAU (160k v 1m DAU)! The gameplay of Block Jam 3D has parallels with Mob Control, but there's a noticeable shift in ad monetization strategy. My estimates show that Block Jam 3D derives about 30-35% of its revenue from in-game ads (IAA), compared to Mob Control's heavier reliance on IAA, accounting for around 50% of its revenue.One key difference in Block Jam 3D’s ad monetization strategy is the focus on interstitial ads. These ads pop up after each level, whether completed or failed, leading to an average of 6-9 interstitial impressions per user. This is a major revenue driver for the game.The contrast is stark when it comes to […]

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What are the key components of its Ad Monetization Strategy?

📈 Tower War By SayGames earns somewhere between $68-75k/day in ad revenue. On top of that, the game earns around 40k/day in IAPs meaning that the title earns the majority or 60-70% of its revenue from ads. Interstitials are shown after each completed level 🌪 . A main level takes about 2 min to complete meaning that from an average 15 min game session a user will see around 8 interstitial ads. This number is 2x higher if the user plays secret missions where the average game time is 1 min. Taking the eCPMs and DAUs from the last 10 days into account that would mean $45k/day from 6.2m inter impressions or 60% of the overall adrevenue. ✅ 📍 Rewarded ads are implemented in a very clever way. Most likely the highest converting rewarded ad unit is the spin after […]

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Ad Monetization Best Practices for December

The holiday season is that magical time of the year when ad revenue increases and if you plan correctly you can increase your ad revenue by 30-100% if you plan correctly for the peak times. Here's a short breakdown of best practices by ad units to help you get by! Banners- Native banner bidding placements set up on "Admob Native" and "Google Ad Manager Native" slots.- Banner refresh rates are set to 10 seconds. If you're on Admob mediation ask them to set them on 20 seconds in the backend.Set higher-than-normal price placements live for peak holiday days. Interstitial Ads- Experiment with setting bid floors for the holiday season. This will take some AB testing to get right but helps to boost retention and Ad ARPDAU.- Reduce cool-down timers for short bursts on high eCPM days (Black Friday).Set higher-than-normal placements […]

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Does Ad Monetization matter?

🚀 Last month Socialpoint launched Top Troops! A new mid-core merge mobile game. While the game itself brings a fresh and engaging twist to the genre, there's a particular aspect of its ad monetization strategy that stands out and warrants discussion.🤔 With only two Rewarded ad placements in the game at the moment – a 24-hour cooldown spot in the store and a merchant deal unlocked at level 10 – Top War is treading a unique path. Given these meager and hidden placements, we’re estimating an ad viewer rate of around 30% and an IMP/DAU between 0.8-1.0. So, what does this mean in terms of revenue?This means that the daily Revenue Per User currently from ads is around $0.054 meaning that after D10 this contributes around $0.54 to player LTV.  If IMP/DAU was increased to 5.0 with a 60% ad […]

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Dissecting Blizzard’s Warcraft Rumble Monetization Strategy

🎯 Warcraft Rumble's launch on the mobile is nothing short of an IP phenomenon. On November 7th alone, the game pulled in a whopping $700k! With around 400k downloads daily, it's a powerhouse of organic downloads, and it's doing so without leveraging in-game ads.But let's talk strategy and missed opportunities. Currently, Warcraft Rumble is scaling without ad monetization, focusing purely on its organic appeal and in-app purchases. However, the landscape presents some intriguing ad placement opportunities that could further boost its revenue without disrupting user experience.🤔 Simply adding one Rewarded Video placement on the daily offers screen on a 24-hour cooldown, and assuming 1 Impression per DAU with an ad viewer rate of 60% with 900k DAU (mostly USA). Should generate anywhere between 10-14k/day or 3% of current daily revenue from one single placement! It’s a fine balance, though. The […]

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My Perfect Hotel: $3M IAP & $4M IAA in Last-30

Interesting to see another monster hit come out of SayGames! My Perfect Hotel in the last 30 days has made $3 million in IAP revenue and we estimate another $4 million in ad revenue. The game was in soft launch for over a year but recently clocked in 18 million downloads in the last month! It's safe to say that SayGames is building a Habby style of game framework for the Idle Arcade genera.. and wow is it working!Comparing My Perfect Hotel with DreamDale you can see many similarities in how SayGames’s hybrid casual framework is starting to evolve. From an ads perspective, they monetize with Banners after 20 min of gameplay that is on a 15-second refresh rate. Compared to 10 seconds on hyper-casual titles. Interstitial ads are delivered with increasing frequency based on how far through the game a […]

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