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Felix Braberg

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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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