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 completing a secret mission where you can get another spin by watching a rewarded ad. The second spin removes one item from the pool of possible prizes which greatly increases the chances of better loot. Also, the “No Thanks” button to opt out of the rewarded ad only appears after 4 seconds. Two very clever design features! 💹

🔎 Banner and In-game ads are also implemented. Banners are on a 10-second refresh timer while the in-game ads are changed every 5 seconds. Given that in-game ads are not mediated and that they’re non-clickable overall ad revenue from them is most likely around 5-7% of overall ad revenue.

🏁 We can see a pattern emerging that hybrid casual games rely only on Rewarded ads like Alien Invasion or by using Banners, Inters, and rewarded ads like DreamDale and My Perfect Hotel.

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