"Free-to-play" tactics.“Free-to-play” comes from what is commonly referred to as “Freemium” in business. It basically means offering a product or a service free of charge at a very basic level.

With nearly 70% of users demonstrating favorable attitudes to rewarded video, they are a great example of generating revenue while giving your players clear incentives to participate

The developer gets to monetize at scale while the advertiser gets to promote their own application or product to a highly engaged user.

75% of respondents identified rewarded video ads among their most effective monetization methods, higher than any other method. Link: Ad colony 

Playable Ads: can actually be played directly within the ad unit. This is typically done by companies wanting to show a teaser version of their game as part of the ad, which may influence players to proceed to download the game.

Augmented Reality (AR): ads present an unprecedented opportunity to connect with consumers. In-game AR ads provide consumers with the ability to have a truly interactive experience with the ad content.

serving these ads can present some user friction that does not exist with other ad formats since apps need to request permission to access a camera.

AR ads will compete against other placements
to ensure they only serve if they drive the highest price.
Are in extremely high demand for brand advertisers
they are willing to pay a premium for the rich experience it provides 

Responsive AR ads: marketing content begins as a 3D-rendered ad unit. After a brief period of familiarization, it gives users the option to enhance their experience by using AR. Since the ad is interactive no matter what the user chooses, advertisers can design with purpose and avoid using fallback creative.


GGGent Entertainment.

Games often offer a combination of the three, depending on the action you want the players to take throughout your game.
IAP= In App Purchse
1.Consumables: These are IAPs that can be used only once, such as an extra life. For multiple uses, they can be purchased again.
2.Non-consumables: These are IAPs that can be purchased once and used again, such as an additional feature or a game upgrade.
3.Subscription: These are IAPs that provide features on an ongoing and renewable basis, such as new game levels.
The key thing is that the vast majority of your players will not make purchases within your game. Therefore, analyzing the user data based on their history of making purchases in your game equips you to deliver smarter monetization.
When in doubt, prioritize your gameplay
If you are weighing two different strategies or tactics against one another and you are struggling to determine which has more revenue upside, the player experience should ultimately be your deciding factor. Players who enjoy their experience in your game are your true source of sustainable revenue.


Measuring revenue along with any peripheral metrics, such as player engagement and retention and time spent per session, will help you evaluate the overall health of your monetization efforts. You may be able to track this internally or with the aid of an analytics partner.

--- Player engagement

--- Retention figures

--- Time spent per session

--- Opportunities to increase player engagement

--- Advancement blockers

--- Any technical problems



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