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Choosing the Monetisation Mix for Your Game

Panelat Pocket Gamer Connects London 2020 · 2020-01-20..01-21
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2019 sees ads and subscriptions reshaping mobile monetisation: banners rebound, bidding and brand buys grow, and China shows very high CPMs. Battle passes and meta‑game purchases lift retention (Clash of Clans revenue up; Clash Royale dipped). Hybrid models often reach 50/50 ad vs IAP in idles; rewarded video volumes can hit 6–7 per DAU. Playable ads steer design decisions (one test drives 80% of players to choose a “zombie” mode). Consent managers move opt‑in from 50–60% opt‑in to 70–80% with IAP, and robust A/B testing is mandatory.

AI-written summary · about

  1. 0:00Intro
  2. 1:00Meet the panelists
  3. 2:15Who are the panelists
  4. 2:37Red Rover Studios
  5. 2:59Digital Chocolate
  6. 3:16Summary of 2019
  7. 5:06What has changed over the past year
  8. 6:50What has changed from a gamedev perspective
  9. 9:33Monetisation ratio across different genres
  10. 10:33Inapp advertising vs subscription
  11. 11:25How to launch a game without advertising
  12. 15:20Best practices for monetization
  13. 16:51Subscriptions
  14. 18:53Subscriptions IPS Ads
  15. 20:38Subscription Theory
  16. 27:08Questions
  17. 31:15Additional Questions
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