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