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5.
Rewarded Ads - The Magic Ad Unit
Great
eCPMs
(= efficient revenue source)
Great
UX
6.
Rewarded Ads - The Magic Ad Unit
Definitely doesn’t hurt
retention
Definitely doesn’t hurt
session length
Important to make
sure it doesn’t
cannibalize IAP
Can actually
improve it by
~10% - 25%
Can actually
improve it by
10% - 30%
Can actually
improve it by
0 - 8%
7.
Bottom line:
Start with maximizing rewarded ads
15.
Rewarded Video Strategy
● Reward
○ Valuable and interesting
○ Dynamic, diversified
● Timing
○ Clean environment (e.g. end of session)
○ Convenient time for installing an app
● Ads from Day 1 - part of your game design
16.
Rewarded Video Strategy
● Visibility and Awareness
○ Engagement effects twice!
● Clarity
○ Does the user understand?
● Capping and pacing
○ To avoid risk
○ Segmentation
17.
● The goal is to maximize the total user LTV (ads, retention, IAP)
● You can only know by Testing
Rewarded Video Strategy
Testing, Testing, Testing - Data-driven decisions
19.
Offerwall?
Rewarded, User
Initiated ad - great UX
Wall of offers where
users can complete for
rewards
Publisher gives reward
only when they get paid
20.
Offerwall
Longer process
for the user
(> 90% CPE)
Not part of
the game flow
Average revenue and
reward per completion -
$3 (unlike 2c in RV)
Alternative payment
method!
(your 2nd store)
● Store, main screen
● Hard currency
● Awareness - pop ups, DCP
21.
OW - Benchmark & Target
Engagement Rate
At least 5%
aim for 10%
Usage Rate
At least 1.2
aim for 2
OW/RV revenue
(ARPDAU) rate
At least 40%
aim for 80%
22.
Part 2
System Initiated Ads
(Interstitials, banners, native)
23.
System Initiated Ads
50% of users won’t
pay, and won’t engage
with rewarded ads
Display ads – the only
way to monetize them
(+ incremental revenue for the rest)
24.
System Initiated Ads
With no strong virtual
economy (= weak IAP & Rewarded) -
System Initiated becomes
the main monetization
option
Can hurt UX, impact
retention & session
length, and affect
probability to purchase
Potential risks
25.
● Timing - when users finish playing, breaks
● Frequency / capping - average session length / 3.
● Segmentation - non-paying, non-rewarded?
● Format - rewarded interstitial? X button? # of clicks? User’s Feedback?
● ARPDAU vs. Retention Decision - data driven decision!
How to effectively use system initiated ads
27.
RV - 3 placements
Free Reward
Main screen, reward is changing
(Time Warp, MegaBucks), pace -
every 2 hours
Free Reward
Main screen, fixed with a timer,
reward is 4 hrs Boost, cap to 6
impressions a day
Speed boost
Main screen, timer clock, reward
is speed boost, cap to 3
impressions a day
29.
OW - 2 Placements Gold - Hard Currency
Main Screen Free gold Store Free gold
30.
What works in this implementation?
● Place - approachable and visible - Helps ER
● Simplicity - clear call-to-action, explanation page - Helps ER
● Reward - interesting and valuable - Helps ER + UR
● Available in high quantity - (10-12 imp a day) – Helps UR
● Dynamic rewarding - keeps the ER + UR in good values
● User flow - a convenient time to make an install (end of session) -
Helps IPM
● Reward type - soft currency for RV, hard for OW
Make it fun, don’t apologize!
31.
Summary
● Ads are more than a revenue tool -
They improve many of your game’s KPIs
● Requires attention and professionalism
● Know what KPIs to monitor, what GOALS to set,
and HOW to get there
46.
Basic In-App Events
Click /
View
Multiple
Channels
Instal
l
App Stores
App Launches
-> Retention
Connecting value back to acquiring channel &
optimizing
Specific
App Activity
47.
Rich In-App Events
Basic In-App Event Rich In-App Event
Purchase Purchase
Level (3)
Content ID (433)
Price (299)
Currency (USD)
Customer User ID
(123456)
Date (2/12)
48.
1) Meet specific business goals
Acquire target audience; e.g. users who
unlocked level 2
2) Pinpoint top media sources to
pinpoint future investment
Network 3
Campaign 1
Publisher 12
Creative 6
delivered to beginners
The 1-2-3 Punch of
Rich In-App Events
74.
Best practices in UA
Cuong Nguyen (Silver)
Co-founder, Head of Product
Amanotes Pte. Ltd
75.
● Dec 2014:
Cofounded Amanotes – a music & game start-up & publisher
with over 120.000.000 installs worldwide after 3+ years
● 2014:
Graduated from University of Amsterdam
(MSc in Innovation & Entrepreneurship )
89.
ROAS = VALUE A USER BRINGS TO YOU/ COST YOU PAY TO GET THEM
90.
ROAS SEGMENT 1
ROAS = VALUE A USER BRINGS TO YOU/ COST YOU PAY TO GET THEM
ROAS SEGMENT 2 ROAS SEGMENT 3
91.
ROAS SEGMENT 1
ROAS = VALUE A USER BRINGS TO YOU/ COST YOU PAY TO GET THEM
ROAS SEGMENT 2 ROAS SEGMENT 3
“A lot of my users stay in the game even after 30 or 60 days”
92.
ROAS SEGMENT 1
ROAS = VALUE A USER BRINGS TO YOU/ COST YOU PAY TO GET THEM
ROAS SEGMENT 2 ROAS SEGMENT 3
PREDICTED ROAS
SEGMENT 1
PREDICTED ROAS
SEGMENT 2
PREDICTED ROAS
SEGMENT 3
93.
ROAS SEGMENT 1
ROAS = VALUE A USER BRINGS TO YOU/ COST YOU PAY TO GET THEM
ROAS SEGMENT 2 ROAS SEGMENT 3
PREDICTED ROAS
SEGMENT 1
PREDICTED ROAS
SEGMENT 2
PREDICTED ROAS
SEGMENT 3
LTV PREDICTION 1 LTV PREDICTION 2 LTV PREDICTION 3
96.
Understand
your target
users
Test your
hypothesis
Analyze
97.
Understand
your target
users
Test
Analyze
● It’s not only about art. It’s also a
science
● Analyze, generate, and generalize the
learnings
● Execute the tests at wide scale and
high speed
99.
I need to test this hypothesis …..and it needs 4 videos
100.
To sum up…
● Paid UA is not everything! Segment your (prospective)
user sources and spend the right focus
● Before scaling your paid UA, make sure you have the capacities to
segment your users, and measure your ROAS by segments
● Invest in your creative capacities to be able to generate learnings
that can be reapplied
101.
Thank you
Email: silver@amanotes
Publishing, career, & opportunities
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