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Mobile Games:
Ad Monetization
Strategies
Josh Curtis
BD Evangelist, Latam & NA
josh@chartboost.com
Social Media: joshfcurtis
May, 2016
AppsWorld NA
3
2
Who am I?
BD Evangelist working with game
developers in North & Latin America
Help game developers monetize
their games through Advertising
300,000+ games
160+ countries
40 Billion game sessions per month
1 Billion monthly uniques
3
3
Agenda
1. Industry Overview
2. Key Monetization Metrics
3. Ad Monetization:
Formats & Best Practices
4. Key Takeaways
Industry Overview
3
5
Industry Size
Source: NewZoo, April 2016
3
6
$655 Million+ and Growing for
Mobile Game Ad Revenue in US (2017)
Source: NewZoo, April 2016
3
7
50% of Ad Revenue from US
DATA: Chartboost Advertising, May 2016
50% 50%
United StatesRest of World
3
8DATA: Chartboost Advertising, May 2016
7% : China & UK each
4% : Australia, Germany,
Canada each
26% of Ad Revenue from 5 Next
Ad Revenue from Top 676%
3
9
65% of advertising money earned
still comes from iOS
35%
65%
iOS
Android
DATA: Chartboost Advertising, May 2016
3
10DATA: Game Sessions
Americas is 50/50-ish Europe is Android Asia: it depends
But platform varies widely by region
51% 49%
Americas
62%
38%
EMEA
47% 53%
APAC
Key Metrics for Monetization
3
12
Monetization has 2 key components
AdvertisingIAP
ARPPU eCPM
95-99%1-5%
ARPPU ($)
$ Revenue / (# Users *
Payer Rate %)
eCPM ($)
$ Effective Cost Per 1,000
Impressions
=
based off IR, CTR, Ad Bid
eCPM calculated off "Install Rate (IR), Click-Through-Rate (CTR), and the Advertiser bid that reflects the overall competitiveness of the campaign"
3
13
Uniques
(DAU + MAU)
# Unique users who use your app
Bootups # of times app is opened up
Impressions # of Ads shown to users
Click-through
Rate (CTR)
% of users who Click or Tap an
Ad in your game
Install Rate (IR)
% of Users who Install an App
from an Ad in your game
eCPM ($)
$ Effective Cost Per 1,000
Impressions =
based off IR, CTR, Ad Bid
Revenue
eCPM x # Impressions =
Revenue
KEY ADVERTISING METRICS:
Metrics to track monetization
3
14
Example Calculation: Daily Revenue
DAUs 50,000
Impressions 100,000
Ratio Impressions /
Uniques
2:1
eCPM ($)
$10 per
Thousand Impressions
Revenue $1,000
CONCLUSION
For $1,000 / Day,
100,000 Impressions
If 2:1 ratio of impressions / uniques:
50,000 Users
REVENUE GOAL: $1,000 / DAY eCPM ($) x Impressions (#) = $ Revenue $
3
15
eCPM is a Variable
Ratio of Unique Users : Impressions
Ad Formats & Ad Locations
Devices: iOS vs Android vs Tablets, etc
User: Country, Hardcore vs Casual, Genre
Conversion & Ad Engagement Rates
Ad Traffic Sources
Ad Monetization
3
17 DATA: Chartboost Advertising, US, May 2016
3
18
Mobile banners
Lower eCPM
Take up visual & interaction space
Usually not “pretty”
Can work well for certain apps
3
19
Static interstitials
Medium eCPM
Adaptable look & feel
Can be natural
between levels
High Volume of
Inventory
3
20
Animated GIFs
Medium to High eCPM
Adaptable look & feel
Interstitial but with some
cinematic experience
Relatively new format
3
21
Interstitial Video Ads
High eCPM
Can be entertaining
Opportunity to demonstrate or
describe gameplay
Can be skippable
Offers rewarded ad opportunity
3
22
Rewarded Video Ads
Higher eCPM
Same Pros as Interstitial Video
Great Player Experience
Can boost Retention
Rewards Player- relevant reward
and amount (currency, life, skin, etc.)
3
23
Playable ads
High eCPM
User can experience game already in ad
Very easy to update and optimize
3
24
Native ads
Non intrusive
Natural part of gameplay
Variable eCPM
More Manual to Code In
3
25
eCPM
User experience
Var eCPM
$8 - 15
$6 - 14
$7 - 13
$5 - 10
$2 - 6
DATA: Chartboost Advertising, US, May 2016
$0.50 - $1
3
26 Source: Slideshare 2016
Use the Right Ad Format for your Game!
3
27
Know Your Users &
Create Different Experiences
User Revenue
Frequency of booting up
Devices: iOS vs Android, Phone vs Tablet, etc
User Demographics, Location, etc
Conversion & Ad Engagement Rates
Create extra triggers to test & turn on or off:
Capping, formats, locations
3
28
General Rules of Thumb:
Ad Monetization in Mobile Games
Placement of ad should feel “natural” as part of the gameplay
More Users = More Money from Ads! Scale is important
Show Ads at key game “break” intervals
Choose the right ad formats for you
Focus on sweet spot: Retention + Revenue
3
29
Best Practices Recap
1. Development, design & placement of ad
products cannot be an afterthought
2. Know your users & treat them differently
3. Set up revenue goals for your users
4. Experiment & Optimize: Test, Test, Test!
5. Treat the ads business like a business line:
Invest in it & hold it accountable for revenues
Thank You!
Josh Curtis
BD Evangelist, Latam & US
josh@chartboost.com
LinkedIn: joshfcurtis
Twitter: joshfcurtis
Cell: +1 909-524-2262

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Appsworld 2016 - Ad Monetization Strategies - Josh Curtis

  • 1. Mobile Games: Ad Monetization Strategies Josh Curtis BD Evangelist, Latam & NA josh@chartboost.com Social Media: joshfcurtis May, 2016 AppsWorld NA
  • 2. 3 2 Who am I? BD Evangelist working with game developers in North & Latin America Help game developers monetize their games through Advertising 300,000+ games 160+ countries 40 Billion game sessions per month 1 Billion monthly uniques
  • 3. 3 3 Agenda 1. Industry Overview 2. Key Monetization Metrics 3. Ad Monetization: Formats & Best Practices 4. Key Takeaways
  • 6. 3 6 $655 Million+ and Growing for Mobile Game Ad Revenue in US (2017) Source: NewZoo, April 2016
  • 7. 3 7 50% of Ad Revenue from US DATA: Chartboost Advertising, May 2016 50% 50% United StatesRest of World
  • 8. 3 8DATA: Chartboost Advertising, May 2016 7% : China & UK each 4% : Australia, Germany, Canada each 26% of Ad Revenue from 5 Next Ad Revenue from Top 676%
  • 9. 3 9 65% of advertising money earned still comes from iOS 35% 65% iOS Android DATA: Chartboost Advertising, May 2016
  • 10. 3 10DATA: Game Sessions Americas is 50/50-ish Europe is Android Asia: it depends But platform varies widely by region 51% 49% Americas 62% 38% EMEA 47% 53% APAC
  • 11. Key Metrics for Monetization
  • 12. 3 12 Monetization has 2 key components AdvertisingIAP ARPPU eCPM 95-99%1-5% ARPPU ($) $ Revenue / (# Users * Payer Rate %) eCPM ($) $ Effective Cost Per 1,000 Impressions = based off IR, CTR, Ad Bid eCPM calculated off "Install Rate (IR), Click-Through-Rate (CTR), and the Advertiser bid that reflects the overall competitiveness of the campaign"
  • 13. 3 13 Uniques (DAU + MAU) # Unique users who use your app Bootups # of times app is opened up Impressions # of Ads shown to users Click-through Rate (CTR) % of users who Click or Tap an Ad in your game Install Rate (IR) % of Users who Install an App from an Ad in your game eCPM ($) $ Effective Cost Per 1,000 Impressions = based off IR, CTR, Ad Bid Revenue eCPM x # Impressions = Revenue KEY ADVERTISING METRICS: Metrics to track monetization
  • 14. 3 14 Example Calculation: Daily Revenue DAUs 50,000 Impressions 100,000 Ratio Impressions / Uniques 2:1 eCPM ($) $10 per Thousand Impressions Revenue $1,000 CONCLUSION For $1,000 / Day, 100,000 Impressions If 2:1 ratio of impressions / uniques: 50,000 Users REVENUE GOAL: $1,000 / DAY eCPM ($) x Impressions (#) = $ Revenue $
  • 15. 3 15 eCPM is a Variable Ratio of Unique Users : Impressions Ad Formats & Ad Locations Devices: iOS vs Android vs Tablets, etc User: Country, Hardcore vs Casual, Genre Conversion & Ad Engagement Rates Ad Traffic Sources
  • 17. 3 17 DATA: Chartboost Advertising, US, May 2016
  • 18. 3 18 Mobile banners Lower eCPM Take up visual & interaction space Usually not “pretty” Can work well for certain apps
  • 19. 3 19 Static interstitials Medium eCPM Adaptable look & feel Can be natural between levels High Volume of Inventory
  • 20. 3 20 Animated GIFs Medium to High eCPM Adaptable look & feel Interstitial but with some cinematic experience Relatively new format
  • 21. 3 21 Interstitial Video Ads High eCPM Can be entertaining Opportunity to demonstrate or describe gameplay Can be skippable Offers rewarded ad opportunity
  • 22. 3 22 Rewarded Video Ads Higher eCPM Same Pros as Interstitial Video Great Player Experience Can boost Retention Rewards Player- relevant reward and amount (currency, life, skin, etc.)
  • 23. 3 23 Playable ads High eCPM User can experience game already in ad Very easy to update and optimize
  • 24. 3 24 Native ads Non intrusive Natural part of gameplay Variable eCPM More Manual to Code In
  • 25. 3 25 eCPM User experience Var eCPM $8 - 15 $6 - 14 $7 - 13 $5 - 10 $2 - 6 DATA: Chartboost Advertising, US, May 2016 $0.50 - $1
  • 26. 3 26 Source: Slideshare 2016 Use the Right Ad Format for your Game!
  • 27. 3 27 Know Your Users & Create Different Experiences User Revenue Frequency of booting up Devices: iOS vs Android, Phone vs Tablet, etc User Demographics, Location, etc Conversion & Ad Engagement Rates Create extra triggers to test & turn on or off: Capping, formats, locations
  • 28. 3 28 General Rules of Thumb: Ad Monetization in Mobile Games Placement of ad should feel “natural” as part of the gameplay More Users = More Money from Ads! Scale is important Show Ads at key game “break” intervals Choose the right ad formats for you Focus on sweet spot: Retention + Revenue
  • 29. 3 29 Best Practices Recap 1. Development, design & placement of ad products cannot be an afterthought 2. Know your users & treat them differently 3. Set up revenue goals for your users 4. Experiment & Optimize: Test, Test, Test! 5. Treat the ads business like a business line: Invest in it & hold it accountable for revenues
  • 30. Thank You! Josh Curtis BD Evangelist, Latam & US josh@chartboost.com LinkedIn: joshfcurtis Twitter: joshfcurtis Cell: +1 909-524-2262