Home > Paid Traffic Sources > Mobile

Best Mobile Monetization Opportunities (8)


01-30-2015 09:59 AM #1 wildcard007 (Member)
Best Mobile Monetization Opportunities

Hey Friends,

This question is about how to get the most out of monetizing an app (download and play should stay free)
We are not focused on monetization of Apps (in this case: Games) but we got many million downloads and no clue about monetization.

We currently monetize with AdMob Overlays and Banners. The games should be free to download and play.
We try to figure out how we can raise revenue with new, innovative monetization forms or other companies instead of AdMob that are more profitable.

Cliffnotes:



Do you have any tips for us here?

Thanks alot


01-30-2015 10:05 AM #2 stridone (Member)

I believe the big money is in in-game purchases.


01-30-2015 10:24 AM #3 peterpan (Member)

I've worked in App marketing, App PR for 4 1/2 years so let me help you

You are in a very good position but millions of downloads don't mean anything if the user doesn't play the game. So some questions you need to ask:

1) How can I keep the user longer in the game (your engagement or retention metrics)? Other games give daily rewards to improve user retention. Or adding a feature where users can include their friends improves retention significantly.

To keep users engaged... well I don't know your game but there are many features you can add. Many developers will always update the game with new content to keep their users engaged.

After implementing this, the metrics you need to look at are your DAU, WAU, MAU or 1,7,30 day retention. You need to keep your users playing your game so keep adding new features, updates, etc to improve those numbers. Just remember, 80% of ideas fail so don't be afraid that new features will or will not be popular.

AFTER you can actually keep users in your game (btw app life is only 1 month) is when you can start thinking about monetisation. The reason I say this is because if you start thinking of monetisation now before your game is actually fun and great for your users, any type of monetisation will piss them off and has a very high % of making them leave and not come back. Yes you might make a quick dollar for a few months...but if you want to make ALOT of money for 6+ months then you need to make your users happy!

For example, you need to keep their level of annoyance or frustration at an extreme low.

1) ads piss off users (interstitials, intrusive full screen ads, 320x50 etc)
2) always asking users to buy things piss them off
3) incentivising users such as installing adcolony (giving users gifts for watching videos), or tapjoy or some other incentivised CPI platform. But you want to avoid something like this as it will lead users OUT of your app instead of keeping them IN your app.

Ok so how can you monetize your users. Well... I don't know what type of game this is but here is an example, if you have a game they like, then adding an IAP for $.99 for a no ads version. Or if its like a flappy bird style game, adding an IAP to give users retries if they die. Then they can use a 'retry' to start from where they died to get even a higher score.

The possibilities are a lot...but the most important thing IMHO is keeping users in your game, happy and engaged. Then they will start spending money.

You should also read this article, its about punch quest and how they failed to monetisation but learned how to make money from their users.

http://www.adweek.com/socialtimes/pu...for-iap/603119


01-30-2015 10:28 AM #4 redrummr (Member)

If you attract just 1,000 whales a month (whales are the people that spend $70+ in an app/game they get addicted to) you already have a decent business. Getting them is the hard part, and in-game purchasing and behaviour has so many human variables. Pretty sure cmdeal and others can elaborate more on how it's not just a "put up a 'buy more credits' button" deal.


01-30-2015 11:04 AM #5 wildcard007 (Member)

Quote Originally Posted by peterpan View Post
I've worked in App marketing, App PR for 4 1/2 years so let me help you

You are in a very good position but millions of downloads don't mean anything if the user doesn't play the game. So some questions you need to ask:

1) How can I keep the user longer in the game (your engagement or retention metrics)? Other games give daily rewards to improve user retention. Or adding a feature where users can include their friends improves retention significantly.

To keep users engaged... well I don't know your game but there are many features you can add. Many developers will always update the game with new content to keep their users engaged.

After implementing this, the metrics you need to look at are your DAU, WAU, MAU or 1,7,30 day retention. You need to keep your users playing your game so keep adding new features, updates, etc to improve those numbers. Just remember, 80% of ideas fail so don't be afraid that new features will or will not be popular.

AFTER you can actually keep users in your game (btw app life is only 1 month) is when you can start thinking about monetisation. The reason I say this is because if you start thinking of monetisation now before your game is actually fun and great for your users, any type of monetisation will piss them off and has a very high % of making them leave and not come back. Yes you might make a quick dollar for a few months...but if you want to make ALOT of money for 6+ months then you need to make your users happy!

For example, you need to keep their level of annoyance or frustration at an extreme low.

1) ads piss off users (interstitials, intrusive full screen ads, 320x50 etc)
2) always asking users to buy things piss them off
3) incentivising users such as installing adcolony (giving users gifts for watching videos), or tapjoy or some other incentivised CPI platform. But you want to avoid something like this as it will lead users OUT of your app instead of keeping them IN your app.

Ok so how can you monetize your users. Well... I don't know what type of game this is but here is an example, if you have a game they like, then adding an IAP for $.99 for a no ads version. Or if its like a flappy bird style game, adding an IAP to give users retries if they die. Then they can use a 'retry' to start from where they died to get even a higher score.

The possibilities are a lot...but the most important thing IMHO is keeping users in your game, happy and engaged. Then they will start spending money.

You should also read this article, its about punch quest and how they failed to monetisation but learned how to make money from their users.

http://www.adweek.com/socialtimes/pu...for-iap/603119
Peter, thanks alot for this great answer. Really appreciate it! Can you do me a favor and send me your Skype so I can contact you once I got some small questions?
Thanks alot dude!


01-30-2015 11:06 AM #6 peterpan (Member)

sure , pm sent


01-30-2015 02:39 PM #7 mindfume (AMC Alumnus)

split test different networks. Chartboost and Applovin come to mind


01-30-2015 08:46 PM #8 deondup (Member)

Quote Originally Posted by stridone View Post
I believe the big money is in in-game purchases.
I don't really agree with this. It takes a LOT of testing and tweaking to make this work well. If you look at most of the top games that do it, they usually have a few titles in the top 50 so they already have the formula down.

By serving ads smartly you can do some real damage. Admob however is SHIT. For games, try Playhaven, Applovin and Chartboost


Home > Paid Traffic Sources > Mobile