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%
◦ Soft / hard currency ◦ Valuable but different from IAP ◦ Dynamic (exponential) ◦ Diversified • Timing ◦ Clean environment ◦ End of session ◦ User and Advertiser - view and engagement
Definitely not part of the game flow (unlike what RV should be) Average revenue and reward per completion - $3 (unlike 2c in RV) Alternative payment method! (your 2nd store) • S tore, main screen • Hard currency • Awareness - pop ups, DCP
IAP & Rewarded) - System Initiated becomes the main monetization option Can hurt UX, impact retention & session length, and affect probability to purchase Potential risks
Placements - when user finish to play, breaks • Frequency / capping - average session length / 3. • Format - rewarded interstitial? X button? # of clicks • ARPU / LTV decision - (ARPDAU Vs Retention) - data driven decision! ◦ Segmentation - non paying non rewarded
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
- 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 - Helps IPM ◦ End of session, not the beginning • Reward type - soft currency for RV, hard for OW ◦ Make it fun, don’t apologise