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Monetization 101:
The Attention Gap
Sandra Schneider
Director of Publisher Relations in ironSource
A little bit
about us
OUR MISSION
Be the monetization
platform of choice for
game developers
Mediation
215M DAU
Last weekend
64%
Growth in 2017
In numbers
80K+
Partnered Apps
1.2B
People Reached Each Month
4,200
Apps Installed Every Minute
with the ironSource Platform
150B
Registered & Analyzed Data
Events Every Month
Beijing CHINA Shanghai CHINA Bangalore INDIATel-Aviv ISRAEL
Shenzhen CHINA London UKNew York USASan Francisco USA
SEP. 2010
ESTABLISHED
7.5B+
INSTALLATIONS TO DATE
720
EMPLOYEES
380
R&D EMPLOYEES
IAPIAP
Ad
Monetization
Ad
Monetization
Share of Revenue / Impact
The Attention Gap
Share of Attention
● System-initiated → User-initiated/rewarded:
Rewarded ads are more complicated than we
think
● Rewarded ads are also a user engagement
tool, but aren’t treated as such
● CPM → CPA/I/E/L:
Performance campaigns are more complicated
than we think
● Lack of information and data
Why?
Rewarded
Ads
Rewarded ads - the magic ad unit
Great
eCPMs
(= great revenue source)
Great
UK
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
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%
Maximizing Revenue - WHAT KPIs? Publisher Network
Impressions
*
Bids
Implementation -
Placements, Flow
Engagement Rate
Usage Rate
(Imp/engaged user)
Visibility
Attractiveness
Timing
Alignment with virtual economy
eCPM
IPM
Creatives
Targeting
Relationship (granular bidding,
post-install events,
suppression…)
Revenue =
Engagement Rate and Usage Rate
6 Videos a day
100%
Users
40%
Users
1M DAU 400K EU
2.4M
impressions
=
Usage Rate
Session depth and its effects
Imp IPM
1st
6
2nd
5
3rd
4.6
4th
4.1
5th
3.5
6th
3
7th
2.75
8th
2.5
9th
2.25
10th
2
· Sum of RV IPM · Sum of playable IPM
Benchmarks
and Targets
= Goals
DAU --> Impressions
Engagement Rate
At least 30%
aim for 50%
Usage Rate
At least 4
aim for 8
Total imp/DAU rate
At least 1.2
aim for 4
Impressions --> Revenue
IPM
At least 3
aim for 5
tier 1 / tier 3
How can we optimize impressions?
Current
Placements
Reward - amount, type
dynamic rewarding
Visibility & clarity
(is it self-explanatory)
Awareness - Pop ups? DCP?
New
Placements
User flow & timing
(visible + convenient)
You know your users
Testing
Testing
Testing
How can we optimize eCPMs?
Optimize Bids
Choose the right
partner to work with
IPM
● Monitor it - be aware
● Add placements with the right timing
● Increase ER
Offerwall
OW: Differences
Much longer
process for
the user
> 90% CPE
Definitely not
part of the
game flow
(unlike what RV should be)
Alternative
payment
method!
● Store, main screen
● Hard currency
● Awareness - pop ups, DCP
OW: Benchmarks & Targets
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%
What does good
implementation
look like?
RV + OW + IS
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
What does good implementation look like?
OW – 2 placements Gold – hard currency
Main Screen Free gold Store Free gold
What does good implementation look like?
● Place - accessible 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 at good values
● User flow - a convenient time to make an install - Helps IPM
● Reward type – soft currency for RV, hard for OW
Display
Ads
Display 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)
Display ads
With no strong virtual
items (= weak IAP) - display
becomes the main
monetization option
Can hurt UX, impact
retention & session
length, and affect
probability to purchase
Potential risks
Display ads - mitigating the risks
● Timing
● Frequency
● Segmentation
● Rewarded Interstitial
● ‘X’ button
Summary
● More than a revenue tool -
Can improve many of your most important KPIs!
● Requires love, attention, professionalism
● know what KPIs to monitor, what GOALS to set,
and HOW to get there
Market
Trends
Ad Usage Trends in Games
● User segmentation and advanced targeting tools
● Accelerated growth in tier-3 traffic
Casual: Midcore:
Legacy: Legacy:
Future: Future:
Rewarded
Video
Rewarded
Interstitial
Banner Interstitial
Rewarded
Video
Offerwall
Rewarded
Video
Offerwall
Rewarded
Interstitial
✓ Correlating revenue to impression
on the user level
✓ Allows smarter User Acquisition
✓ Identify “ad whales”d data
Segments & Placements - Taking it to user-level data
User-level
data
The brands are
coming
● Direct brand deals are increasing
● Brands are growing as buyers
within ad networks
● Increases in brand buying on
networks will reduce the need
for direct deals
✓ Able to support complex ad units
(video, interactive, AR, etc.)
✓ Puts UX at the center
✓ The more advanced the game, the greater
the need to outsource ad tech
✓ Advanced targeting, viewability,
segmentation features
✓ Full-stack monetization solution
SDK will remain the predominant method for monetization
SDK-based
monetization
The challenges of programmatic mediation
for video:
✓ Caching
✓ Low Use Rate
✓ Performance ads
✓ Device vs. Server side
✓ SDKs & payment funnel
The future of SDK mediation: Programmatic - 2018 forecast
What is
Programmatic
SDK Mediation?
3*3 Developer Tour

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3*3 Developer Tour

  • 1.
  • 2. Monetization 101: The Attention Gap Sandra Schneider Director of Publisher Relations in ironSource
  • 4. OUR MISSION Be the monetization platform of choice for game developers
  • 6. In numbers 80K+ Partnered Apps 1.2B People Reached Each Month 4,200 Apps Installed Every Minute with the ironSource Platform 150B Registered & Analyzed Data Events Every Month Beijing CHINA Shanghai CHINA Bangalore INDIATel-Aviv ISRAEL Shenzhen CHINA London UKNew York USASan Francisco USA SEP. 2010 ESTABLISHED 7.5B+ INSTALLATIONS TO DATE 720 EMPLOYEES 380 R&D EMPLOYEES
  • 7. IAPIAP Ad Monetization Ad Monetization Share of Revenue / Impact The Attention Gap Share of Attention
  • 8. ● System-initiated → User-initiated/rewarded: Rewarded ads are more complicated than we think ● Rewarded ads are also a user engagement tool, but aren’t treated as such ● CPM → CPA/I/E/L: Performance campaigns are more complicated than we think ● Lack of information and data Why?
  • 10. Rewarded ads - the magic ad unit Great eCPMs (= great revenue source) Great UK
  • 11. 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
  • 12. 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%
  • 13. Maximizing Revenue - WHAT KPIs? Publisher Network Impressions * Bids Implementation - Placements, Flow Engagement Rate Usage Rate (Imp/engaged user) Visibility Attractiveness Timing Alignment with virtual economy eCPM IPM Creatives Targeting Relationship (granular bidding, post-install events, suppression…) Revenue =
  • 14. Engagement Rate and Usage Rate 6 Videos a day 100% Users 40% Users 1M DAU 400K EU 2.4M impressions = Usage Rate
  • 15. Session depth and its effects Imp IPM 1st 6 2nd 5 3rd 4.6 4th 4.1 5th 3.5 6th 3 7th 2.75 8th 2.5 9th 2.25 10th 2 · Sum of RV IPM · Sum of playable IPM
  • 17. DAU --> Impressions Engagement Rate At least 30% aim for 50% Usage Rate At least 4 aim for 8 Total imp/DAU rate At least 1.2 aim for 4
  • 18. Impressions --> Revenue IPM At least 3 aim for 5 tier 1 / tier 3
  • 19. How can we optimize impressions? Current Placements Reward - amount, type dynamic rewarding Visibility & clarity (is it self-explanatory) Awareness - Pop ups? DCP? New Placements User flow & timing (visible + convenient) You know your users Testing Testing Testing
  • 20. How can we optimize eCPMs? Optimize Bids Choose the right partner to work with IPM ● Monitor it - be aware ● Add placements with the right timing ● Increase ER
  • 22. OW: Differences Much longer process for the user > 90% CPE Definitely not part of the game flow (unlike what RV should be) Alternative payment method! ● Store, main screen ● Hard currency ● Awareness - pop ups, DCP
  • 23. OW: Benchmarks & Targets 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%
  • 25. RV + OW + IS
  • 26. 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
  • 27. What does good implementation look like?
  • 28. OW – 2 placements Gold – hard currency Main Screen Free gold Store Free gold
  • 29. What does good implementation look like? ● Place - accessible 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 at good values ● User flow - a convenient time to make an install - Helps IPM ● Reward type – soft currency for RV, hard for OW
  • 31. Display 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)
  • 32. Display ads With no strong virtual items (= weak IAP) - display becomes the main monetization option Can hurt UX, impact retention & session length, and affect probability to purchase Potential risks
  • 33. Display ads - mitigating the risks ● Timing ● Frequency ● Segmentation ● Rewarded Interstitial ● ‘X’ button
  • 34. Summary ● More than a revenue tool - Can improve many of your most important KPIs! ● Requires love, attention, professionalism ● know what KPIs to monitor, what GOALS to set, and HOW to get there
  • 36. Ad Usage Trends in Games ● User segmentation and advanced targeting tools ● Accelerated growth in tier-3 traffic Casual: Midcore: Legacy: Legacy: Future: Future: Rewarded Video Rewarded Interstitial Banner Interstitial Rewarded Video Offerwall Rewarded Video Offerwall Rewarded Interstitial
  • 37. ✓ Correlating revenue to impression on the user level ✓ Allows smarter User Acquisition ✓ Identify “ad whales”d data Segments & Placements - Taking it to user-level data User-level data
  • 38. The brands are coming ● Direct brand deals are increasing ● Brands are growing as buyers within ad networks ● Increases in brand buying on networks will reduce the need for direct deals
  • 39. ✓ Able to support complex ad units (video, interactive, AR, etc.) ✓ Puts UX at the center ✓ The more advanced the game, the greater the need to outsource ad tech ✓ Advanced targeting, viewability, segmentation features ✓ Full-stack monetization solution SDK will remain the predominant method for monetization SDK-based monetization
  • 40. The challenges of programmatic mediation for video: ✓ Caching ✓ Low Use Rate ✓ Performance ads ✓ Device vs. Server side ✓ SDKs & payment funnel The future of SDK mediation: Programmatic - 2018 forecast What is Programmatic SDK Mediation?