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Monetization Deep Dive
Enhancing User Experience and Ad Revenue
Yuval Lotan
Supply Leader - SEA, India, and Australia
ironSource Ltd.
Top Partners
INSEA DEVELOPERS
EU DEVELOPERS
PARTNER MEDIATIONS
The Gap
IAPIAP
Ad
Monetization
Ad
Monetization
Share of Revenue / Impact Share of Attention / Sophistication
Part 1
Rewarded Ads (User Initiated)
Rewarded Ads - The Magic Ad Unit
Great
eCPMs
(= efficient revenue source)
Great
UX
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%
Bottom line:
Start with maximizing rewarded ads
Rewarded Ads KPIs
= What to measure
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
Optimization (granular bidding,
post-install events,
suppression…)
Revenue =
Engagement Rate and Usage Rate
6 Videos a day
100%
Users
40%
Users
1M DAU 400K DEU
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
= What to aim for
DAU ⇨ Impressions
Engagement Rate
At least 35%
aim for 50%
Usage Rate
At least 4.5
aim for 8
Total imp/DAU rate
At least 1.3
aim for 4
Strategy
= How to get there
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
Rewarded Video Strategy
● Visibility and Awareness
○ Engagement effects twice!
● Clarity
○ Does the user understand?
● Capping and pacing
○ To avoid risk
○ Segmentation
● 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
Offerwall
Offerwall?
Rewarded, User
Initiated ad - great UX
Wall of offers where
users can complete for
rewards
Publisher gives reward
only once they get paid
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
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%
Part 2
System Initiated Ads
(Interstitials, banners, native)
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)
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 effect
probability to purchase
Potential risks
How to effectively use system initiated ads
● 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!
What does good
Implementation
look like?
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 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!
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
Thank you
Don't Let 'Quantity Over
Quality' Be Your Mobile Mantra
Daphna Gal
Senior Partner Development Manager, APAC
AppsFlyer
Chapter 1:
Don't Let 'Quantity Over
Quality' Be Your Mobile Mantra
THE ATTRIBUTION
AUTHORITY
100%
Independent &
Unbiased
$17B
Ad Spend
Measured
85k+
ApplicationsIntegrated
Partners
4,000+
1T+
Mobile Actions
Measured Per Month
The 3 Waves of App Marketing
3rd WAVE
ROI
2nd WAVE
Engagement
1st WAVE
Acquisition
Installs
You can’t go to the bank
with installs
Source: AppsFlyer, May 2018
And Global Retention Rates Are...
While Uninstalling Apps is Common...
31%24%
25%
21%
22%
26%
31%
32%
36%
37%
32%
Not much to
ride on
anymore...
So What Do I do?
FOCUS ON
VALUE!
Engagement Monetization
Engagement Monetization
The Engagement Wave
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
Rich In-App Events
Basic In-App
Event
Rich In-App
Event
Add to
Cart
Add to Cart
Content type (tablets)
Content ID (433)
Price (299)
Currency (USD)
Customer User ID
(123456)
Date (2/12)
1) Meet specific business goals
Acquire target audience; e.g. moms with
young kids
2) Pinpoint top media sources to
pinpoint future investment
Network 3
Campaign 1
Publisher 12
Creative 6
delivered moms in their 30s
The 1-2-3 Punch of
Rich In-App Events
3) Create Targeted Lists for
Effective Retargeting
Segment-Driven
Retargeting
Viewed Dresses
Price > $100
Personalized
Retargeting
Consumer ID 8888
Items viewed 3434, 4545
Leveraging Raw Uninstall Data
Analyze uninstalls per device
or user characteristics
Build an audience for retargeting
Feels great
riding the
engagement
wave doesn't it?
But Are
You Up
for the
Ultimate
Wave?
Afraid to Catch
The ROI Wave?
67%Don’t/can’t measure the ROI of
their mobile marketing
Source: Forrester
MOBILE IS ACTUALLY THE
MOST MEASURABLE
ECOSYSTEM EVER CREATED
Monetization
I ♥ MOBILE
Which brings us to...
Chapter 1:
Ad Revenue Attribution: The
Missing Piece in Your LTV
Houston
We Have a
Problem
Weekly rate calculation
Fewer Ads
Viewed
Fewer In-App
Purchases
Poor retention → Monetization Squeeze
Winning in the
2018 App Economy
Maximize revenue
from multiple
revenue streams
4-5%
IAP:
Whales Are Mighty but Few
Share of Buying Users
(2018, Gaming)
Maximize revenue
from multiple
revenue streams
● Improved technology
● New ad formats
● Better targeting
● Accurate measurement of ads
and their effectiveness
Robust IAA Growth Forecasted
App
Download
Revenue
In-app
Purchase
Revenue
Subscription
Revenue
Ad
Revenue
IAA Already Eating Sizable Piece of the Pie
How Much to Spend
With
Without LTV = IAP $1.3 = $1.3
LTV = IAP $1.3 + IAA $0.6 = $1.9
Max CPI $1.29
Max CPI $1.89
How Much to Spend
With
Without LTV = IAP $1.3 = $1.3
LTV = IAP $1.3 + IAA $0.6 = $1.9
Max CPI $1.29
Max CPI $1.89
Super Important Considering CPI Trend
Network B
Network A LTV = IAP $1.8 + IAA ? = $1.8
LTV = IAP $1.6 + IAA ? = $1.6
Where to Spend
Network B
Network A LTV = IAP $1.8 + IAA $0.3 = $2.1
LTV = IAP $1.6 + IAA $0.8 = $2.4
Where to Spend
MEASURING AD REVENUE
Once enabled, your Facebook ad revenue will be automatically reported in your AppsFlyer dashboard.
AppsFlyer Ad Revenue Reporting
Thanks!
daphna.gal@appsflyer.com
UA Strategy in General
Hung Lee
Marketing manager of ABI team
OneSoft
Top 8 Ad Networks
Khi chúng ta sử dụng nhiều ad network như vậy để kiếm người dùng thì điều vô
cùng cần thiết là có một bên thứ 3 làm trọng tài bảo vệ sự công bằng cho chúng
ta với các ad network. Có 2 công cụ tracking lớn mà chúng tôi tin
tưởng dùng là Firebase và Appsflyer.
● Firebase là sản phẩm của Google, nhưng nó chỉ thích họp với Adwords cũng là sp của
google. với các ad nework khác chúng ta cũng có thể dùng Firebase để tracking install
được, nhưng chúng ta sẽ phải sử dụng bigquery để bóc tách các dữ liệu cần thiết (điều này
mất nhiều thời gian và khó dùng)
● Ở đây chúng tôi khuyên các bạn dùng Appsflyer, bởi vì công cụ Appsflyer nó hiển thị cho
chúng ta rất chi tiết và đầy đủ những thông số mà Marketing cần thiết. Cost, revenue, ROI,
ARPU, CPI, retention...
Khi chúng ta đã biết các ad network lớn uy tín để dùng + ông trọng tài cần thiết
Appsflyer. Nếu bạn sử dụng ngân sách quảng cáo lớn thì lại cần phải quan tâm
đến vấn đề:
Tại sao lại có sự khác nhau khá lớn về số lượng install giữa Google Play Console
so với các công cụ thống kê của các Ad network, thậm
trí là cả ông trọng tài Appsflyer.
1. Về cơ chế đo đếm
○ Google Play có nhiều views khác nhau về Install, nhưng số install đc report sẽ dựa vào unique users.
○ Các kênh quảng cáo, hay Appsflyer và Firebase sẽ đếm số install dựa vào unique devices.
○ Điều này có nghĩa nếu 1 user, khi họ thay đt, và sử dụng cùng login để install game trên devices
mới thì:
■ Đối với Google Play: 1 install
■ Đối với Firebase/Appsflyer/Adwords: 2 installs
2. Về cách phân bố số install của các channel
○ Đối với Google Play, trong phần User Acquisition report, dữ liệu sẽ chỉ chính xác khi các channel sử dụng
UTM. Hiện tại thì các kênh quảng cáo lớn như Google và Facebook đã k còn sử dụng tracking link, nên data
trên GG Play sẽ k chính xác cho các sources này.
○ Cách tính organic install:
■ Google Play có tính last click là source Direct, trong khi source Direct k đc tính trong các
kênh quảng cáo
■ Ví dụ cụ thể 1:
● Day 1: user click quảng cáo Google, vào store, và chưa download
● Day 2: user vào store, click vào apps và download, mở game
● Đối với Google Play: last click là source Google Play (direct), và install sẽ đc tính cho Organic
● Đối với Appsflyer/Firebase: việc install này đc diễn ra thông qua last clicks là Google, và vì
nằm trong window cho phép nên kênh Google sẽ đc tính install, thay vì organic.
■ Ví dụ cụ thể 2:
● Day 1: user click quảng cáo Google, vào store, và chưa download
● Day 45: user vào store, click vào apps và download, mở game
● Đối với Google Play: last click là source Google Play (direct), và install sẽ đc tính cho Organic
● Đối với Appsflyer/Firebase: việc install này đc diễn ra thông qua last clicks là Google, và
vì nằm ngoài window cho phép nên kênh Organic sẽ đc tính install, thay vì organic.
Thank you

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The Developer Tour - Hanoi

  • 1.
  • 2. Monetization Deep Dive Enhancing User Experience and Ad Revenue Yuval Lotan Supply Leader - SEA, India, and Australia ironSource Ltd.
  • 3. Top Partners INSEA DEVELOPERS EU DEVELOPERS PARTNER MEDIATIONS
  • 4. The Gap IAPIAP Ad Monetization Ad Monetization Share of Revenue / Impact Share of Attention / Sophistication
  • 5. Part 1 Rewarded Ads (User Initiated)
  • 6. Rewarded Ads - The Magic Ad Unit Great eCPMs (= efficient revenue source) Great UX
  • 7. 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%
  • 8. Bottom line: Start with maximizing rewarded ads
  • 9. Rewarded Ads KPIs = What to measure
  • 10. 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 Optimization (granular bidding, post-install events, suppression…) Revenue =
  • 11. Engagement Rate and Usage Rate 6 Videos a day 100% Users 40% Users 1M DAU 400K DEU 2.4M impressions = Usage Rate
  • 12. 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
  • 14. DAU ⇨ Impressions Engagement Rate At least 35% aim for 50% Usage Rate At least 4.5 aim for 8 Total imp/DAU rate At least 1.3 aim for 4
  • 15. Strategy = How to get there
  • 16. 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
  • 17. Rewarded Video Strategy ● Visibility and Awareness ○ Engagement effects twice! ● Clarity ○ Does the user understand? ● Capping and pacing ○ To avoid risk ○ Segmentation
  • 18. ● 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
  • 20. Offerwall? Rewarded, User Initiated ad - great UX Wall of offers where users can complete for rewards Publisher gives reward only once they get paid
  • 21. 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
  • 22. 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%
  • 23. Part 2 System Initiated Ads (Interstitials, banners, native)
  • 24. 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)
  • 25. 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 effect probability to purchase Potential risks
  • 26. How to effectively use system initiated ads ● 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!
  • 28. 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. What Does Good Implementation Look Like?
  • 30. OW - 2 Placements Gold - Hard Currency Main Screen Free gold Store Free gold
  • 31. 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!
  • 32. 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
  • 34. Don't Let 'Quantity Over Quality' Be Your Mobile Mantra Daphna Gal Senior Partner Development Manager, APAC AppsFlyer
  • 35. Chapter 1: Don't Let 'Quantity Over Quality' Be Your Mobile Mantra
  • 36. THE ATTRIBUTION AUTHORITY 100% Independent & Unbiased $17B Ad Spend Measured 85k+ ApplicationsIntegrated Partners 4,000+ 1T+ Mobile Actions Measured Per Month
  • 37. The 3 Waves of App Marketing 3rd WAVE ROI 2nd WAVE Engagement 1st WAVE Acquisition Installs
  • 38. You can’t go to the bank with installs
  • 39. Source: AppsFlyer, May 2018 And Global Retention Rates Are...
  • 40. While Uninstalling Apps is Common... 31%24% 25% 21% 22% 26% 31% 32% 36% 37% 32%
  • 41. Not much to ride on anymore...
  • 42. So What Do I do?
  • 47. 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
  • 48. Rich In-App Events Basic In-App Event Rich In-App Event Add to Cart Add to Cart Content type (tablets) Content ID (433) Price (299) Currency (USD) Customer User ID (123456) Date (2/12)
  • 49. 1) Meet specific business goals Acquire target audience; e.g. moms with young kids 2) Pinpoint top media sources to pinpoint future investment Network 3 Campaign 1 Publisher 12 Creative 6 delivered moms in their 30s The 1-2-3 Punch of Rich In-App Events
  • 50. 3) Create Targeted Lists for Effective Retargeting Segment-Driven Retargeting Viewed Dresses Price > $100 Personalized Retargeting Consumer ID 8888 Items viewed 3434, 4545
  • 51. Leveraging Raw Uninstall Data Analyze uninstalls per device or user characteristics Build an audience for retargeting
  • 53. But Are You Up for the Ultimate Wave?
  • 54. Afraid to Catch The ROI Wave? 67%Don’t/can’t measure the ROI of their mobile marketing Source: Forrester
  • 55. MOBILE IS ACTUALLY THE MOST MEASURABLE ECOSYSTEM EVER CREATED
  • 58. Chapter 1: Ad Revenue Attribution: The Missing Piece in Your LTV
  • 61. Fewer Ads Viewed Fewer In-App Purchases Poor retention → Monetization Squeeze
  • 62. Winning in the 2018 App Economy
  • 64. 4-5% IAP: Whales Are Mighty but Few Share of Buying Users (2018, Gaming)
  • 66. ● Improved technology ● New ad formats ● Better targeting ● Accurate measurement of ads and their effectiveness Robust IAA Growth Forecasted
  • 68. How Much to Spend With Without LTV = IAP $1.3 = $1.3 LTV = IAP $1.3 + IAA $0.6 = $1.9 Max CPI $1.29 Max CPI $1.89
  • 69. How Much to Spend With Without LTV = IAP $1.3 = $1.3 LTV = IAP $1.3 + IAA $0.6 = $1.9 Max CPI $1.29 Max CPI $1.89
  • 71. Network B Network A LTV = IAP $1.8 + IAA ? = $1.8 LTV = IAP $1.6 + IAA ? = $1.6 Where to Spend
  • 72. Network B Network A LTV = IAP $1.8 + IAA $0.3 = $2.1 LTV = IAP $1.6 + IAA $0.8 = $2.4 Where to Spend
  • 74. Once enabled, your Facebook ad revenue will be automatically reported in your AppsFlyer dashboard. AppsFlyer Ad Revenue Reporting
  • 75.
  • 77. UA Strategy in General Hung Lee Marketing manager of ABI team OneSoft
  • 78. Top 8 Ad Networks
  • 79. Khi chúng ta sử dụng nhiều ad network như vậy để kiếm người dùng thì điều vô cùng cần thiết là có một bên thứ 3 làm trọng tài bảo vệ sự công bằng cho chúng ta với các ad network. Có 2 công cụ tracking lớn mà chúng tôi tin tưởng dùng là Firebase và Appsflyer. ● Firebase là sản phẩm của Google, nhưng nó chỉ thích họp với Adwords cũng là sp của google. với các ad nework khác chúng ta cũng có thể dùng Firebase để tracking install được, nhưng chúng ta sẽ phải sử dụng bigquery để bóc tách các dữ liệu cần thiết (điều này mất nhiều thời gian và khó dùng) ● Ở đây chúng tôi khuyên các bạn dùng Appsflyer, bởi vì công cụ Appsflyer nó hiển thị cho chúng ta rất chi tiết và đầy đủ những thông số mà Marketing cần thiết. Cost, revenue, ROI, ARPU, CPI, retention...
  • 80. Khi chúng ta đã biết các ad network lớn uy tín để dùng + ông trọng tài cần thiết Appsflyer. Nếu bạn sử dụng ngân sách quảng cáo lớn thì lại cần phải quan tâm đến vấn đề: Tại sao lại có sự khác nhau khá lớn về số lượng install giữa Google Play Console so với các công cụ thống kê của các Ad network, thậm trí là cả ông trọng tài Appsflyer. 1. Về cơ chế đo đếm ○ Google Play có nhiều views khác nhau về Install, nhưng số install đc report sẽ dựa vào unique users. ○ Các kênh quảng cáo, hay Appsflyer và Firebase sẽ đếm số install dựa vào unique devices. ○ Điều này có nghĩa nếu 1 user, khi họ thay đt, và sử dụng cùng login để install game trên devices mới thì: ■ Đối với Google Play: 1 install ■ Đối với Firebase/Appsflyer/Adwords: 2 installs
  • 81. 2. Về cách phân bố số install của các channel ○ Đối với Google Play, trong phần User Acquisition report, dữ liệu sẽ chỉ chính xác khi các channel sử dụng UTM. Hiện tại thì các kênh quảng cáo lớn như Google và Facebook đã k còn sử dụng tracking link, nên data trên GG Play sẽ k chính xác cho các sources này. ○ Cách tính organic install: ■ Google Play có tính last click là source Direct, trong khi source Direct k đc tính trong các kênh quảng cáo ■ Ví dụ cụ thể 1: ● Day 1: user click quảng cáo Google, vào store, và chưa download ● Day 2: user vào store, click vào apps và download, mở game ● Đối với Google Play: last click là source Google Play (direct), và install sẽ đc tính cho Organic ● Đối với Appsflyer/Firebase: việc install này đc diễn ra thông qua last clicks là Google, và vì nằm trong window cho phép nên kênh Google sẽ đc tính install, thay vì organic. ■ Ví dụ cụ thể 2: ● Day 1: user click quảng cáo Google, vào store, và chưa download ● Day 45: user vào store, click vào apps và download, mở game ● Đối với Google Play: last click là source Google Play (direct), và install sẽ đc tính cho Organic ● Đối với Appsflyer/Firebase: việc install này đc diễn ra thông qua last clicks là Google, và vì nằm ngoài window cho phép nên kênh Organic sẽ đc tính install, thay vì organic.